Hitbox visualization showing Terry's down tilt.

OverviewEdit

Terry crouches and does a Hapkido-style shin kick, similar to Ryu's down tilt. While a bit slower than Ryu's, Terry's down tilt remains decently fast at frame 6 and has a minor disjoint on the foot. However, unlike his other tilts, down tilt lacks intangibility. Regardless, thanks to Terry's low profile and foot disjoint, it has good protection that allows it to beat some attacks. It hits higher than it looks too, which allows it to occasionally catch jumps.

With autoturn considered, down tilt serves as an excellent cross-up punish out of shield, at frame 17 factoring in shielddrop frames. It also has good range for an attack of its nature, making it more consistent in this respect. With down tilt's amazing shield pressure and combo utility factored in as well, this can allow Terry to reverse many high-pressure situations into his favour.

Down tilt serves as Terry's best combo starter. At 0%, it's often an easy grab, which confirms down throw into up aerial, and then Rising Tackle. At lower percentages, it can go into neutral attack and confirm Power Dunk with relative ease. As a minor mixup it is also possible to go into another down tilt, however this is generally easy to escape. At around 125%, this will also confirm weak Burning Knuckle[1] as a KO confirm at the edge.

Down tilt is decently safe on shield, at -6, which allows Terry to spotdodge against shieldgrabs. Some players will often use this for pressure to put opponents into range for a shield break. If cancelled into specials, it is +4, which allows Power Dunk to catch every offensive out of shield option in the game, as it's frame 6 and coming out at -2 advantage. Generally, opponents will need to jump out of shield to escape the pressure, all while Terry has likely charged Rising Tackle. This makes down tilt a very large part of Terry's shield pressure game.

With a lingering hitbox and autoturn considered, down tilt is capable of being a good ledgetrapping tool akin to neutral attack. It can also hit some opponents on the ledge, but not the entire cast[2]. Naturally, this combined with the Burning Knuckle confirm allows Terry to have excellent pressure on the ledge. However, it does lose to ledge attacks. Being interruptible on frame 17, however, means the Terry player can shield this on reaction and go for a heavier punish instead.

Down tilt has few clear flaws, but the main one would be in its range. Like many of Terry's attacks, down tilt is vulnerable to being spaced out due to hitting low and only having average range. While the disjoint exists, it doesn't necessarily help its case too much here. Regardless, these flaws are generally minor and do little to hinder the move's success in Terry's kit.

HitboxesEdit

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
0 0 0 3.0% 0   Standard 25 30 0   3.5 top 0.0 5.0 2.0 1.6× 1.0× 40%               Terry Kick   All All            
1 0 0 3.0% 0   Standard 25 30 0   3.5 top 0.0 4.0 7.0 1.6× 1.0× 40%               Terry Kick   All All            
2 0 0 3.0% 0   Standard 25 30 0   3.5 top 0.0 3.0 12.0 1.6× 1.0× 40%               Terry Kick   All All            

TimingEdit

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

Hitboxes 6-8
Special and Final Smash cancel window 6-15
Interruptible 17
Animation length 16
Hitboxes                                 
Special/FS cancel                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
 
Interruptible

TriviaEdit

  • The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.