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Terry (SSBU)/Up smash

< Terry (SSBU)
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Hitbox visualization showing Terry's up smash.

OverviewEdit

Terry performs Wild Upper from the Fatal Fury series. The motion used is commonly seen from characters such as Ryu in many fighting games. The move is fairly strong, dealing high damage with a stronger late hit to better combat aerial opponents or pressure platforms. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, disjointed, forgiving hitbox, coupled with surprisingly long hitbox activity.

Up smash is quite odd, particularly with its smash attack charge hold frame being a single frame before the hitbox. Thanks to this, a Terry player can hold the charge and let the move loose instantly, on reaction. Prior to the move being released, Terry crouches quite low, giving him an excellent hurtbox shift to avoid hits. Coupled with the incredible hitbox, this gives Terry very strong anti-air game should the player anticipate a jump-in that should not be ignored.

Being frame 10, up smash also serves as a serviceable out of shield option. In this case, the early hit will connect, which has slightly worse kill power. Regardless, it's still very strong and will KO at reasonable percentages. Additionally, against players that hit shield from above, it is likely that the late hit will connect instead. It's a bit overshadowed by Rising Tackle, however, which has frame 5 intangibility with a command input (which can be facilitated through shield tilting or COIL).

Despite its strengths, like all moves, up smash does have issues. It's a bit on the laggy side, typical of a smash attack, which makes it very punishable on whiff. Terry's arm also stays out for a bit longer than what would be desired, leaving him with a hurtbox extension that makes him easier to hit once the move is over. Despite its great hitbox, it still tends to lose to more disjointed aerials, such as Marth's forward aerial, though this is minor.

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
Early hit
0 0 0 16.0% 0   Standard 32 89 0   5.0 top 0.0 12.0 8.0 1.0× 1.0× 0%               Terry Punch   All All            
Clean hit
0 0 0 18.0% 0   Standard 32 83 0   5.0 top 0.0 21.0 5.0 1.0× 1.0× 0%               Terry Punch   All All            

TimingEdit

Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Terry's other attacks, this can be done even while in hitlag, canceling it in the process.

Charges between 8-9
Early hit 10
Clean hit 11-14
Final Smash cancel window 10-24
Interruptible 42
Animation length 69
Hitboxes                                                                                                                                           
FS cancel                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Continuable
 
Interruptible