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Terry (SSBU)/Neutral attack/Hit 1

Hitbox visualization showing Terry's first jab.

OverviewEdit

A simple jab. This move has a large amount of utility in Terry's kit due to the FAF of 14, enabling it to work as a strong neutral tool. Due to being frame 3 and one of Terry's best combo starters and extenders, it's one of the most often-seen moves in Terry's moveset.

This move is often used to immediately go into Power Dunk without worrying about the SDI issues Hit 2 presents. This can be done out of down tilt as well for a simple bread and butter combo that's hard for opponents to escape. If going into Power Dunk on shield here, it will often shieldpoke. It's also possible to go into Buster Wolf after a down tilt, but it's not necessarily a true combo.

Neutral attack Hit 1 is also -6 on shield, allowing it to be used for tick throws on characters without good out of shield options. It's also +4 if cancelled into specials[1], allowing it to enable blockstrings or even shield break combos. If spaced, it is very difficult to punish on shield.

Given the move repeats itself on frame 6 while having an FAF of 14, holding the button at ledge can allow for an effective ledgetrap. Once an opponent comes off the ledge, if they end up behind Terry, autoturn will allow him to still hit the opponent with the attack. If they attempt to avoid it, the low endlag will allow the player to react and punish easily.

Neutral attack Hit 1 has very few issues. However, this doesn't mean it lacks them. It has little range akin to most moves of its kind, and it also loses to disjointed attacks. As a result, in some matchups, reaping the benefits the move gives can be quite difficult.

HitboxesEdit

The scripts only specify a hitstun modifier for the ID 1 hitbox, but it also applies to the ID 0 hitbox due to a glitch.

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 Hitstun
0 0 0 3.0% 0   Standard 10 10 0   3.2 top 0.0 11.0 5.5 1.5× 1.0× 0%               Terry Punch   All All            
1 0 0 3.0% 0   Standard 30 10 0   3.2 top 0.0 11.0 10.0 1.5× 1.0× 0%               Terry Punch   All All             +1 frame

TimingEdit

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

Hitboxes 3-4
Jab 2 continuability window 6-22
Special and Final Smash cancel window 3-8
Consecutive jab frame 10
Interruptible 14
Animation length 50
Hitboxes                                                                                                     
Jab 2                                                                                                     
Special/FS cancel                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Continuable
  
Earliest continuable point
 
Interruptible

TriviaEdit

  • Interestingly enough, Terry's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with Banjo & Kazooie's first and second jabs, Pyra, Mythra, and Sora's first jabs, and Fox's second jab.