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((Overview page URL))

From Dragdown
Revision as of 10:18, 16 February 2023 by Powthe (talk | contribs) (made terry page?)
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((Overview page URL))/Data

Overview

File:SSBU Portrait.png
Weight:-
Spotdodge:The duration and intangibility of this character's on-spot dodges.-
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.-
Fastest OOS:-
Overview
This is a character in SSBU. (Placeholder)
Summary
File:((Overview page URL)) Stock.png ' does things (Placeholder)
Pros Cons
  • Good Whiff Punish:Moves like Burn Knuckle or Dash Attack allow Terry to cover horizontal space quickly.
  • Fantastic KO potential: With the right combo starter like falling 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 likeD-Tilt or F-Tilt can be plus on block when shielded. Combined with Terry's ability to poke shield safely with moves like D-Tilt or spaced 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 F-Tilt, Burn Knuckle and 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 Power Geyser and Buster Wolf. This comeback mechanic allows him to output obscene damage and access to easy kill confirm at very early percentages.
  • Poor Disadvantage:Although Terry has ways to mix up his recovery via Burn Knuckle, Crack Shoot and Power Dunk, 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.



Normal Moves

Jab 1
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Jab 2
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Jab 3
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Forward Tilt
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Up Tilt
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Down Tilt
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Dash Attack
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Smash Attacks

Forward Smash
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Up Smash
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Down Smash
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Aerials

Neutral Aerial
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Special Cancellable


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Forward Aerial
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Back Aerial
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Up Aerial
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Special Cancellable


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Down Aerial
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Special Cancellable
  • Can spike


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Special Moves

Neutral Special (Power Wave) Grounded

Tap or Hold

No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Neutral Special (Power Wave) Airborne

While Airborne, Tap or Hold

No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


All special inputs from this pointare written assuming Terry is facing the right side.

Forward Special (Burning Knuckle)

Normal Input: + (HOLD OK)

Command Input: 236 + OR (HOLD OK)


Forward Special (Burning Knuckle) Ground Weak
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Forward Special (Burning Knuckle) Ground Strong
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Forward Special (Burning Knuckle) Air Weak
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Forward Special (Burning Knuckle) Air Strong
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Back Special (Crack Shoot)

Normal Input: +

Command Input: 214 + OR

Back Special (Crack Shoot) Weak
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Command Input Version has a 1.2x damage multiplier
  • Can cross-up on shield


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Back Special (Crack Shoot) Strong
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Command Input Version has a 1.2x damage multiplier
  • Can cross-up on shield


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Up Special (Rising Tackle)

Normal Input: + (HOLD OK)

Command Input: Hold , then + OR (HOLD OK)

Up Special (Rising Tackle) Normal Input
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Back Special (Rising Tackle) Command Input
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • 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.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Down Special (Power Dunk)

Back Special (Power Dunk) Weak
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Back Special (Power Dunk) Strong
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Jab1 > Jab2 > Strong Power Dunk Command Input is only true at lower percentages. Can be SDI'd out of.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Super Special Moves

Power Geyser
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Can be cancelled into by normal moves
  • Hitbox covers the entire ledge
  • Easy combo/kill confirm from U-Tilt > 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.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Buster Wolf
No results
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Can kill as early as 35% at the ledge
  • Can punish moves like Incineroar's Revenge or Joker's Rebel's Guard.
  • Cannot punish whiffed techs
  • Kill confirms from F-Tilt or 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 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, Buster Wolf is also fantastic at punishing counters from characters like Lucina or 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 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.


No results
Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


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