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Terry (SSBU)/Forward tilt

Hitbox visualization showing Terry's forward tilt.

OverviewEdit

Widely considered to be one of his best moves, Terry's forward tilt is one of his safest tools in neutral. Often used with pivot cancelling for an extra boost, this move is frequently used to approach and space. Given that the FAF is 28, forward tilt is decently safe on whiff as well. The entire leg is intangible while the hitbox is out, making it a disjoint, and essentially a swordfighter move in how it works in-game. This move is the heart of Terry's grounded neutral game alongside his neutral attack, and combined with his large forward aerial, makes it relatively easy for him to box opponents out.

This move is -7 on shield, making it safe on shield if spaced properly and allowing him to spotdodge against shieldgrabs. However, it is also +11 on shield when special cancelled[1], making Burning Knuckle a very strong follow-up to catch almost all out of shield options, including Mr. Game & Watch's frame 3 Fire. This, combined with its shield damage, makes damaged shields exceedingly vulnerable to this maneuver, and with prior damage, liable to shield break. Power Dunk can also be used to force shieldpokes, though 7.0.0's buffs to shield size made this less consistent. Since holding shield is sufficient counterplay to a cancelled Burning Knuckle, this creates a complex mixup situation where he can grab a held shield, or go into a second forward tilt to force a shieldpoke. Generally, shielding Terry's forward tilt is a dangerous situation for the opponent to be in, making it difficult for them to contest Terry on the ground.

Forward tilt also has excellent combo utility on hit, going into Crack Shoot or Burning Knuckle at roughly 0-25% with little issue. It can also go into Buster Wolf prior to tumble, though it can be avoided with upward DI once tumble begins[2]. Since forward tilt is easily confirmed through Terry's aerials, it's a common sight in many zero-to-death combos involving Buster Wolf, or at least an opening combo that leads to around 70%.

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
Early hit
0 0 0 12.0% 0   Forward 53 40 0   3.5 top 0.0 11.0 4.0 1.0× 1.0× 0%               Terry Kick   All All            
1 0 0 12.0% 0   Forward 53 40 0   3.5 top 0.0 10.0 8.0 1.0× 1.0× 0%               Terry Kick   All All            
2 0 0 13.0% 0   Forward 53 36 0   4.0 top 0.0 10.0 13.0 1.0× 1.0× 0%               Terry Kick   All All            
Late hit
0 0 0 12.0% 0   Forward 53 40 0   3.5 top 0.0 11.0 4.0 1.0× 1.0× 0%               Terry Kick   All All            
1 0 0 12.0% 0   Forward 53 40 0   3.5 top 0.0 11.0 8.0 1.0× 1.0× 0%               Terry Kick   All All            
2 0 0 13.0% 0   Forward 53 36 0   4.0 top 0.0 11.0 13.0 1.0× 1.0× 0%               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 (early, late) 8, 9-13
Leg intangible 8-13
Special and Final Smash cancel window 8-19
Interruptible 28
Animation length 43
Hitboxes                                                                                       
Leg                                                                                       
Special/FS cancel                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Continuable
 
Interruptible