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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
|overview= This is a character in SSBU. (Placeholder)

|summary= does things (Placeholder)
|pros=
* '''Good Whiff Punish''':Moves like {{clr|special|Burn Knuckle}} or {{clr|tilt|Dash Attack}} allow Terry to cover horizontal space quickly.

* '''Fantastic KO potential''': With the right combo starter like falling {{clr|aerial|N-Air}}, Terry can rack up obscene damage through one or two combos, or outright even kill opponents.

*'''Good Shield Pressure''':Because of Special Cancelling, moves like{{clr|tilt|D-Tilt}} or {{clr|tilt|F-Tilt}} can be plus on block when shielded. Combined with Terry's ability to poke shield safely with moves like {{clr|tilt|D-Tilt}} or spaced {{clr|tilt|F-Tilt}}, it becomes a guessing game of whether Terry will cancel into a special to trade with shield drop(which will be in his favour) or reset pressure with another normal.

* '''Easy shield breaks''': Moves like {{clr|tilt|F-Tilt}}, {{clr|special|Burn Knuckle}} and {{clr|special|Power Geyser}} deal a lot of shield damage.Special Cancelling can trick the oppponent into holding shield for too long and set up a shield break.

*'''GO Meter''': Above 100%, Terry unlocks the use of {{clr|special|Power Geyser}} and {{clr|special|Buster Wolf}}. This comeback mechanic allows him to output obscene damage and access to easy kill confirm at very early percentages.
|cons=
* '''Poor Disadvantage''':Although Terry has ways to mix up his recovery via {{clr|special|Burn Knuckle}}, {{clr|special|Crack Shoot}} and {{clr|special|Power Dunk}}, {{clr|special|Rising Tackle}} does not instantly snap to the ledge when recovering, making him prone to getting edgeguarded. Combined with Terry's sluggish air speed, he's going to be juggled easily.

* '''GO Meter?''': GO Meter unlocks only above 100%. Although Terry does have high weight allowing him to survive for longer,his poor disadvantage means he might not be able to use his 2 powerful moves.
|weight = -
|spotDodge = -
|airDodge = -
|fastestOOS = -
|unique_mechanic1_name:Auto-Turnaround
|unique_mechanic1:
Auto-turn forces Terry to face his opponent at all times, and happens whenever Terry is not in lag for any reason. Auto-turn can be beneficial but does have some drawbacks.
*Neutral
**Auto-turn also causes the '''FGCs''' ({{StockIcon|SSBU|Ryu|25px}}, {{StockIcon|SSBU|Ken|25px}}, {{StockIcon|SSBU|Terry|25px}}, and {{StockIcon|SSBU|Kazuya|25px}}) to be able to walk backwards while facing forwards. This can be used for micro spacing, but also messes with their backdash. On the first 3 frames of backdash, Terry actually walks before doing the backdash.
**Auto-turn also requires {{term|RAR|reverse aerial rush}} to be done correctly in order for them to turn around and jump. This makes doing {{clr|aerial|BAir}} in neutral and in combos a lot harder than other characters, as other characters can mess up the {{term|RAR}} in some way and still be able to get a {{clr|aerial|BAir}} in their intended direction.
*OOS
**Terry can release shield and then do {{clr|smash|USmash}} or jump to do an auto-turn before doing the following action while also skipping {{term|shield drop|shield drop}} frames.
**Terry cannot do auto-turn {{grab}} or any other auto-turn attacks {{term|out of shield|OOS}} without going through {{term|shield drop|shield drop}} frames.


|unique_mechanic2_name = Command Input Specials
|unique_mechanic2 =
''Weak/Strong Specials'' - Terry has access to 2 versions of each special: Weak and Strong. Each version has different properties.
Doing a command input with the control stick then pressing the A or B button (or sometimes grab button) will result in Terry doing that corresponding special. Doing the command input will give a damage boost to the special and some specials like {{clr|aerial|Power Geyser}} and {{clr|aerial|Buster Wolf}} can only be done with command inputs.

[[File:NumpadNotation.png|400px]]

Note that 6 is forward and 4 is backwards. Another common way to write inputs is in Tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction separated by a slash (e.g. down-forward = d/f).

|unique_mechanic3_name = GO Meter
|unique_mechanic3 = After reaching 100%, Terry unlocks 2 powerful Super Special moves, {{clr|special|Power Geyser}} and {{clr|special|Buster Wolf}}.



}}

==Normal Moves==
{{#vardefine:cargoTable|SSBU_MoveData}}
===== Jab 1 =====
{{SSBU Move Card
|attack=Jab 1
|specificHits=yes
|description=

}}

===== Jab 2 =====
{{SSBU Move Card
|attack=Jab 2
|specificHits=yes
|description=

}}

===== Jab 3 =====
{{SSBU Move Card
|attack=Jab 3
|specificHits=yes
|description=

}}

===== Forward Tilt =====
{{SSBU Move Card
|attack=Forward Tilt
|specificHits=yes
|description=

}}

===== Up Tilt =====
{{SSBU Move Card
|attack=Up Tilt
|specificHits=yes
|description=

}}

===== Down Tilt=====
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=

}}

===== Dash Attack =====
{{SSBU Move Card
|attack=Dash Attack
|specificHits=yes
|description=

}}

== Smash Attacks ==
===== Forward Smash =====
{{SSBU Move Card
|attack=Forward Smash
|specificHits=yes
|description=

}}

===== Up Smash =====
{{SSBU Move Card
|attack=Up Smash
|specificHits=yes
|description=

}}

===== Down Smash =====
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=

}}

== Aerials ==

===== Neutral Aerial =====
{{SSBU Move Card
|attack=Neutral Air
|specificHits=yes
|description=
*Special Cancellable

}}

===== Forward Aerial =====
{{SSBU Move Card
|attack=Forward Air
|specificHits=yes
|description=

}}

===== Back Aerial =====
{{SSBU Move Card
|attack=Back Air
|specificHits=yes
|description=

}}

===== Up Aerial =====
{{SSBU Move Card
|attack=Up Air
|specificHits=yes
|description=
*Special Cancellable

}}

===== Down Aerial =====
{{SSBU Move Card
|attack=DAir
|specificHits=yes
|description=
*Special Cancellable
*Can spike

}}

==Special Moves==
==== Neutral Special (Power Wave) Grounded ====
<big>Tap{{Prompt|B}} or Hold{{Prompt|B}}</big>
{{SSBU Move Card
|attack=Power Wave Ground
|specificHits=yes
|description=

}}

==== Neutral Special (Power Wave) Airborne ====
<big>While Airborne, Tap{{Prompt|B}} or Hold{{Prompt|B}}</big>
{{SSBU Move Card
|attack=Power Wave Air
|specificHits=yes
|description=

}}


<big>All special inputs from this pointare written assuming Terry is facing the right side.
</big>

====Forward Special (Burning Knuckle) ====
Normal Input: <big>{{Prompt|Analog Right}} + {{Prompt|B}} (HOLD OK) </big>

Command Input: <big> 236 + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big>


=====Forward Special (Burning Knuckle) Ground Weak=====
{{SSBU Move Card
|attack=Burning Knuckle Ground Weak
|specificHits=yes
|description=

}}

=====Forward Special (Burning Knuckle) Ground Strong=====
{{SSBU Move Card
|attack=Burning Knuckle Ground Strong
|specificHits=yes
|description=

}}


=====Forward Special (Burning Knuckle) Air Weak=====
{{SSBU Move Card
|attack=Burning Knuckle Air Weak
|specificHits=yes
|description=

}}

=====Forward Special (Burning Knuckle) Air Strong=====
{{SSBU Move Card
|attack=Burning Knuckle Air Strong
|specificHits=yes
|description=

}}

====Back Special (Crack Shoot) ====
Normal Input: <big>{{Prompt|Analog Left}} + {{Prompt|B}} </big>

Command Input: <big> 214 + {{Prompt|A}} OR {{Prompt|B}} </big>

=====Back Special (Crack Shoot) Weak=====
{{SSBU Move Card
|attack=Crack Shoot Weak
|specificHits=yes
|description=
*Command Input Version has a 1.2x damage multiplier
*Can cross-up on shield
}}


=====Back Special (Crack Shoot) Strong=====
{{SSBU Move Card
|attack=Crack Shoot Strong
|specificHits=yes
|description=
*Command Input Version has a 1.2x damage multiplier
*Can cross-up on shield
}}

====Up Special (Rising Tackle) ====
Normal Input: <big>{{Prompt|Analog Up}} + {{Prompt|B}} (HOLD OK) </big>

Command Input: <big> Hold {{Prompt|Analog Down}}, then {{Prompt|Analog Up}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big>

=====Up Special (Rising Tackle) Normal Input=====
{{SSBU Move Card
|attack=Rising Tackle
|specificHits=yes
|description=

}}

=====Back Special (Rising Tackle) Command Input=====
{{SSBU Move Card
|attack=Rising Tackle Charged
|specificHits=yes
|description=
*Hold down for minimum of 24 frames to get the charged version.
*If the down input is let go, you have 10 frames until you lose the charge or retain the charge by holding down.
}}

====Down Special (Power Dunk) ====

=====Back Special (Power Dunk) Weak=====
{{SSBU Move Card
|attack=Power Dunk Weak
|specificHits=yes
|description=

}}

=====Back Special (Power Dunk) Strong=====
{{SSBU Move Card
|attack=Power Dunk Strong
|specificHits=yes
|description=
*Jab1 > Jab2 > Strong Power Dunk Command Input is only true at lower percentages. Can be SDI'd out of.
}}

==Super Special Moves==
=====Power Geyser=====
{{SSBU Move Card
|attack=Power Geyser
|specificHits=yes
|description=
*Can be cancelled into by normal moves
*Hitbox covers the entire ledge
*Easy combo/kill confirm from {{clr|tilt|U-Tilt}} > {{clr|special|Power Geyser}} at mid-high percents
*Late hit lingers for 6 frames.
Terry slams the ground with his fist, creating a gigantic wave of energy that has potent kill power and high damage.

This makes being airborne above Terry a very scary situation when he has GO. Combined with U-Tilt, Terry can confirm his anti-air into an easy kill confirm at reasonable percentages off the top.

At 20 frames startup however, it's not the fastest move in Terry's arsenal. But it does have 14 frames of heavy armor, making Terry able to armor through hits that do lesser damage. Don't spam this move without care though, as the high recovery frames leaves you sitting duck to be whiff punished through rolling.

This move also shines as a ledgetrapping tool. Because of how high up it hits, it covers many options the opponent can do from the ledge. On top of that, don't be fooled by the wave, as it has a lingering hitbox that although is weaker, can stil KO opponents at relatively low percents off the top.

}}

=====Buster Wolf=====
{{SSBU Move Card
|attack=Buster Wolf
|specificHits=yes
|description=
*Can kill as early as 35% at the ledge
*Can punish moves like {{StockIcon|SSBU|Incineroar}}'s {{clr|special|Revenge}} or {{StockIcon|SSBU|Joker}}'s {{clr|special|Rebel's Guard}}.
*Cannot punish whiffed techs
*Kill confirms from {{clr|tilt|F-Tilt}} or {{clr|tilt|Jab2}}, but untrue when DI'd/SDI'd outwards and upwards.
*ARE YOU OKAY?

Terry yells out his iconic line before quickly lunging forward with Heavy Armor. On hit, it does '''COLLOSAL''' damage.

In conjunction with {{clr|special|Power Geyser}}, this move further complements Terry's ledgetrapping game when he is at high percents, being able to catch ledge get up options like Neutral GetUp or Ledge Roll. With frame 1 heavy armor and arm intangibility during active frames, it is also great at whiff punishing opponents who think they are safe at a distance given that Terry travels quickly across a long distance.

Additionally, {{clr|special|Buster Wolf}} is also fantastic at punishing counters from characters like {{StockIcon|SSBU|Lucina}} or {{StockIcon|SSBU|Roy}}. When used, both characters will whiff their moves, but Terry recovers faster than than the opponent countering, allowing him to follow up with a 2nd {{clr|special|Buster Wolf}} on the opponent.

Although a fantastic kill move, bear in mind that if you hit someone's shield with this or whiff, you will be eating a full combo. So be prudent when using this move.
}}

==Navigation==
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:SSBU/Navigation}}


[[Category:Super Smash Bros. Ultimate]]
[[Category:Playable Character]]

Latest revision as of 10:18, 16 February 2023

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