Terry (SSBU)/Up tilt
Terry up tilt hitbox visualisations | ||
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Up tilt | ||
Dodge attack |
Overview
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. However, once the attack is over, it leaves Terry with a hurtbox extension that can lead to an easy punish on whiff.
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[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.
Dodge attack is a bit different, in that while it has less endlag, it has a different knockback angle and cannot be cancelled into specials. Terry is also completely intangible for the first few frames of the move before it gradually dissipates, providing it ample use as a "get off me" tool. It's also got immense utility out of a perfect shield, as it beats many moves with multiple hits[2]. In addition, it can go into his up aerial and then Rising Tackle as a very early albeit difficult KO confirm[3]. It should be noted that dodge staling does not affect when a spot dodge can be cancelled; it will always be from frame 10. As such, this does add inherent lag to the move in a similar way to how neutral attacks do.
On shield, up tilt is very powerful. While it's normally -12, when cancelled into specials it's +10[4]. As such, Burning Knuckle can be used alongside it to catch most out of shield options, or into Rising Tackle or Power Dunk to poke shields while abusing intangibility. Dodge attack, however, lacks the luxury of a special cancel function as well as a 0.5× shieldstun multiplier, making it -17 and among the least safe moves in Terry's moveset.
Up tilt and dodge attack have similar downsides. The small hitbox makes it generally difficult to connect in a match, often requiring a confirm to make it work. It also has the most lag out of Terry's tilts while leaving him with a bad hurtbox extension, making it one of his least safe moves on whiff. Dodge attack is also very unsafe on shield, often leading to Terry getting grabbed or having neutral reset, which he cannot always afford.
Hitboxes
Up tilt
Dodge attack
Timing
Up tilt
Arm intangible | 7-11 |
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Early hit | 7 |
Mid hit | 8 |
Late hit | 9-11 |
Interruptible | 31 |
Animation length | 59 |
Dodge attack
Entire body intangible | 1-3 |
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Upper body intangible | 1-9 |
Early hit | 5 |
Mid hit | 6 |
Late hit | 7-9 |
Interruptible | 29 |
Animation length | 57 |
Lag | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Upper body | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lower body |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
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- ^ https://www.youtube.com/watch?v=7S9K4xx-4tY Crack Shoot Dragdown -> Tech Situation Guide
- ^ https://twitter.com/RoninX1819/status/1209318711817113600 Dodge attack beating multihits showcase
- ^ https://twitter.com/RoninX1819/status/1208565106881286144 Dodge Attack -> UAir xx cs.RT KO confirm
- ^ https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0 shield data