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Terry (SSBU)/Down aerial: Difference between revisions

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As one would expect, down aerial deals massive [[shield damage]]; it's ~21 HP with the sweetspot, around a third overall. While it's -9 on shield normally, it's +6 on special cancel, making [[Power Dunk]] a guaranteed blockstring. This makes for a virtually guaranteed shieldpoke on many characters. [[Crack Shoot]] can be used as a mixup to catch opponents with worse [[out of shield]] game dropping shield, as well as to safely cross up those who hold it.  
As one would expect, down aerial deals massive [[shield damage]]; it's ~21 HP with the sweetspot, around a third overall. While it's -9 on shield normally, it's +6 on special cancel, making [[Power Dunk]] a guaranteed blockstring. This makes for a virtually guaranteed shieldpoke on many characters. [[Crack Shoot]] can be used as a mixup to catch opponents with worse [[out of shield]] game dropping shield, as well as to safely cross up those who hold it.  


Down aerial does have some minor flaws. The landing lag is quite steep, at 16 frames, which makes it particularly punishing if a player misses the autocancel window. Its startup also makes it relatively easy to outframe, though buffering neutral aerial during a short hop makes it a bit better for the player. It's also extremely vulnerable to [[grab]]s out of a [[perfect shield]], as Terry usually hits close to try and connect neutral aerial after. It's also not very [[disjoint]]ed, if at all, making it easily held back by disjointed attacks from swordfighters.  
Down aerial does have some minor flaws. The landing lag is quite steep, at 15 frames, which makes it particularly punishing if a player misses the autocancel window. Its startup also makes it relatively easy to outframe, though buffering neutral aerial during a short hop makes it a bit better for the player. It's also extremely vulnerable to [[grab]]s out of a [[perfect shield]], as Terry usually hits close to try and connect neutral aerial after. It's also not very [[disjoint]]ed, if at all, making it easily held back by disjointed attacks from swordfighters.  


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit|24}}
{{HitboxTableTitle|Early hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|g=f
|g=f
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after [[hitlag]] is over.
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
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!Late hit
!Late hit
|13-15
|13-15
|-
!Special and Final Smash cancel window
|12-19
|-
|-
!Ending autocancel
!Ending autocancel
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=24}}
!Hitboxes {{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=24}}
|-
!Autocancel {{FrameStrip|t=Autocancel|c=11}}{{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Autocancel|c=33}}
|-
|-
{{FrameStrip|t=Autocancel|c=11}}{{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Autocancel|c=33}}
!Special/FS cancel {{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Continuable|c=8}}{{FrameStrip|t=Blank|c=37}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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{|class="wikitable"
{|class="wikitable"
!Interruptible
!Interruptible
|17
|16
|-
|-
!Animation length
!Animation length
|35
|28
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=19}}
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=13}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|continuable=y|interruptible=y}}


{{MvSubNavTerry|g=SSBU}}
{{MvSubNavTerry|g=SSBU}}
[[Category:Terry (SSBU)]]
[[Category:Terry (SSBU)]]
[[Category:Down aerials (SSBU)]]
[[Category:Down aerials (SSBU)]]

Latest revision as of 01:02, August 10, 2022

Hitbox visualization showing Terry's down aerial.

Overview[edit]

Terry performs a downward punch, similar to Ryu and Ken's. While a bit slow, coming out frame 12, it lingers up to frame 15 and has many unique qualities that make it effective. The sweetspot is a very strong meteor smash with a unique angle of 310°, making it KO effectively when an opponent jumps from the ledge, for example. Like many of Terry's aerials, it autocancels out of short hop and has the largest initial window of all his attacks, that being frames 1-11. This makes it Terry's most reliable A-landing option, allowing him to escape tech situations very easily while being able to counterattack.

Down aerial is incredibly strong, dealing an upwards of 18% with the 1v1 multiplier and freshness considered. Since it can be cancelled into specials such as Burning Knuckle, it's capable of inflicting a massive amount of damage in a short space of time. However, at lower percentages, down aerial doesn't actually send into tumble. Since the move is fast enough to allow neutral aerial to be buffered and work, this sparks off a very powerful combo. As a result, it's not uncommon to see Terry players jump in alternating these attacks.

As one would expect, down aerial deals massive shield damage; it's ~21 HP with the sweetspot, around a third overall. While it's -9 on shield normally, it's +6 on special cancel, making Power Dunk a guaranteed blockstring. This makes for a virtually guaranteed shieldpoke on many characters. Crack Shoot can be used as a mixup to catch opponents with worse out of shield game dropping shield, as well as to safely cross up those who hold it.

Down aerial does have some minor flaws. The landing lag is quite steep, at 15 frames, which makes it particularly punishing if a player misses the autocancel window. Its startup also makes it relatively easy to outframe, though buffering neutral aerial during a short hop makes it a bit better for the player. It's also extremely vulnerable to grabs out of a perfect shield, as Terry usually hits close to try and connect neutral aerial after. It's also not very disjointed, if at all, making it easily held back by disjointed attacks from swordfighters.

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
Early hit
0 0 0 17.0% 0 AngleIcon310.png Standard 15 85 0 HitboxTableIcon(False).png 2.0 top 0.0 0.5 12.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 15.0% 0 AngleIcon85.png Standard 30 60 0 HitboxTableIcon(False).png 4.0 top 0.0 7.0 to 2.0 6.0 to 11.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 15.0% 0 AngleIcon67.png Standard 30 60 0 HitboxTableIcon(False).png 4.0 top 0.0 7.0 to 2.0 6.0 to 11.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Terry Punch 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 17.0% 0 AngleIcon310.png Standard 15 85 0 HitboxTableIcon(False).png 2.0 top 0.0 0.5 10.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 15.0% 0 AngleIcon85.png Standard 30 60 0 HitboxTableIcon(False).png 4.0 top 0.0 7.0 to 2.0 6.0 to 11.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 15.0% 0 AngleIcon67.png Standard 30 60 0 HitboxTableIcon(False).png 4.0 top 0.0 7.0 to 2.0 6.0 to 11.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Terry Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

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

Initial autocancel 1-11
Early hit 12
Late hit 13-15
Special and Final Smash cancel window 12-19
Ending autocancel 24-
Interruptible 33
Animation length 56
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(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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 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
Autocancel  FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png
Special/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(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(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 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 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

Landing lag[edit]

Interruptible 16
Animation length 28
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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Continuable).png
Continuable
FrameIcon(Interruptible).png
Interruptible