Terry (SSBU)/Neutral special

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< Terry (SSBU)
Revision as of 10:39, December 31, 2020 by CanvasK (talk | contribs)
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Terry neutral special hitbox visualizations
Ground + Tapped TerryNSpecialGroundedTapped.gif
Ground + Held TerryNSpecialGroundedHeld.gif
Aerial + Tapped TerryNSpecialAerialHeld.gif
Aerial + Held TerryNSpecialAerialHeld.gif

Overview

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 in tandem with a short hop Crack Shoot. 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. 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 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, 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, but it's punishable if the opponent is prepared.

Hitboxes

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The editor who added this tag elaborates: Frame Data
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Timing

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Frame Strip, FAF/AL
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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)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible