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Terry (SSBU)/Dash attack: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:TerryDashAttack.gif|thumb|450px|Hitbox visualization showing Terry's dash attack.]]
[[File:TerryDashAttack.gif|thumb|250px|Hitbox visualization showing Terry's dash attack.]]


==Overview==
==Overview==
{{SSBU|Terry}} executes a shoulder block dubbed "Power Charge", a staple move in his games. The move lasts for an exceptionally long time with a disjointed hitbox, making it relatively easy to connect. The strong hit has a good amount of active frames, and has good [[KO]] potential, making it a very threatening whiff punish considering the distance. It also crosses up shield consistently, which combined with the distance covered, makes the -18 shield advantage less of an issue than it seems.  
{{SSBU|Terry}} executes a shoulder block dubbed "Power Charge", a staple move in his games. The move lasts for an exceptionally long time with a disjointed hitbox, making it relatively easy to connect. The strong hit has a good amount of active frames and good [[KO]] potential, making it a very threatening whiff punish considering the distance it travels, increasing his threat range considerably. Being frame 10 on top of this, dash attack is Terry's fastest burst option, making it not only easy to confirm, but also among the easiest-to-use whiff punish tools he possesses. It also crosses up shield consistently which, combined with the distance covered, makes the -18 shield advantage less of an issue than it seems. Dash attack will stop at the edges of [[platform]]s and stage bases while maintaining its large [[hitbox]] activity, which can be useful in niche ledgetrap situations. This can also be applied to edgeguarding characters with poor recoveries, especially {{SSBU|Chrom}}'s.


However, dash attack is often overshadowed by Terry's other burst options, especially his command specials such as [[Crack Shoot]]. These can be combo'd into with relative ease, have stronger situations and/or kill power after use, and better situations on shield (sometimes even [[shield break]]s). However, the sheer hitbox activity and general safety of the move gives it strong utility as a burst option and whiff punish tool.  
However, while the move is strong, there are some minor issues the move has. The distance it travels, while beneficial for letting Terry easily whiff punish, can also be his bane. If the move fails to connect, it is extremely punishable, often flinging Terry right into the opponent's threat bubble. Worse still, dash attack doesn't possess much of a [[disjoint]], causing it to lose to weapon-based attacks, such as those from swordfighters like {{SSBU|Lucina}}. Additionally, dash attack is often overshadowed by Terry's other burst options, especially his command specials like [[Crack Shoot]]. The flexibility of [[Burning Knuckle]], which allows the Terry player to choose how far they want to go, is also a significant benefit over dash attack. These can be confirmed into with relative ease, force stronger situations and/or possess higher kill power, and better safety on shield (sometimes even being used for [[shield break]]s). However, the sheer hitbox activity, general safety, and ease of use that dash attack provides gives it strong utility as a burst option and whiff punish tool.  


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 15: Line 15:
|sd=1.0
|sd=1.0
|angle=55
|angle=55
|af=3
|bk=65
|bk=65
|ks=78
|ks=78
Line 29: Line 30:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 35: Line 36:
|sd=1.0
|sd=1.0
|angle=50
|angle=50
|af=3
|bk=60
|bk=60
|ks=83
|ks=83
Line 52: Line 54:


==Timing==
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after [[hitlag]] is over.
{|class="wikitable"
{|class="wikitable"
!Clean hit
!Clean hit
Line 58: Line 61:
!Late hit
!Late hit
|15-22
|15-22
|-
!Final Smash cancel window
|10-40
|-
|-
!Interruptible
!Interruptible
Line 67: Line 73:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=14}}
!Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=14}}
|-
!FS cancel {{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Continuable|c=31}}{{FrameStrip|t=Blank|c=14}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|continuable=y|interruptible=y}}


{{MvSubNavTerry|g=SSBU}}
{{MvSubNavTerry|g=SSBU}}
[[Category:Terry (SSBU)]]
[[Category:Terry (SSBU)]]
[[Category:Dash attacks (SSBU)]]
[[Category:Dash attacks (SSBU)]]

Latest revision as of 23:44, August 9, 2022

Hitbox visualization showing Terry's dash attack.

Overview[edit]

Terry executes a shoulder block dubbed "Power Charge", a staple move in his games. The move lasts for an exceptionally long time with a disjointed hitbox, making it relatively easy to connect. The strong hit has a good amount of active frames and good KO potential, making it a very threatening whiff punish considering the distance it travels, increasing his threat range considerably. Being frame 10 on top of this, dash attack is Terry's fastest burst option, making it not only easy to confirm, but also among the easiest-to-use whiff punish tools he possesses. It also crosses up shield consistently which, combined with the distance covered, makes the -18 shield advantage less of an issue than it seems. Dash attack will stop at the edges of platforms and stage bases while maintaining its large hitbox activity, which can be useful in niche ledgetrap situations. This can also be applied to edgeguarding characters with poor recoveries, especially Chrom's.

However, while the move is strong, there are some minor issues the move has. The distance it travels, while beneficial for letting Terry easily whiff punish, can also be his bane. If the move fails to connect, it is extremely punishable, often flinging Terry right into the opponent's threat bubble. Worse still, dash attack doesn't possess much of a disjoint, causing it to lose to weapon-based attacks, such as those from swordfighters like Lucina. Additionally, dash attack is often overshadowed by Terry's other burst options, especially his command specials like Crack Shoot. The flexibility of Burning Knuckle, which allows the Terry player to choose how far they want to go, is also a significant benefit over dash attack. These can be confirmed into with relative ease, force stronger situations and/or possess higher kill power, and better safety on shield (sometimes even being used for shield breaks). However, the sheer hitbox activity, general safety, and ease of use that dash attack provides gives it strong utility as a burst option and whiff punish tool.

Hitboxes[edit]

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
Clean hit
0 0 0 13.0% 1.0 AngleIcon55.png Forward 65 78 0 HitboxTableIcon(False).png 5.0 top 0.0 10.0 to 6.0 3.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 10.0% 1.0 AngleIcon50.png Forward 60 83 0 HitboxTableIcon(False).png 4.0 top 0.0 10.0 to 6.0 4.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Terry Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

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

Clean hit 10-14
Late hit 15-22
Final Smash cancel window 10-40
Interruptible 41
Animation length 54
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FS cancel  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Continuable).png
Continuable
FrameIcon(Interruptible).png
Interruptible