Super Special Move: Difference between revisions

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(made this as a sort of disambiguation page for the two moves, to make it less awkward to link to both at the same time. Could obviously be expanded if other characters with the same mechanic are introduced.)
 
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[[Terry]] has access to two '''Super Special Moves''', executed through [[Command Input Special Moves|command inputs]]. He can use these moves if on the ground and above 100% damage, or below either 100 HP or 30% of his maximum HP in Stamina mode (whichever is lower). The activation of Super Special Moves is signaled by a "GO" icon over his damage meter (originating from ''Real Bout Fatal Fury'').  
[[File:Terry Buster Wolf SSBU.gif|thumb|300px|{{SSBU|Terry}} executing Buster Wolf in ''Ultimate''.]]
[[Terry]] has access to two '''Super Special Moves''' as a [[fighter ability]], executed through [[Command Input Special Moves|command inputs]]. He can use these moves if grounded and above 100% damage. In [[Stamina Mode]], he can use the moves if below either 100 [[HP]] or 30% of his maximum HP, whichever is lower, though the requirement to be grounded still applies. The availability of Super Special Moves is signalled by a "Go" icon over his [[damage]] meter.


These moves are:
These moves are:
*[[Buster Wolf]]
*[[Buster Wolf]]
**Executed with '''↓ ↘ → ↓ ↘ → + Attack/Special''' or '''↓ → ↓ → + Attack/Special'''.
*[[Power Geyser]]
*[[Power Geyser]]
**Executed with '''↓ ↙ ← ↙ → + Attack/Special''' or '''↓ ← ↓ → + Attack/Special'''.
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==Overview==
[[File:Go SSM icon.png|thumb|150px|The "Go" icon from ''Ultimate''.]]
Super Special Moves are extremely powerful with no limit on how they can be used once made available. Additionally, they both have frame 1 damage-based [[armor]] upon use, adding a degree of safety against weak attacks that can even make Buster Wolf a somewhat viable option for getting out of ledgetrap situations. They also deal high [[shield damage]], with a {{mvsub|Terry|SSBU|forward tilt}} → [[Power Geyser]] outright [[shield break|breaking shields]] and covering most [[out of shield]] options. However, while very powerful, they are very punishable on whiff, having enormous endlag; additionally, the damage-based armor thresholds for both moves aren't too high either (5% for Power Geyser and 8% for Buster Wolf), so out-framing them with strong attacks is viable. If a shield break doesn't occur, they're also very unsafe on [[shield]], further adding to their punishable nature. Thus, a player can't simply throw them out and win consistently, instead having to hitconfirm them through [[combo]]s and hard punishes. Since they're only accessible to a player that does the proper inputs, there is a learning curve to using them successfully, and misinputs are very possible. For instance, it's not uncommon for players to misinput [[Power Dunk]] when trying to use [[Buster Wolf]] out of a dash. However, there are techniques available to make them more accessible, such as [[COIL]] and the exclusive [[Renda cancel]]ling.
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==Origin==
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in ''{{s|wikipedia|Fatal Fury Special}}''. Notice the flashing life bar signaling its availability.]]
Super Special Moves are based on Desperation Moves, a mechanic first introduced in {{uvm3|Art of Fighting}} and a mainstay of the ''Fatal Fury'' series beginning with ''{{s|wikipedia|Fatal Fury 2}}''. When active, characters can execute special moves when their life bar is flashing at 20% HP. In Terry's case, this was Power Geyser, executed almost identically to how it is in ''Super Smash Bros. Ultimate''. Buster Wolf was later introduced in ''{{s|wikipedia|Garou: Mark of the Wolves}}'' and again is executed almost identically in ''Ultimate''. The "GO!" symbol originated in ''{{s|wikipedia|Real Bout Fatal Fury}}'', designed to make it easier to tell when Desperation Moves are available.
[[Category:Command input special moves]]
[[Category:Terry]]
[[Category:Terry]]
[[Category:Terry (SSBU)]]
[[Category:Terry (SSBU)]]