Editing Terry (SSBU)/Neutral attack/Hit 2

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:TerryJab2.gif|thumb|350px|Hitbox visualization showing Terry's second jab.]]
[[File:TerryJab2.gif|thumb|350px|Hitbox visualization showing Terry's second jab.]]
==Overview==
==Overview==
A short-straight punch from {{SSBU|Terry}}, dealing two hits as a reference to his home games, aiding in combo utility. As one of the only neutral attacks in the game with multiple hits, this move is very unique.
A short-straight punch from {{SSBU|Terry}}, dealing two hits as a reference to his home games, aiding in combo utility. As one of the only neutral attacks in the game with multiple hits, this move is very unique.  


This move's most noticeable feature is its ability to be [[cancel]]led into specials, allowing for Terry to confirm his infamous [[Power Dunk]] or [[Rising Tackle]]. However, both are vulnerable to [[SDI]], causing it to become a [[mindgame]] if Terry just does it raw. If the player begins a combo with {{mvsub|Terry|SSBU|down tilt}}, Power Dunk becomes much more consistent. However, Rising Tackle, if done as a command special, will do more damage with a strong hit, and drifting in will make it more consistent across the board. It will also KO more early. However, it necessitates [[charge partitioning]] to work.
This move's most noticeable feature is its ability to be [[cancel]]led into specials, allowing for Terry to confirm his infamous [[Power Dunk]] or [[Rising Tackle]]. However, both are vulnerable to [[SDI]], causing it to become a [[mindgame]] if Terry just does it raw. If the player begins a combo with [[Terry (SSBU)/Down tilt|down tilt]], Power Dunk becomes much more consistent. However, Rising Tackle, if done as a command special, will do more damage with a strong hit, and drifting in will make it more consistent across the board. It will also KO more early. However, it necessitates [[charge partitioning]] to work.  


Due to the long-lasting hitboxes (3-7 overall), FAF of 19, and the reward on hit, Terry players often use the move in neutral alongside [[../Hit 1|hit 1]]. It isn't uncommon to see a Terry player run in, use hits 1 and 2, then run away or advance pressure. This move is generally considered to be safe on whiff if executed optimally, being an FAF of 25 considering a player cancelled hit 1 to 2 perfectly.
Due to the long-lasting hitboxes (3-7 overall), FAF of 19, and the reward on hit, Terry players often use the move in neutral alongside [[Terry (SSBU)/Neutral attack/Hit 1|Hit 1]]. It isn't uncommon to see a Terry player run in, use hits 1 and 2, then run away or advance pressure. This move is generally considered to be safe on whiff if executed optimally, being an FAF of 25 considering a player cancelled Hit 1 to 2 perfectly.  


Unlike the first hit of neutral attack, this section of the combo is very negative on shield, at -17. As a result, it has little potential for shield mixups. It also has smaller potential for [http://www.dustloop.com/wiki/index.php?title=Blockstring blockstrings] or [[shield break combo]]s than his other cancellable moves, only being +2 on shield.<ref>https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0</ref>
Unlike the first hit of neutral attack, this section of the combo is very negative on shield, at -17. As a result, it has little potential for shield mixups. It also has smaller potential for [http://www.dustloop.com/wiki/index.php?title=Blockstring blockstrings] or [[shield break combo]]s than his other cancellable moves, only being +2 on shield<ref>https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0</ref>.


==Hitboxes==
==Hitboxes==
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==Trivia==
==Trivia==
*Terry's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable [[item]]s) towards the user rather than away when hit from afar. They share this distinction with {{SSBU|Banjo & Kazooie}}'s first and second jabs, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}}'s first jabs, and {{SSBU|Fox}}'s second jab.
*Interestingly enough, Terry's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable [[item]]s) towards the user rather than away when hit from afar. They share this distinction with {{SSBU|Banjo & Kazooie}}'s first and second jabs, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}}'s first jabs, and {{SSBU|Fox}}'s second jab.
 
==References==
{{Reflist}}


{{MvSubNavTerry|g=SSBU}}
{{MvSubNavTerry|g=SSBU}}
[[Category:Terry (SSBU)]]
[[Category:Terry (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

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