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Terry (SSBU)/Neutral attack/Hit 2

Hitbox visualization showing Terry's second jab.

OverviewEdit

A short-straight punch from Terry, dealing two hits as a reference to his home games, aiding in combo utility. As one of the only neutral attacks in the game with multiple hits, this move is very unique.

This move's most noticeable feature is its ability to be cancelled into specials, allowing for Terry to confirm his infamous Power Dunk or Rising Tackle. However, both are vulnerable to SDI, causing it to become a mindgame if Terry just does it raw. If the player begins a combo with down tilt, Power Dunk becomes much more consistent. However, Rising Tackle, if done as a command special, will do more damage with a strong hit, and drifting in will make it more consistent across the board. It will also KO more early. However, it necessitates charge partitioning to work.

Due to the long-lasting hitboxes (3-7 overall), FAF of 19, and the reward on hit, Terry players often use the move in neutral alongside Hit 1. It isn't uncommon to see a Terry player run in, use hits 1 and 2, then run away or advance pressure. This move is generally considered to be safe on whiff if executed optimally, being an FAF of 25 considering a player cancelled Hit 1 to 2 perfectly.

Unlike the first hit of neutral attack, this section of the combo is very negative on shield, at -17. As a result, it has little potential for shield mixups. It also has smaller potential for blockstrings or shield break combos than his other cancellable moves, only being +2 on shield[1].

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 Hitstun
Hit 1
0 0 0 1.0% 0   Standard 15 15 0   4.0 top 0.0 10.0 6.5 1.5× 1.0× 0%               Terry Punch   All All            
1 0 0 1.0% 0   Standard 25 15 0   4.5 top 0.0 10.0 9.5 1.5× 1.0× 0%               Terry Punch   All All            
2 0 0 1.0% 0   Standard 28 15 0   4.5 top 0.0 10.0 9.5 1.5× 1.0× 0%               Terry Punch   All All            
Hit 2
0 1 0 2.0% 0   Standard 25 15 0   4.0 top 0.0 12.0 10.0 1.7× 1.0× 0%               Terry Punch   All All             +1 frame
1 1 0 2.0% 0   Standard 35 15 0   4.5 top 0.0 11.0 12.0 1.7× 1.0× 0%               Terry Punch   All All             +1 frame
2 1 0 2.0% 0   Standard 38 15 0   4.5 top 0.0 11.0 12.0 1.7× 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.

Hit 1 3
Hit 2 4-7
Jab 3 continuability window 9-34
Special cancel window 6-19
Final Smash cancel window 3-19
Interruptible 25
Animation length 66
Hitboxes                                                                                                                                     
Jab 3                                                                                                                                     
Special cancel                                                                                                                                     
FS cancel                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
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.