Terry (SSBU)/Neutral special

Terry neutral special hitbox visualizations
Ground + Tapped TerryNSpecialGroundedTapped.gif
Ground + Held TerryNSpecialGroundedHeld.gif
Aerial + Tapped TerryNSpecialAerialTapped.gif
Aerial + Held TerryNSpecialAerialHeld.gif

OverviewEdit

Terry punches the ground and causes energy to erupt from below, performing Power Wave. The move is quite slow, coming out frame 18 at best, but lasts long enough so that it can act as a strong stage control tool. As such, it can be compared to Hadoken in terms of utility, down to the mediocre followup potential.

The main draw to Power Wave is its ability to cover grounded space exceptionally well. Due to its sheer activity, it's possible for the move to become very positive on shield from a distance, while allowing for shield break setups with Crack Shoot or blockstrings with Terry's normal moves, notably forward tilt. The light Power Wave, in particular, covers the stage very well, allowing Terry to use Crack Shoot to cover virtually the entire stage. On the flip side though, Power Wave is pitiful up close, being a free grab for the entire cast, and a perfect shield allows players to close the distance against Terry with impunity. As such, Power Wave is only effective from afar for the purpose of encouraging approaches, allowing Terry to make use of his short-ranged attacks.

If used in the air, Terry will let out a single burst of energy with transcendent priority. This can be used to situationally muscle through projectiles and force tech situations, but the move shines the most off-stage for gimping characters with poor recoveries, such as Roy. The priority also allows Terry to bypass disjoints, making it even better against swordfighter characters trying to recover. It also has recovery utility for the fact it stalls Terry in the air, allowing him to cancel momentum when knocked back far. However, horizontal momentum is cancelled as well, making it somewhat risky in other situations, as Terry may not be able to make it back to the stage. It can be used to mix up landing as well, which is a good mixup in disadvantage.

HitboxesEdit

GroundedEdit

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
Tapped (clean)
0 0 0 8.0% -4.0   Standard 50 20 0   2.4 top 0.0 12.0 to 2.0 -5.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 8.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -10.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (late)
0 0 0 8.0% -4.0   Standard 50 20 0   2.4 top 0.0 9.0 to 2.0 -4.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 8.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -8.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (latest)
0 0 0 8.0% -4.0   Standard 50 20 0   2.4 top 0.0 6.5 to 2.0 -2.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 8.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -6.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (clean)
0 0 0 9.0% -4.0   Standard 50 20 0   2.4 top 0.0 12.0 to 2.0 -5.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 9.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -10.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (late)
0 0 0 9.0% -4.0   Standard 50 20 0   2.4 top 0.0 9.0 to 2.0 -4.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 9.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -8.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (latest)
0 0 0 9.0% -4.0   Standard 50 20 0   2.4 top 0.0 6.5 to 2.0 -2.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 9.0% -4.0   Standard 50 20 0   1.8 top 0.0 2.0 -6.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            

AerialEdit

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
Tapped (first frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 10.0 to 0.0 -2.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -3.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (second frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 9.4 to 0.0 -0.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -4.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (third frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 8.8 to 0.0 0.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -6.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (fourth frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 8.2 to 0.0 1.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -7.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (fifth frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 7.6 to 0.0 2.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -9.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (sixth frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 7.0 to 0.0 4.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -11.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (seventh frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 6.4 to 0.0 5.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -12.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (eight frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 5.8 to 0.0 6.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -14.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (ninth frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 5.2 to 0.0 7.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -15.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Tapped (tenth frame)
0 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 4.6 to 0.0 8.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 10.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -17.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (first frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 10.0 to 0.0 -2.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -3.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (second frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 9.4 to 0.0 -0.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -4.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (third frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 8.8 to 0.0 0.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -6.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (fourth frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 8.2 to 0.0 1.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -7.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (fifth frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 7.6 to 0.0 2.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -9.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (sixth frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 7.0 to 0.0 4.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -11.0 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (seventh frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 6.4 to 0.0 5.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -12.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (eight frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 5.8 to 0.0 6.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -14.2 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (ninth frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 5.2 to 0.0 7.6 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -15.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
Held (tenth frame)
0 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 4.6 to 0.0 8.8 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            
1 0 0 11.0% -3.2   Standard 85 30 0   3.0 top 0.0 0.0 -17.4 to 0.0 0.5× 1.0× 0%               Terry Punch   All All            

TimingEdit

  This article or section may require additional technical data.
The editor who added this tag elaborates: Frame Strip, FAF/AL
You can discuss this issue on the talk page or edit this page to improve it.
Grounded+Tapped Hitboxes 18-86
Grounded+Held Hitboxes 21-66
Aerial+Tapped Hitboxes 18-27
Aerial+Held Hitboxes 21-24
Interruptible ?
Animation length ?
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible