Terry (SSBU)/Dodge attack: Difference between revisions
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{{SSBU|Terry}} executes an uppercut, based on his defensive attack from the Fatal Fury series. This attack is [[intangible]] on the upper body during the hitbox duration, making it completely [[disjoint]]ed. This gives it amazing anti-air utility, and as such, is a staple in Terry's kit. | {{SSBU|Terry}} executes an uppercut, based on his defensive attack from the Fatal Fury series. This attack is [[intangible]] on the upper body during the hitbox duration, making it completely [[disjoint]]ed. This gives it amazing anti-air utility, and as such, is a staple in Terry's kit. | ||
Compared to | Compared to {{mvsub|Terry|SSBU|up tilt}}, which it shares an animation with, dodge attack 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<ref>https://twitter.com/RoninX1819/status/1209318711817113600 Dodge attack beating multihits showcase</ref>. In addition, it can go into his up aerial and then [[Rising Tackle]] as a very early albeit difficult KO confirm<ref>https://twitter.com/RoninX1819/status/1208565106881286144 Dodge Attack -> UAir xx cs.RT KO confirm</ref>. It should be noted that [[dodge staling]] does not affect when a [[spot dodge]] can be cancelled; it will always be from frame 10. | ||
Dodge attack has some downsides. Dodge attack lacks the luxury of a special cancel function like up tilt, as well as a 0.5× [[shieldstun]] multiplier, making it -17 on [[shield]] and among the least safe moves in Terry's moveset. Furthermore, its small hitbox making it generally difficult to connect in a match, demanding the opponent make a mistake for it to hit reliably. While this is easy due to the amazing intangibility, it makes the move somewhat unwieldy offensively. It also has a large amount of lag while leaving him with a bad hurtbox extension once the intangibility is over, making it one of his least safe moves on whiff. Finally, due to requiring use from a spotdodge, this does add inherent [[lag]] to the move in a similar way to how [[neutral attack]]s do to subsequent hits. | Dodge attack has some downsides. Dodge attack lacks the luxury of a special cancel function like up tilt, as well as a 0.5× [[shieldstun]] multiplier, making it -17 on [[shield]] and among the least safe moves in Terry's moveset. Furthermore, its small hitbox making it generally difficult to connect in a match, demanding the opponent make a mistake for it to hit reliably. While this is easy due to the amazing intangibility, it makes the move somewhat unwieldy offensively. It also has a large amount of lag while leaving him with a bad hurtbox extension once the intangibility is over, making it one of his least safe moves on whiff. Finally, due to requiring use from a spotdodge, this does add inherent [[lag]] to the move in a similar way to how [[neutral attack]]s do to subsequent hits. |
Revision as of 06:17, March 22, 2021
Overview
Terry executes an uppercut, based on his defensive attack from the Fatal Fury series. This attack is intangible on the upper body during the hitbox duration, making it completely disjointed. This gives it amazing anti-air utility, and as such, is a staple in Terry's kit.
Compared to up tilt, which it shares an animation with, dodge attack 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[1]. In addition, it can go into his up aerial and then Rising Tackle as a very early albeit difficult KO confirm[2]. It should be noted that dodge staling does not affect when a spot dodge can be cancelled; it will always be from frame 10.
Dodge attack has some downsides. Dodge attack lacks the luxury of a special cancel function like up tilt, as well as a 0.5× shieldstun multiplier, making it -17 on shield and among the least safe moves in Terry's moveset. Furthermore, its small hitbox making it generally difficult to connect in a match, demanding the opponent make a mistake for it to hit reliably. While this is easy due to the amazing intangibility, it makes the move somewhat unwieldy offensively. It also has a large amount of lag while leaving him with a bad hurtbox extension once the intangibility is over, making it one of his least safe moves on whiff. Finally, due to requiring use from a spotdodge, this does add inherent lag to the move in a similar way to how neutral attacks do to subsequent hits.
Hitboxes
Timing
Entire body intangible | 1-3 |
---|---|
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 |
|
- ^ 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