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Terry (SSBU)/Neutral aerial

Hitbox visualization showing Terry's neutral aerial.

OverviewEdit

Terry performs a knifehand strike, based on his jumping light punch in the Fatal Fury series. It's strikingly similar to Ryu's neutral aerial in Smash 4, possessing similar and arguably better properties overall. This includes a better autocancel window and drastically improved active frames. However, unlike Smash 4 Ryu, Terry is unable to use neutral aerial twice in a short hop by one frame, and there is a bit more landing lag.

Terry's neutral aerial is frame 4, the fastest of his aerial kit. This, coupled with its special cancel qualities, makes it an excellent punish against overextending opponents. It's not uncommon to see Terry break out of a combo with this and then cancel into Burning Knuckle, reversing the situation and possibly even scoring a KO for himself. It's also possible to use neutral aerial out of dodge attack to confirm Burning Knuckle.

Outside of disadvantage, neutral aerial remains an extremely effective tool. Landing with the move launches the opponent upwards, allowing Terry to full hop into a second neutral aerial to confirm Burning Knuckle as a consistent kill confirm. This property can also be abused for platform tech situations at Mid%s. Neutral aerial is also possible out of down tilt at around 65% on average, which gives Terry significant kill power at ledge. Terry's down aerial has low endlag, which allows for neutral aerial to be used out of it. A sourspot down aerial can also confirm the move, which has led to Terry players alternating between down aerial and neutral aerial in sequence for combos, especially out of landing up aerial. This gives Terry strong shield pressure and combo potential, making it difficult for players to get Terry off them once he gets in. Both moves also possess disjoints, making them difficult to challenge for characters with poor hitboxes.

Neutral aerial is extremely safe on shield, being -3 early and -4 late, allowing Terry to use neutral attack to further pressure shield, hitting out of shield attempts, likely with Power Dunk or Burning Knuckle, the latter of which will likely shield break. If special cancelled on shield, neutral aerial will be effectively +3 on shield regardless of hit, allowing Terry to use Power Dunk to shield poke or hit opponents trying to punish out of shield. Even against a perfect shield, the frame advantage is neutral when special cancelling, allowing for mixup situations.

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
Clean hit
0 0 0 7.0% 0   Standard 20 100 0   4.5 top 0.0 6.0 to 8.0 7.0 to 5.0 1.0× 1.0× 0%               Terry Punch   All All            
Late hit
0 0 0 5.0% 0   Standard 20 100 0   4.5 top 0.0 6.0 to 8.0 7.0 to 5.0 1.0× 1.0× 0%               Terry Punch   All All            

TimingEdit

AttackEdit

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

Initial autocancel 1-3
Clean hit 4-8
Late hit 9-19
Special and Final Smash cancel window 4-23
Ending autocancel 24-
Interruptible 34
Animation length 37
Hitbox                                                                           
Autocancel                                                                           
Special/FS cancel                                                                           

Landing lagEdit

Interruptible 7
Animation length 21
                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Continuable
 
Interruptible