Hitbox visualization showing Terry's up tilt.

OverviewEdit

Terry executes an uppercut, based on his defensive attack from the Fatal Fury series. This attack is intangible on the arm during the hitbox duration, giving it a minor disjoint and decent anti-air utility. Despite being among his laggiest tilts, it's a still fair option. Up tilt's main utility is in its combo potential. Thanks to its ability to be cancelled into special moves, Terry can go into a delayed Crack Shoot at lower percentages to force tech situations on some characters[1], or Power Geyser as a true combo, even at very high percentages. The latter is one of Terry's most effective KO confirms, and as such, many players attempt to confirm up tilt. Connecting into up tilt from down tilt is a common method of getting this confirm, though a landing neutral aerial is a serviceable alternative.

On shield, up tilt is very powerful. While it's normally -12, when cancelled into specials it's +10[2]. As such, Burning Knuckle can be used alongside it to catch most out of shield options, or cancel into Rising Tackle or Power Dunk to poke shields while abusing intangibility. If a shield has been damaged, then Power Geyser can work as a potential shield break that forces the opponent to roll back, but a perfect shield puts Terry into a precarious situation, making it very high-risk.

Up tilt has some downsides. The small hitbox makes it extremely difficult to connect in a match, often requiring a confirm to make it work. Its anti-air utility pales in comparison to his dodge attack, due to very poor intangibility, making it common to see up tilt lose against more disjointed moves, such as those from swordfighters. Worse still, once the attack is over, it leaves Terry with a hurtbox extension that can lead to an easy punish on whiff, especially factoring in its lag.

HitboxesEdit

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 Flinchless No GFX Heedless
Early hit
0 0 0 11.0% 0   Standard 72 18 0   3.0 top 0.0 9.5 4.0 1.2× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% 0   Standard 78 18 0   3.0 top 0.0 8.0 7.0 1.2× 1.0× 0%               Terry Punch   All All            
Mid hit
0 0 0 11.0% 0   Standard 72 18 0   3.0 top 0.0 11.0 5.0 1.2× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% 0   Standard 78 18 0   3.0 top 0.0 12.0 8.5 1.2× 1.0× 0%               Terry Punch   All All            
Late hit
0 0 0 11.0% 0   Standard 72 18 0   3.0 top 0.0 19.0 4.5 1.2× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% 0   Standard 78 18 0   3.0 top 0.0 23.0 5.0 1.2× 1.0× 0%               Terry Punch   All All            

TimingEdit

Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.

Hitboxes (early, mid, late) 7, 8, 9-11
Arm intangible 7-11
Special and Final Smash cancel window 7-19
Interruptible 31
Animation length 59
Hitboxes                                                                                                                       
Arm                                                                                                                       
Special/FS cancel