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Terry (SSBU)/Up smash

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Hitbox visualization showing Terry's up smash.

Overview[edit]

Terry performs Wild Upper from the Fatal Fury series. The motion used is commonly seen from characters such as Ryu in many fighting games. The move is fairly strong, dealing high damage with a stronger late hit to better combat aerial opponents or pressure platforms. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, disjointed, forgiving hitbox, coupled with surprisingly long hitbox activity.

Up smash is quite odd, particularly with its smash attack charge hold frame being a single frame before the hitbox. Thanks to this, a Terry player can hold the charge and let the move loose instantly, on reaction. Prior to the move being released, Terry crouches quite low, giving him an excellent hurtbox shift to avoid hits. Coupled with the incredible hitbox, this gives Terry very strong anti-air game should the player anticipate a jump-in that should not be ignored.

Being frame 10, up smash also serves as a serviceable out of shield option. In this case, the early hit will connect, which has slightly worse kill power. Regardless, it's still very strong and will KO at reasonable percentages. Additionally, against players that hit shield from above, it is likely that the late hit will connect instead. It's a bit overshadowed by Rising Tackle, however, which has frame 5 intangibility with a command input (which can be facilitated through shield tilting or COIL).

Despite its strengths, like all moves, up smash does have issues. It's a bit on the laggy side, typical of a smash attack, which makes it very punishable on whiff. Terry's arm also stays out for a bit longer than what would be desired, leaving him with a hurtbox extension that makes him easier to hit once the move is over. Despite its great hitbox, it still tends to lose to more disjointed aerials, such as Marth's forward aerial, though this is minor.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless
Early hit
0 0 0 16.0% 0 AngleIcon83.png Standard 32 89 0 HitboxTableIcon(False).png 5.0 top 0.0 12.0 8.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Clean hit
0 0 0 18.0% 0 AngleIcon90.png Standard 32 83 0 HitboxTableIcon(False).png 5.0 top 0.0 21.0 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 8-9
Early hit 10
Clean hit 11-14
Interruptible 42
Animation length 69
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible