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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= |
|overview= |
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{{StockIcon|SSBU|Terry}}, the Hungry Wolf, is a brawler that uses his good grounded moves to play {{term|footsies}} with the opponent and capitalises on punishing their mistakes. |
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Playing neutral with Terry is all about using his strong grounded pokes. {{clr|tilt|DTilt}}, {{clr|tilt|Jab 1}} and {{clr|tilt|FTilt}} both serve as safe grounded pokes, with {{clr|tilt|DTilt}} in particular being a quick, non-commital way to cover the grounded space in front of Terry. Once Terry has closed in on his opponent, he can begin applying his oppressive shield pressure. {{clr|special|Special Cancelling}} his moves allows him to act before his opponent can {{tt|OOS|Out of Shield}} and at worst trade with the opponent. Most of his moves can be cancelled into his highly damaging special moves like {{clr|special|Burning Knuckle}}, {{clr|special|Power Dunk}} and {{clr|special|Crack Shoot}}, giving Terry high damage off stray hits. If the opponent is conditioned to hold shield, Terry can reset pressure again with another special cancellable normal. This can even convert into shieldbreak setups due to the high shield damage of his moves. |
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|summary= does things (Placeholder) |
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In the air, Terry has a variety of good aerial moves. {{clr|aerial|NAir}} and {{clr|aerial|UAir}} both serve as safe on shield aerials that can convert into devestating combos. {{clr|special|FAir}} serves as a good air to air spacing tool and {{clr|special|BAir}} is strong enough for KOing opponents. All of his aerials baring {{clr|special|FAir}} and {{clr|special|BAir}} can be cancelled into special moves. |
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A slow and patient approach as Terry is key to mastering him. His poor disadvantage state and propensity to being juggled necessitates caution when approaching the opponent. Fret not if Terry is close to kill percent however, as he unlocks {{clr|special|GO Meter}} at 100%. There, he unlocks 2 fantastic {{clr|special|Super Special Moves}}: {{clr|special|Power Geyser}} and {{clr|special|Buster Wolf}}. These 2 moves boost Terry's KO power to ludicrous levels, and make him a menance at ledgetrapping. One stray hit could be all it takes to rob a stock. |
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With his strong pressure, explosive specials and a terrific ability for comebacks, Terry Bogard is well equipped for players who enjoy an offensive, yet patient playstyle. He even asks if you're okay, what more could you ask for? |
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|summary= is a character that focuses on playing ground based {{term|footsies}} while having strong strong shield pressure and an explosive ability for comebacks. |
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|pros= |
|pros= |
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* '''Good Whiff |
* '''Good Whiff Punishes:''' Moves like {{clr|special|Burn Knuckle}} or {{clr|tilt|Dash Attack}} allow Terry to cover horizontal space quickly. |
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* ''' |
* '''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. |
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* |
*'''Scary 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. |
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* '''Easy shield breaks:''' {{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. |
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* '''Heavy Weight:''' Terry is the 10th heaviest fighter in the game, meaning he can survive for longer when getting combo'd. |
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*'''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. |
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*'''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. |
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|cons= |
|cons= |
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* '''Poor Disadvantage''' |
* '''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 and edgeguarded easily. |
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*'''Mediocore Midrange:''' Other than {{clr|tilt|FTilt}}, Terry's other moves don't have significant disjoints nor range on them, forcing Terry to be patient in his approach. |
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* '''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. |
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|weight = - |
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|spotDodge = - |
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|airDodge = - |
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|fastestOOS = - |
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|unique_mechanic1_name:Auto-Turnaround |
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|unique_mechanic1: |
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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. |
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*Neutral |
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**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. |
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**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. |
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*OOS |
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**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. |
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**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. |
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|weight = 108 |
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|spotDodge = 25F (3~17F intangible) |
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|airDodge = 3~30F intangible(Neutral)<br>3~21F intangible(Directional) |
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|uro=Crack Shoot<br>Burning Knuckle |
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|fastestOOS = {{clr|aerial|NAir}} (7F) |
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|unique_mechanic1_name= Auto-Turnaround |
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|unique_mechanic1= |
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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. |
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'''Neutral''' |
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*Auto-turn also causes the '''FGCs''' ({{StockIcon|SSBU|Ryu}}, {{StockIcon|SSBU|Ken}}, {{StockIcon|SSBU|Terry}}, and {{StockIcon|SSBU|Kazuya}}) 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. |
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*Auto-turn also requires {{term|RAR}} 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. |
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'''{{tt|OOS|Out of Shield}}''' |
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*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 shield drop frames. |
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*Terry cannot do auto-turn grab or any other auto-turn attacks {{tt|OOS|Out of Shield}} without going through shield drop frames. |
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|unique_mechanic2_name = Command Input Specials |
|unique_mechanic2_name = Command Input Specials |
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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. |
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. |
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[[File:NumpadNotation.png|400px]] |
<div style="width:100%;overflow: visible" cellspacing="0"><center>[[File:NumpadNotation.png|400px]]</center></div> |
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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). |
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). |
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|unique_mechanic3_name = GO Meter |
|unique_mechanic3_name = GO Meter |
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|unique_mechanic3 = |
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|unique_mechanic3 = After reaching 100%, Terry unlocks 2 powerful Super Special moves, {{clr|special|Power Geyser}} and {{clr|special|Buster Wolf}}. |
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After reaching 100%, an icon will appear above Terry's portrait in the HUD. <br><br>With GO Meter, Terry unlocks 2 powerful Super Special moves, {{clr|special|Power Geyser}} and {{clr|special|Buster Wolf}}. |
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}} |
}} |
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==Normal Moves== |
==Normal Moves== |
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=== {{clr|tilt|Jab 1}} === |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
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<big>{{Prompt|A}}</big> |
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===== Jab 1 ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Jab 1 |
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|specificHits= |
|specificHits= |
||
|description= |
|description= |
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*+4 on shield when special cancelled |
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}} |
}} |
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=== {{clr|tilt|Jab 2}} === |
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<big>{{Prompt|A}} after {{clr|tilt|Jab 1}}</big> |
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===== Jab 2 ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Jab 2 |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*+2 on shield when special cancelled |
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}} |
}} |
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=== {{clr|tilt|Jab 3}} === |
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<big>{{Prompt|A}} after {{clr|tilt|Jab 2}}</big> |
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===== Jab 3 ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Jab 3 |
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|specificHits= |
|specificHits= |
||
|description= |
|description= |
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}} |
}} |
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=== {{clr|tilt|Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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===== Forward Tilt ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Tilt |
|attack=Forward Tilt |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*+11 on shield when special cancelled |
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*Terry's leg is intangible during this move |
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}} |
}} |
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=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Tilt |
|attack=Up Tilt |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*+10 on shield when special cancelled |
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}} |
}} |
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=== {{clr|tilt|Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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===== Down Tilt===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Tilt |
|attack=Down Tilt |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*+4 on shield when special cancelled |
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}} |
}} |
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=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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===== Dash Attack ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Dash Attack |
|attack=Dash Attack |
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Line 105: | Line 122: | ||
}} |
}} |
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== Smash Attacks == |
== Smash Attacks == |
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=== {{clr|smash|Forward Smash}} === |
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<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Smash |
|attack=Forward Smash |
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|specificHits= |
|specificHits= |
||
|description= |
|description= |
||
}} |
}} |
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=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
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===== Up Smash ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Smash |
|attack=Up Smash |
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}} |
}} |
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=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
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===== Down Smash ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Smash |
|attack=Down Smash |
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== Aerials == |
== Aerials == |
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=== {{clr|aerial|Neutral Aerial}} === |
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<big>Airborne {{Prompt|A}}</big> |
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===== Neutral Aerial ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Neutral Air |
|attack=Neutral Air |
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Line 139: | Line 156: | ||
|description= |
|description= |
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*Special Cancellable |
*Special Cancellable |
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*big disjoint |
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}} |
}} |
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=== {{clr|aerial|Forward Aerial}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Air |
|attack=Forward Air |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
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=== {{clr|aerial|Back Aerial}} === |
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<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
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===== Back Aerial ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Back Air |
|attack=Back Air |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
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=== {{clr|aerial|Up Aerial}} === |
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<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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===== Up Aerial ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Air |
|attack=Up Air |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*Special Cancellable |
*Special Cancellable |
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}} |
}} |
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=== {{clr|aerial|Down Aerial}} === |
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<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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===== Down Aerial ===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Down Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*Special Cancellable |
*Special Cancellable |
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*Can spike |
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}} |
}} |
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==Special Moves== |
==Special Moves== |
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=== Neutral Special (Power Wave) === |
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==== Neutral Special (Power Wave) Grounded ==== |
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<big>Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Power Wave |
|attack=Power Wave Ground |
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|specificHits=yes |
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|description= |
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}} |
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==== Neutral Special (Power Wave) Airborne ==== |
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<big>While Airborne, Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=Power Wave Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*Special Cancellable |
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*Can spike |
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}} |
}} |
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<big>All special inputs from this point are written assuming Terry is facing the right side.</big> |
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====Forward Special (Burn Knuckle) ==== |
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==={{clr|special|Burning Knuckle (Forward Special)}} === |
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=====Forward Special (Burn Knuckle) Normal Input ===== |
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Normal Input: <big>{{Prompt|Analog Right}} + {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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Command Input: <big>{{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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====Burning Knuckle, Ground Weak==== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Burning Knuckle Ground Weak |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
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}} |
}} |
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====Burning Knuckle, Ground Strong==== |
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{{SSBU Move Card |
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|attack=Burning Knuckle Ground Strong |
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|specificHits=yes |
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|description= |
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}} |
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=====Forward Special (Burn Knuckle) Command Input===== |
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====Burning Knuckle, Air Weak==== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Burning Knuckle Air Weak |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
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}} |
}} |
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====Burning Knuckle, Air Strong==== |
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{{SSBU Move Card |
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|attack=Burning Knuckle Air Strong |
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|specificHits=yes |
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|description= |
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}} |
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==={{clr|special|Crack Shoot (Back Special)}} === |
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Normal Input: <big>{{Prompt|Analog Left}} + {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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Command Input: <big>{{Prompt|Analog QCB}} + {{Prompt|A}} OR {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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====Back Special (Crack Shoot) ==== |
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==== |
====Crack Shoot Weak==== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Crack Shoot |
|attack=Crack Shoot Weak |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
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*Command Input Version has a 1.2x damage multiplier |
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*Can cross-up on shield |
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}} |
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====Crack Shoot Strong==== |
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{{SSBU Move Card |
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|attack=Crack Shoot Strong |
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|specificHits=yes |
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|description= |
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*Command Input Version has a 1.2x damage multiplier |
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*Can cross-up on shield |
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}} |
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=== {{clr|special|Rising Tackle (Up Special)}} === |
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Normal Input: <big>{{Prompt|Analog Up}} + {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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Command Input: <big> Hold {{Prompt|Analog Down}}, then {{Prompt|Analog Up}} + {{Prompt|A}} OR {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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====Rising Tackle Normal Input==== |
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{{SSBU Move Card |
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|attack=Rising Tackle |
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|specificHits=yes |
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|description= |
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Does not snap to ledge, giving Terry a hard time recovering without getting hit. |
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}} |
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====Rising Tackle Command Input==== |
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{{SSBU Move Card |
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|attack=Rising Tackle Charged |
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|specificHits=yes |
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|description= |
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*Hold down for minimum of 24 frames to get the charged version. |
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*If the down input is let go, you have 10 frames until you lose the charge or retain the charge by holding down. |
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}} |
}} |
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=== {{clr|special|Power Dunk (Down Special)}} === |
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=====Back Special (Crack Shoot) Command Input===== |
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Normal Input: <big>{{Prompt|Analog Down}} + {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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Command Input: <big> {{Prompt|Analog DP}} + {{Prompt|A}} OR {{Prompt|B}} </big><span class="input-badge">(Hold OK)</span> |
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====Power Dunk Weak==== |
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{{SSBU Move Card |
{{SSBU Move Card |
||
|attack= |
|attack=Power Dunk Weak |
||
|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
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====Power Dunk Strong==== |
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{{SSBU Move Card |
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|attack=Power Dunk Strong |
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|specificHits=yes |
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|description= |
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*Spikes during the dunk. |
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*Jab1 > Jab2 > Strong Power Dunk Command Input is only true at lower percentages. Can be SDI'd out of. |
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*Will go slightly more forward when the Analogue stick is held forward/backwards during the move. |
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}} |
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====Up Special (Rising Tackle) ==== |
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== |
==Super Special Moves== |
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=== {{clr|smash|Power Geyser}} === |
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<big>Command Input: {{Prompt|Analog QCB}} {{Prompt|Analog HCF}}+ {{Prompt|A}} OR {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
||
|attack= |
|attack=Power Geyser |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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Terry slams the ground with his fist, creating a gigantic wave of energy that has potent kill power and high damage. |
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This makes being airborne above Terry a very scary situation when he has GO meter. Combined with U-Tilt, Terry can confirm his anti-air into an easy kill confirm at reasonable percentages off the top. |
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Power Geyser is not the fastest move in Terry's arsenal, having 20F of startup. But it does have heavy armor for 14 frames, 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. |
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This move also shines as a ledgetrapping tool. Because of its massive hitbox, it covers many options the opponent can do from the ledge. Don't be fooled by the wave fading, as it has a lingering hitbox that although is weaker, can stil KO opponents at relatively low percents off the top. |
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*Can be cancelled into from normal moves |
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*Late hit lingers for 6 frames. |
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}} |
}} |
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=== {{clr|smash|Buster Wolf}} === |
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=====Back Special (Rising Tackle) Command Input===== |
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<big>Command Input: {{Prompt|Analog QCF}} {{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} </big> |
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{{SSBU Move Card |
{{SSBU Move Card |
||
|attack= |
|attack=Buster Wolf |
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|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
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*Hold down for minimum of 24 frames |
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}} |
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Terry yells out his iconic line before quickly lunging forward with Heavy Armor. On hit, it does '''COLLOSAL''' damage. |
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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. However, it cannot punish whiffed techs. |
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{{clr|special|Buster Wolf}} can also punish 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. |
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====Down Special (Power Dunk) ==== |
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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. |
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*Can be cancelled into from normal moves |
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*Can kill as early as 35% at the ledge |
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*Kill confirms from {{clr|tilt|F-Tilt}} or {{clr|tilt|Jab2}}, but untrue when DI'd/SDI'd outwards and upwards. |
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*ARE YOU OKAY? |
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}} |
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==Grabs and Throws== |
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=====Back Special (Power Dunk) Normal Input===== |
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=== {{clr|grab|Grab}} === |
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<big>{{Prompt|Z}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Grab |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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;Standing Grab |
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---- |
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;Dash Grab ({{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}}) |
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---- |
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;Pivot Grab ({{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}}) |
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---- |
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;Pummel ({{Prompt|Z}} > {{Prompt|A}}) <br/> |
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}} |
}} |
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=== {{clr|grab|Forward Throw}} === |
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=====Back Special (Power Dunk) Command Input===== |
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<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Forward Throw |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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*Jab1 > Jab2 > Strong Power Dunk Command Input is only true at lower percentages. |
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}} |
}} |
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=== {{clr|grab|Back Throw}} === |
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==Super Special Moves== |
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<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big> |
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=====Power Geyser===== |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Back Throw |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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*Ridiculous ledgetrapping tool |
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}} |
}} |
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=== {{clr|grab|Up Throw}} === |
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=====Buster Wolf===== |
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<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Up Throw |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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*Not a command grab, VERY UNSAFE ON SHIELD |
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}} |
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*Easy kill confirms from F-Tilt or Jab2, but untrue when SDI'd outwards. |
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*ARE YOU OKAY? |
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=== {{clr|grab|Down Throw}} === |
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Terry lunges forward with Heavy armor before hitting the opponent for ''COLLOSAL'' damage. In addition to being a great whiff punish tool, it also can be combo'd into, though this varies with percentage. |
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<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big> |
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{{SSBU Move Card |
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|attack=Down Throw |
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|specificHits=yes |
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|description= |
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*PlaceHolder |
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}} |
}} |
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==Misc. Attacks== |
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===Spot Dodge Attack=== |
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{{SSBU Move Card |
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|attack=Spot Dodge Attack |
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|specificHits= |
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|description= |
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*Not special cancellable |
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Surprisingly high damage. |
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}} |
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===Ledge Attack=== |
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{{SSBU Move Card |
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|attack=Ledge Attack |
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|specificHits= |
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|description= |
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*PlaceHolder |
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}} |
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===Getup Attack=== |
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{{SSBU Move Card |
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|attack=Getup Attack |
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|specificHits=yes |
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|description= |
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*PlaceHolder |
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}} |
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===Trip Attack=== |
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{{SSBU Move Card |
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|attack=Trip Attack |
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|specificHits= |
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|description= |
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You'll almost never see this move come out. |
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}} |
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==Navigation== |
==Navigation== |
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[[Category:Super Smash Bros. Ultimate]] |
[[Category:Super Smash Bros. Ultimate]] |
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[[Category:Playable Character]] |
[[Category:Playable Character]] |
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[[Category:Terry]] |
Latest revision as of 16:42, 18 July 2023
Playing neutral with Terry is all about using his strong grounded pokes. DTilt, Jab 1 and FTilt both serve as safe grounded pokes, with DTilt in particular being a quick, non-commital way to cover the grounded space in front of Terry. Once Terry has closed in on his opponent, he can begin applying his oppressive shield pressure. Special Cancelling his moves allows him to act before his opponent can OOSOut of Shield and at worst trade with the opponent. Most of his moves can be cancelled into his highly damaging special moves like Burning Knuckle, Power Dunk and Crack Shoot, giving Terry high damage off stray hits. If the opponent is conditioned to hold shield, Terry can reset pressure again with another special cancellable normal. This can even convert into shieldbreak setups due to the high shield damage of his moves.
In the air, Terry has a variety of good aerial moves. NAir and UAir both serve as safe on shield aerials that can convert into devestating combos. FAir serves as a good air to air spacing tool and BAir is strong enough for KOing opponents. All of his aerials baring FAir and BAir can be cancelled into special moves.
A slow and patient approach as Terry is key to mastering him. His poor disadvantage state and propensity to being juggled necessitates caution when approaching the opponent. Fret not if Terry is close to kill percent however, as he unlocks GO Meter at 100%. There, he unlocks 2 fantastic Super Special Moves: Power Geyser and Buster Wolf. These 2 moves boost Terry's KO power to ludicrous levels, and make him a menance at ledgetrapping. One stray hit could be all it takes to rob a stock.
With his strong pressure, explosive specials and a terrific ability for comebacks, Terry Bogard is well equipped for players who enjoy an offensive, yet patient playstyle. He even asks if you're okay, what more could you ask for?
Terry is a character that focuses on playing ground based footsiesA term referring to the battle to control the space in front of your character, often through the use of pokes while having strong strong shield pressure and an explosive ability for comebacks. | |
Pros | Cons |
|
|
Neutral
- Auto-turn also causes the FGCs ( Ryu, Ken, Terry, and Kazuya) 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 RARA tech that allows for approaching your opponent with your back turned, out of a forward run. to be done correctly in order for them to turn around and jump. This makes doing BAir in neutral and in combos a lot harder than other characters, as other characters can mess up the RARA tech that allows for approaching your opponent with your back turned, out of a forward run. in some way and still be able to get a BAir in their intended direction.
OOSOut of Shield
- Terry can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping shield drop frames.
- Terry cannot do auto-turn grab or any other auto-turn attacks OOSOut of Shield without going through shield drop frames.
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 Power Geyser and Buster Wolf can only be done with command inputs.
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).With GO Meter, Terry unlocks 2 powerful Super Special moves, Power Geyser and Buster Wolf.
Normal Moves
Jab 1
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. |
---|---|---|---|---|---|
3 | 3-4 | 14 | 361/180 | -6 to -5 | N/A |
- +4 on shield when special cancelled
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
10/30 | 10 | N/A | N/A | 4 |
Jab 2
after Jab 1
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. |
---|---|---|---|---|---|---|
Hit 1 | 1 | 3 | 19 | 361/170/180 | -13 | N/A |
Hit 2 | 2 | 4-7 | 19 | 361/170/180 | -11 to -8 | N/A |
- +2 on shield when special cancelled
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 15/25/28 | 15 | N/A | N/A | 2 | ||||||||
Hit 2 | 25/35/38 | 15 | N/A | N/A | 3 |
Jab 3
after Jab 2
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. |
---|---|---|---|---|---|
7 | 7-10 | 30 | 47 | -15 to -12 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 60 | N/A | N/A | 7 |
Forward Tilt
/ +
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. |
---|---|---|---|---|---|---|
Leg/Foot | 12.0/13.0 | 8-13 | 28 | 37 | -8 to -3/-7 to -2 | leg intangible 8-13/knee intangible 8-13 |
- +11 on shield when special cancelled
- Terry's leg is intangible during this move
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Leg/Foot | 53 | 40/36 | N/A | N/A | 11-12 |
Leg/Foot:
- Values seperated as Sourspot/Sweetspot
Up Tilt
+
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. |
---|---|---|---|---|---|
11 | 7-11 | 31 | 78 | -13 to -9 | shoulder intangible 7-11/arm intangible 7-11 |
- +10 on shield when special cancelled
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
72/78 | 18 | N/A | N/A | 10 |
Down Tilt
+
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. |
---|---|---|---|---|---|
3 | 6-8 | 17 | 80/86 | -6 to -4 | N/A |
- +4 on shield when special cancelled
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 | 30 | N/A | N/A | 4 |
Dash Attack
while dashing or running
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. |
---|---|---|---|---|---|---|
Early | 13 | 10-14 | 41 | 55 | -18 to -14 | N/A |
Late | 10 | 15-22 | 41 | 50 | -15 to -8 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 65 | 78 | N/A | N/A | 12 | ||||||||
Late | 60 | 83 | N/A | N/A | 10 |
Smash Attacks
Forward Smash
/ +
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. |
---|---|---|---|---|---|
18.027 charged | 18-21 | 51 | 361 | -20 to -17-15 to -12 charged | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 73 | N/A | N/A | 126 charged |
Up Smash
+
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. |
---|---|---|---|---|---|---|
Early Hit | 16.024 charged | 10 | 42 | 83 | -20-16 charged | N/A |
Late Hit | 18.027 charged | 11-14 | 42 | 90 | -18 to -15-13 to -10 charged | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 32 | 89 | N/A | N/A | 115 charged | ||||||||
Late Hit | 32 | 83 | N/A | N/A | 126 charged |
Down Smash
+
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. |
---|---|---|---|---|---|---|
Down Smash | 12.018 charged | 8-11 | 41 | 32 | -24 to -21-20 to -17 charged | N/A |
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 | 36/31 | 82/87 | N/A | N/A | 84 charged |
Aerials
Neutral Aerial
Airborne
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. |
---|---|---|---|---|---|---|
Clean Hit | 7 | 4-8 | 34 | 62 | -4 | N/A |
Late Hit | 5 | 9-19 | 34 | 62 | -4 | N/A |
- Special Cancellable
- big disjoint
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 20 | 100 | 7 | ? | 3 | ||||||||
Late Hit | 20 | 100 | 7 | ? | 3 |
Forward Aerial
Airborne +
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. |
---|---|---|---|---|---|---|
Clean Hit | 11 | 7-11 | 40 | 48 | -8 | N/A |
Late Hit | 8 | 11-17 | 40 | 48 | -8 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 45 | 60 | 12 | ? | 4 | ||||||||
Late Hit | 45 | 60 | 12 | ? | 4 |
Back Aerial
Airborne +
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. |
---|---|---|---|---|---|---|
Clean Hit | 15 | 11-13 | 40 | 38 | -6 | N/A |
Late Hit | 12 | 14-15 | 40 | 38 | -6 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 30 | 83 | 11 | ? | 5 | ||||||||
Late Hit | 30 | 67 | 11 | ? | 5 |
Up Aerial
Airborne +
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. |
---|---|---|---|---|---|
9 | 7-9 | 36 | 75 | -3 | N/A |
- Special Cancellable
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 | 100 | 7 | ? | 4 |
Down Aerial
Airborne +
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. |
---|---|---|---|---|---|---|
17.0/15.0Fist/Arm | 12-15 | 33 | 310/85/67 | 0.909090909 | N/A |
- Special Cancellable
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
15/30 | 85/60 | 16 | ? | 5-6 |
Special Moves
Neutral Special (Power Wave)
Neutral Special (Power Wave) Grounded
Tap or Hold
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. |
---|---|---|---|---|---|---|
Weak | 8 | 18-85 | 89 | 55 | -64 to 3 | N/A |
Strong | 9 | 21-65 | 76 | 55 | -47 to -3 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weak | 50 | 20 | - | N/A | 3 | ||||||||
Strong | 50 | 20 | - | N/A | 4 |
Neutral Special (Power Wave) Airborne
While Airborne, Tap or Hold
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. |
---|---|---|---|---|---|---|
Weak | 10.0 | 18-27 | 49 | - | - | N/A |
Strong | 11.0 | 18-24 | 49 | - | - | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weak | - | - | - | N/A | - | ||||||||
Strong | - | - | - | N/A | - |
All special inputs from this point are written assuming Terry is facing the right side.
Burning Knuckle (Forward Special)
Normal Input: + (Hold OK)
Command Input: + OR (Hold OK)
Burning Knuckle, Ground Weak
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. |
---|---|---|---|---|---|---|
Clean | 13 | 15-19 | 61 | 40 | -33 to -29 | N/A |
Late | 12 | 20-30 | 61 | 40 | -29 to -19 | N/A |
Input, Clean | 16 | 15-21 | 61 | 40 | -31 to -25 | left shoulder intangible 15-21/left arm intangible 15-21 |
Input, Late | 14 | 22-30 | 61 | 40 | -25 to -17 | left shoulder intangible 15-21/left arm intangible 15-21 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 67 | 74 | N/A | N/A | 12 | ||||||||
Late | 50 | 78 | N/A | N/A | 11 | ||||||||
Input, Clean | 55 | 72 | N/A | N/A | 14 | ||||||||
Input, Late | 52 | 78 | N/A | N/A | 13 |
Burning Knuckle, Ground Strong
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. |
---|---|---|---|---|---|---|
Clean | 14 | 21-26 | 70 | 40 | -35 to -30 | N/A |
Late | 12 | 27-39 | 70 | 40 | -31 to -19 | N/A |
Input, Clean | 17 | 21-28 | 70 | 40 | -33 to -26 | left shoulder intangible 21-28/left arm intangible 21-28 |
Input, Late | 14 | 29-39 | 70 | 40 | -27 to -17 | left shoulder intangible 21-28/left arm intangible 21-28 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 65 | 74 | N/A | N/A | 13 | ||||||||
Late | 50 | 78 | N/A | N/A | 11 | ||||||||
Input, Clean | 65 | 67 | N/A | N/A | 15 | ||||||||
Input, Late | 52 | 78 | N/A | N/A | 13 |
Burning Knuckle, Air Weak
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. |
---|---|---|---|---|---|---|
Clean | 13 | 14-17 | 47 | 40 | -20 to -17 | N/A |
Late | 12 | 18-26 | 47 | 40 | -17 to -9 | N/A |
Input, Clean | 16 | 14-19 | 47 | 40 | -18 to -13 | left shoulder intangible 14-19/left arm intangible 14-19 |
Input, Late | 14 | 20-26 | 47 | 40 | -13 to -7 | left shoulder intangible 14-19/left arm intangible 14-19 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 67 | 74 | N/A | N/A | 12 | ||||||||
Late | 50 | 78 | N/A | N/A | 11 | ||||||||
Input, Clean | 55 | 72 | N/A | N/A | 14 | ||||||||
Input, Late | 52 | 78 | N/A | N/A | 13 |
Burning Knuckle, Air Strong
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. |
---|---|---|---|---|---|---|
Clean | 14 | 18-21 | 51 | 40 | -19 to -16 | N/A |
Late | 12 | 22-30 | 51 | 40 | -17 to -9 | N/A |
Input, Clean | 17 | 18-23 | 51 | 40 | -17 to -12 | left shoulder intangible 18-23/left arm intangible 18-23 |
Input, Late | 14 | 24-30 | 51 | 40 | -13 to -7 | left shoulder intangible 18-23/left arm intangible 18-23 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 65 | 74 | N/A | N/A | 13 | ||||||||
Late | 50 | 78 | N/A | N/A | 11 | ||||||||
Input, Clean | 65 | 67 | N/A | N/A | 15 | ||||||||
Input, Late | 52 | 78 | N/A | N/A | 13 |
Crack Shoot (Back Special)
Normal Input: + (Hold OK)
Command Input: + OR (Hold OK)
Crack Shoot Weak
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. |
---|---|---|---|---|---|---|
Hit 1 | 3.0/4.0 | 13-20/14-20 | 46 | 30/10-0-350-340-0 | -28 to -21 | N/A |
Hit 2 | 8.0/6.0 | 21-26 | 46 | 68-78/68 | -12 to -11 | N/A |
- Command Input Version has a 1.2x damage multiplier
- Can cross-up on shield
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 60 FKB/80 FKB to 60 FKB/110 FKB
to 60 FKB/90 FKB/30 FKB to 60 FKB/45 FKB/30 FKB to 60 FKB/30 FKB |
100 | N/A | N/A | 4/5 | ||||||||
Hit 2 | 95 | 50 | N/A | N/A | 8 |
Crack Shoot Strong
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. |
---|---|---|---|---|---|---|
Hit 1 | 5.0/3.0 | 14-15 | 46 | 15/5 to 30/345/0 to 68 | -25 to -13 | N/A |
Hit 2 | 10.0/6.0 | 21-26 | 46 | 68 to 78/98/75 | -14 | N/A |
- Command Input Version has a 1.2x damage multiplier
- Can cross-up on shield
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 70 FKB/90 FKB/80 FKB to 70 FKB/90 FKB/80 FKB to 95 | 100 to 50 to 40 | N/A | N/A | 4 to 6/4 to 6 to 10 to 6 | ||||||||
Hit 2 | 95 | 40 | N/A | N/A | 10 |
Rising Tackle (Up Special)
Normal Input: + (Hold OK)
Command Input: Hold , then + OR (Hold OK)
Rising Tackle Normal Input
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. |
---|---|---|---|---|---|---|
Hit 1 | 4 | 10 | 41 | 98/75 | -25 | hip onwards intangible 9-20 |
Multi Hits | 0.3 | 12/15/20 | 41 | 367/70/90 | -26 | hip onwards intangible 9-20 |
Final Hit (Weak/Strong) | 7.0/9.0 | 25 | 41 | 83 | -8/-6 | hip onwards intangible 9-20 |
Does not snap to ledge, giving Terry a hard time recovering without getting hit.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 110 FKB | 110 | N/A | N/A | 5 | ||||||||
Multi Hits | 50 FKB/30 FKB/40 FKB | 30/35/45 | N/A | N/A | 2 | ||||||||
Final Hit (Weak/Strong) | 90 | 65/55 | N/A | N/A | 7/9 |
Rising Tackle Command Input
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. |
---|---|---|---|---|---|---|
Hit 1 | 4.5 | 10 | 50 | 98/75 | -34 | all intangible 5-16/hip onwards intangible 17-24 |
Multi Hits | 0.3 | 12/14/16/19/21/24/29 | 50 | 367/70/90 | -35 to -18 | all intangible 5-16/hip onwards intangible 17-24 |
Final Hit (Weak/Strong) | 8.0/10.0 | 34 | 50 | 83 | -7/-5 | all intangible 5-16/hip onwards intangible 17-24 |
- 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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 110 FKB | 110 | N/A | N/A | 5 | ||||||||
Multi Hits | 50 FKB/5 FKB/30 FKB/40 FKB | 30/50/35/45 | N/A | N/A | 2 | ||||||||
Final Hit (Weak/Strong) | 90/65/50 | 73/62 / 40 FKB / 30 FKB | N/A | N/A | 8/10 |
Power Dunk (Down Special)
Normal Input: + (Hold OK)
Command Input: + OR (Hold OK)
Power Dunk Weak
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. |
---|---|---|---|---|---|---|
Rising Hit 1 | 1 | 1-3 | 22 | 90 | -18 to -11 | N/A |
Rising Hit 2 | 2 | 4-5/6-7 | 22 | 65/50 | -14 to -11 | N/A |
Input,Rising Hit 1 | 1 | 1-3 | 22 | 90 | -18 to -11 | all intangible 1-8 |
Input, Rising Hit 2 | 2/2 | 4-5/6-7 | 22 | 65/50 | -14 to -11 | all intangible 1-8 |
Dunk Sour Spot | 12.0/11.0 | 3-4 | 42 | 50 | -27 to -26/-28 to -27 | N/A |
Dunk Sweet Spot | 14 | 5-15 | 42 | 50 | -23 to -13 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rising Hit 1 | 50 FKB | 100 | N/A | N/A | 2/3/3 | ||||||||
Rising Hit 2 | 40 FKB/30 FKB | 100 | N/A | N/A | 3/3 | ||||||||
Input,Rising Hit 1 | 50 FKB | 100 | N/A | N/A | 2/3/3 | ||||||||
Input, Rising Hit 2 | 40 FKB/30 FKB | 100 | N/A | N/A | 3/3 | ||||||||
Dunk Sour Spot | 80 | 70 | N/A | N/A | 11/10 | ||||||||
Dunk Sweet Spot | 60 | 80 | N/A | N/A | 13 |
Power Dunk Strong
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. |
---|---|---|---|---|---|---|
Rising Hit 1 | 1 | 1 | 28 | 85 | -24 | N/A |
Rising Hit 2 | 2 | 5-6/5-8 | 28 | 65/40 | -19 to -16 | N/A |
Input, Rising Hit 1 | 1 | 1 | 28 | 85 | -24 | all intangible 1-8 |
Input, Rising Hit 2 | 2/2 | 5-6/5-8 | 28 | 65/40 | -19 to -16 | all intangible 1-8 |
Dunk SourSpot | 12 | 3-4 | 43 | 50 | -28 to -27 | N/A |
Dunk SweetSpot | 14 | 5-16 | 43 | 50 | -24 to -13 | N/A |
Input, Dunk Sour Spot | 11 | 3-4 | 43 | 50 | -29 to -28 | N/A |
Input, Dunk Spike | 14 | 5-13 | 43 | 310 | -24 to -16 | N/A |
Input, Dunk Late Hit | 14 | 14-16 | 43 | 50 | -15 to -13 | N/A |
- Spikes during the dunk.
- Jab1 > Jab2 > Strong Power Dunk Command Input is only true at lower percentages. Can be SDI'd out of.
- Will go slightly more forward when the Analogue stick is held forward/backwards during the move.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rising Hit 1 | 40 FKB | 100 | N/A | N/A | 2 | ||||||||
Rising Hit 2 | 50 FKB/30 FKB | 100 | N/A | N/A | 3 | ||||||||
Input, Rising Hit 1 | 40 FKB | 100 | N/A | N/A | 2 | ||||||||
Input, Rising Hit 2 | 50 FKB/30 FKB | 100 | N/A | N/A | 3 | ||||||||
Dunk SourSpot | 80 | 65 | N/A | N/A | 11 | ||||||||
Dunk SweetSpot | 60 | 80 | N/A | N/A | 13 | ||||||||
Input, Dunk Sour Spot | 80 | 75 | N/A | N/A | 10 | ||||||||
Input, Dunk Spike | 30 | 95 | N/A | N/A | 13 | ||||||||
Input, Dunk Late Hit | 60 | 80 | N/A | N/A | 13 |
Super Special Moves
Power Geyser
Command Input: + OR
-
Hits any opponent ledge jumping
-
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. |
---|---|---|---|---|---|---|
Clean Hit | 26.0/23.0/20.0 | 20-23 | 72 | 70 | -24 | 5% heavy armor 1-14 |
Late Hit | 19.0/17.0/15.0 | 24-29 | 72 | 70 | -24 | 5% heavy armor 1-14 |
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 meter. Combined with U-Tilt, Terry can confirm his anti-air into an easy kill confirm at reasonable percentages off the top.
Power Geyser is not the fastest move in Terry's arsenal, having 20F of startup. But it does have heavy armor for 14 frames, 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 its massive hitbox, it covers many options the opponent can do from the ledge. Don't be fooled by the wave fading, as it has a lingering hitbox that although is weaker, can stil KO opponents at relatively low percents off the top.
- Can be cancelled into from normal moves
- Late hit lingers for 6 frames.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 100 | 41/42/44 | N/A | N/A | 8/7/2006 | ||||||||
Late Hit | 120/110/100 | 41/42/44 | N/A | N/A | 6/5 |
Buster Wolf
Command Input: + OR
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. |
---|---|---|---|---|---|---|
Hit Grab | 5 | 13-22 | 65 | 45 | -45 to -36 | right hand intangible 10-23/5% heavy armor 1-15 |
Collateral | 15.0/12.0 | 10-14 | 66 | 45 | -41 to -37/-44 to -40 | all intangible 1-39 |
Explosion | 20 | 15 | 66 | 45 | N/A | all intangible 1-39 |
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. However, it cannot punish whiffed techs.
Buster Wolf can also punish 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.
- Can be cancelled into from normal moves
- Can kill as early as 35% at the ledge
- Kill confirms from F-Tilt or Jab2, but untrue when DI'd/SDI'd outwards and upwards.
- ARE YOU OKAY?
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit Grab | 100 FKB | 100 | N/A | N/A | 6 | ||||||||
Collateral | 90 | 63/48 | N/A | N/A | 14/11 | ||||||||
Explosion | 73 | 63 | N/A | N/A | N/A |
Hit Grab:
- Not unblockable.\Must be above 100% to use
Grabs and Throws
Grab
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. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 35 | N/A | N/A | N/A |
Dash | N/A | 9-10 | 43 | N/A | N/A | N/A |
Pivot | N/A | 10-11 | 38 | N/A | N/A | N/A |
Pummel | 1.5 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Dash Grab ( or > )
- Pivot Grab ( > + )
- Pummel ( > )
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
>
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. |
---|---|---|---|---|---|---|
Forward Throw | 10 | 30 | 50 | 45 | N/A | all invincible 1-30 |
- PlaceHolder
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 Throw | 60 | 59 | N/A | N/A | N/A |
Back Throw
>
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. |
---|---|---|---|---|---|---|
Throw | 10 | 30 | 50 | 45 | N/A | all invincible 1-30 |
- PlaceHolder
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 60 | 59 | N/A | N/A | N/A |
Up Throw
>
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. |
---|---|---|---|---|---|---|
Initial Punch | 5 | 12 | 39 | 80 | -20 | all invincible 1-13 |
Throw | 1 | 13 | 39 | 80 | N/A | all invincible 1-13 |
- PlaceHolder
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Punch | 30 | 100 | N/A | N/A | 6 | ||||||||
Throw | 70 | 105 | N/A | N/A | N/A |
Down Throw
>
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. |
---|---|---|---|---|---|---|
Throw | 8 | 23 | 57 | 100 | N/A | all invincible 1-23 |
- PlaceHolder
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 80 | 60 | N/A | N/A | N/A |
Misc. Attacks
Spot Dodge Attack
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. |
---|---|---|---|---|---|
11 | 5-9 | 29 | 88 | -17 to -13 | all intangible 1-3/upper body intangible 4-9 |
- Not special cancellable
Surprisingly high damage.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
62/68 | 60 | N/A | N/A | 6 |
Ledge Attack
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. |
---|---|---|---|---|---|
10 | 24-26 | 56 | 45 | -21 to -19 | all intangible 1-3/upper body intangible 4-9 |
- PlaceHolder
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 10 |
Getup Attack
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. |
---|---|---|---|---|---|---|
Up | 7 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
Down | 7 | 16-22 | 46 | 48 | -22 to -16 | all intangible 1-22 |
- PlaceHolder
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 | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
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. |
---|---|---|---|---|---|
5 | 19-25 | 50 | 361 | -24 to -18 | all intangible 1-7 |
You'll almost never see this move come out.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Terry/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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