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Super Special Move: Difference between revisions

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==Overview==
==Overview==
[[File:Go SSM icon.png|thumb|150px|right|The "Go" icon from ''Ultimate''.]]
[[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 accessible. Additionally, they both have frame 1 damage-based [[armor]] upon use, adding a degree of safety against weak attacks. They also deal high [[shield damage]], with a [[Terry (SSBU)/Forward tilt|forward tilt]] → Power Geyser outright [[shield break|breaking shields]] should a player hold it. While very powerful, though, they are very punishable on whiff, having enormous endlag. If a shield break doesn't occur, they're also very unsafe on [[shield]], further adding to their punishable nature. Ergo, a player can't simply throw them out and win consistently, instead having to confirm 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 as well, with techniques such as [[Command Input Special Moves#Renda cancelling|Renda cancelling]] available to make them more accessible. Make no mistake though: in the hands of an experienced player, Super Special Moves are among the most devastating attacks in the game.  
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==
==Origin==
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in ''{{s|wikipedia|Fatal Fury Special}}''. Notice the flashing life bar signaling its availability.]]
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in ''{{s|wikipedia|Fatal Fury Special}}''. Notice the flashing life bar signaling its availability.]]

Latest revision as of 10:54, April 12, 2023

Terry executing Buster Wolf in Ultimate.

Terry has access to two Super Special Moves as a fighter ability, executed through 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:

  • Buster Wolf
    • Executed with ↓ ↘ → ↓ ↘ → + Attack/Special or ↓ → ↓ → + Attack/Special.
  • Power Geyser
    • Executed with ↓ ↙ ← ↙ → + Attack/Special or ↓ ← ↓ → + Attack/Special.

Overview[edit]

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 forward tiltPower Geyser outright 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 combos 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 cancelling.

Origin[edit]

Terry using Power Geyser in Fatal Fury Special. Notice the flashing life bar signaling its availability.

Super Special Moves are based on Desperation Moves, a mechanic first introduced in Art of Fighting and a mainstay of the Fatal Fury series beginning with 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 Garou: Mark of the Wolves and again is executed almost identically in Ultimate. The "GO!" symbol originated in Real Bout Fatal Fury, designed to make it easier to tell when Desperation Moves are available.