Terry (SSBU)/Down throw

Overview
performs a neckbreaker slam. This primarily serves as Terry's low percentage combo throw, enabling much of his "bread and butter". As such, when Terry gets a grab early on, he is usually using this throw to get around 35-40% out of it. It's also a situational kill throw on high platforms if the opponent has taken significant damage.

The optimal followup out of down throw for most characters is up aerial into a charged Rising Tackle. Due to the need for Rising Tackle to be charged, this requires the Terry player to hold down on the control stick after inputting the throw, jumping with a button, and using the c-stick to perform up aerial before letting the charge go for Rising Tackle. However, utilizing DTCOIL is a valid alternative for players acquainted with it, making the combo much easier.

Against heavyweights and "big body" characters, neutral aerial into Burning Knuckle is a great alternative that's not only easier to do, but more damaging. If Terry has access to his Super Special Moves, characters like are liable to get zero-to-death comboed, with down aerial → neutral aerial → forward tilt → Buster Wolf being a true combo due to his size.

Throw Data

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Timing
During frame 22, the move inflicts 10 frames of hitlag to both Terry and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.