m (changed terry motion inputs to show images) |
(Fixed Terry's move cards to have inputs) |
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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
||
{{Overview |
{{Overview |
||
|overview= |
|overview= {{StockIcon|SSBU|Terry}} is a character in SSBU. (Placeholder) |
||
|summary= is a character that focuses on playing ground based {{term|footsies}} while having strong strong shield pressure and an explosive ability for comebacks. |
|||
|summary= does things (Placeholder) |
|||
|pros= |
|pros= |
||
* '''Good Whiff Punish''': Moves like {{clr|special|Burn Knuckle}} or {{clr|tilt|Dash Attack}} allow Terry to cover horizontal space quickly. |
* '''Good Whiff Punish''': Moves like {{clr|special|Burn Knuckle}} or {{clr|tilt|Dash Attack}} allow Terry to cover horizontal space quickly. |
||
Line 12: | Line 12: | ||
*'''Good Shield Pressure''': Because of Special Cancelling, moves like {{clr|tilt|D-Tilt}} or {{clr|tilt|F-Tilt}} can be plus on block when shielded. Combined with Terry's ability to poke shield safely with moves like {{clr|tilt|D-Tilt}} or spaced {{clr|tilt|F-Tilt}}, it becomes a guessing game of whether Terry will cancel into a special to trade with shield drop(which will be in his favour) or reset pressure with another normal. |
*'''Good Shield Pressure''': Because of Special Cancelling, moves like {{clr|tilt|D-Tilt}} or {{clr|tilt|F-Tilt}} can be plus on block when shielded. Combined with Terry's ability to poke shield safely with moves like {{clr|tilt|D-Tilt}} or spaced {{clr|tilt|F-Tilt}}, it becomes a guessing game of whether Terry will cancel into a special to trade with shield drop(which will be in his favour) or reset pressure with another normal. |
||
* '''Easy shield breaks''': {{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. |
* '''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. |
||
* '''Heavy Weight''': Terry is the 10th in the game, meaning he can survive for longer when getting combo'd. |
* '''Heavy Weight''': Terry is the 10th in the game, meaning he can survive for longer when getting combo'd. |
||
Line 21: | Line 21: | ||
* '''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. |
* '''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. |
||
* '''GO Meter?''': GO Meter unlocks only above 100%, and his moves cannot be used in the air. Although Terry is a Heavyweight,his poor disadvantage means he might not be able to use his 2 powerful moves. |
* '''GO Meter?''': GO Meter unlocks only above 100%, and his moves cannot be used in the air. Although Terry is a Heavyweight, his poor disadvantage means he might not be able to use his 2 powerful moves. |
||
|weight = 108 |
|weight = 108 |
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Line 60: | Line 60: | ||
==Normal Moves== |
==Normal Moves== |
||
⚫ | |||
{{#vardefine:cargoTable|SSBU_MoveData}} |
|||
<big>{{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Jab 1 |
|attack=Jab 1 |
||
|specificHits= |
|specificHits= |
||
|description= |
|description= |
||
*+4 on shield when special cancelled |
*+4 on shield when special cancelled |
||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|A}} after {{clr|tilt|Jab 1}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Jab 2 |
|attack=Jab 2 |
||
Line 77: | Line 77: | ||
*+2 on shield when special cancelled |
*+2 on shield when special cancelled |
||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|A}} after {{clr|tilt|Jab 2}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Jab 3 |
|attack=Jab 3 |
||
Line 85: | Line 85: | ||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Forward Tilt |
|attack=Forward Tilt |
||
Line 93: | Line 93: | ||
*+11 on shield when special cancelled |
*+11 on shield when special cancelled |
||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Up Tilt |
|attack=Up Tilt |
||
Line 101: | Line 101: | ||
*+10 on shield when special cancelled |
*+10 on shield when special cancelled |
||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Down Tilt |
|attack=Down Tilt |
||
Line 109: | Line 109: | ||
*+4 on shield when special cancelled |
*+4 on shield when special cancelled |
||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|A}} while dashing or running</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Dash Attack |
|attack=Dash Attack |
||
Line 117: | Line 117: | ||
}} |
}} |
||
== Smash Attacks == |
== Smash Attacks == |
||
=== Forward Smash=== |
=== {{clr|smash|Forward Smash}} === |
||
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
|||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Forward Smash |
|attack=Forward Smash |
||
Line 126: | Line 126: | ||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Up Smash |
|attack=Up Smash |
||
Line 134: | Line 134: | ||
}} |
}} |
||
⚫ | |||
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Down Smash |
|attack=Down Smash |
||
Line 144: | Line 144: | ||
== Aerials == |
== Aerials == |
||
⚫ | |||
<big>Airborne {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Neutral Air |
|attack=Neutral Air |
||
Line 151: | Line 151: | ||
|description= |
|description= |
||
*Special Cancellable |
*Special Cancellable |
||
}} |
}} |
||
⚫ | |||
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Forward Air |
|attack=Forward Air |
||
|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
||
⚫ | |||
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Back Air |
|attack=Back Air |
||
|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
||
⚫ | |||
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Up Air |
|attack=Up Air |
||
|specificHits= |
|specificHits= |
||
|description= |
|description= |
||
*Special Cancellable |
*Special Cancellable |
||
}} |
}} |
||
⚫ | |||
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
|||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Down Air |
|attack=Down Air |
||
Line 185: | Line 181: | ||
|description= |
|description= |
||
*Special Cancellable |
*Special Cancellable |
||
*Can spike |
|||
}} |
}} |
||
==Special Moves== |
==Special Moves== |
||
=== Neutral Special (Power Wave) === |
=== Neutral Special (Power Wave) === |
||
==== Neutral Special (Power Wave) Grounded ==== |
==== Neutral Special (Power Wave) Grounded ==== |
||
<big>Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
<big>Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
||
Line 198: | Line 192: | ||
|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
||
==== Neutral Special (Power Wave) Airborne ==== |
==== Neutral Special (Power Wave) Airborne ==== |
||
<big>While Airborne, Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
<big>While Airborne, Tap{{Prompt|B}} or Hold{{Prompt|B}}</big> |
||
Line 207: | Line 199: | ||
|specificHits=yes |
|specificHits=yes |
||
|description= |
|description= |
||
}} |
}} |
||
<big>All special inputs from this point are written assuming Terry is facing the right side. |
<big>All special inputs from this point are written assuming Terry is facing the right side. |
||
</big> |
</big> |
||
=== |
==={{clr|special|Burning Knuckle (Forward Special)}} === |
||
Normal Input: <big>{{Prompt|Analog Right}} + {{Prompt|B}} (HOLD OK) </big> |
Normal Input: <big>{{Prompt|Analog Right}} + {{Prompt|B}} (HOLD OK) </big> |
||
Command Input: <big>{{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
Command Input: <big>{{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Burning Knuckle Ground Weak |
|attack=Burning Knuckle Ground Weak |
||
Line 227: | Line 216: | ||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Burning Knuckle Ground Strong |
|attack=Burning Knuckle Ground Strong |
||
Line 235: | Line 223: | ||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Burning Knuckle Air Weak |
|attack=Burning Knuckle Air Weak |
||
Line 244: | Line 230: | ||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Burning Knuckle Air Strong |
|attack=Burning Knuckle Air Strong |
||
Line 253: | Line 238: | ||
}} |
}} |
||
=== |
==={{clr|special|Burning Knuckle (Back Special)}} === |
||
Normal Input: <big>{{Prompt|Analog Left}} + {{Prompt|B}} </big> |
Normal Input: <big>{{Prompt|Analog Left}} + {{Prompt|B}} </big> |
||
Command Input: <big>{{Prompt|Analog QCB}} + {{Prompt|A}} OR {{Prompt|B}} </big> |
Command Input: <big>{{Prompt|Analog QCB}} + {{Prompt|A}} OR {{Prompt|B}} </big> |
||
==== |
====Crack Shoot Weak==== |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Crack Shoot Weak |
|attack=Crack Shoot Weak |
||
Line 266: | Line 251: | ||
*Can cross-up on shield |
*Can cross-up on shield |
||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Crack Shoot Strong |
|attack=Crack Shoot Strong |
||
Line 277: | Line 260: | ||
}} |
}} |
||
=== |
=== {{clr|special|Rising Tackle (Up Special)}} === |
||
Normal Input: <big>{{Prompt|Analog Up}} + {{Prompt|B}} (HOLD OK) </big> |
Normal Input: <big>{{Prompt|Analog Up}} + {{Prompt|B}} (HOLD OK) </big> |
||
Command Input: <big> Hold {{Prompt|Analog Down}}, then {{Prompt|Analog Up}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
Command Input: <big> Hold {{Prompt|Analog Down}}, then {{Prompt|Analog Up}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
||
==== |
====Rising Tackle Normal Input==== |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Rising Tackle |
|attack=Rising Tackle |
||
Line 289: | Line 272: | ||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Rising Tackle Charged |
|attack=Rising Tackle Charged |
||
Line 299: | Line 281: | ||
}} |
}} |
||
=== |
=== {{clr|special|Power Dunk (Down Special)}} === |
||
Normal Input: <big>{{Prompt|Analog Down}} + {{Prompt|B}} (HOLD OK) </big> |
Normal Input: <big>{{Prompt|Analog Down}} + {{Prompt|B}} (HOLD OK) </big> |
||
Command Input: <big> {{Prompt|Analog DP}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
Command Input: <big> {{Prompt|Analog DP}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
||
==== |
====Power Dunk Weak==== |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Power Dunk Weak |
|attack=Power Dunk Weak |
||
Line 311: | Line 293: | ||
}} |
}} |
||
⚫ | |||
⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Power Dunk Strong |
|attack=Power Dunk Strong |
||
Line 325: | Line 306: | ||
==Super Special Moves== |
==Super Special Moves== |
||
===Power Geyser=== |
=== {{clr|smash|Power Geyser}} === |
||
<big>Command Input: {{Prompt|Analog QCB}} {{Prompt|Analog HCF}}+ {{Prompt|A}} OR {{Prompt|B}}</big> |
<big>Command Input: {{Prompt|Analog QCB}} {{Prompt|Analog HCF}}+ {{Prompt|A}} OR {{Prompt|B}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 345: | Line 326: | ||
}} |
}} |
||
===Buster Wolf=== |
=== {{clr|smash|Buster Wolf}} === |
||
<big>Command Input: {{Prompt|Analog QCF}} {{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} </big> |
<big>Command Input: {{Prompt|Analog QCF}} {{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} </big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
Line 388: | Line 369: | ||
=== {{clr|grab|Forward Throw}} === |
=== {{clr|grab|Forward Throw}} === |
||
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
||
{{SSBU Move Card |
{{SSBU Move Card |
||
|attack=Forward Throw |
|attack=Forward Throw |
Revision as of 15:03, 19 April 2023
![](http://static.miraheze.org/dragdownwiki/thumb/e/e2/SSBU_Terry_Stock.png/25px-SSBU_Terry_Stock.png)
![]() |
|
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.
- Auto-turn also causes the FGCs (
- OOS
- Terry can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping No results frames.
- Terry cannot do auto-turn Grab or any other auto-turn attacks No results without going through No results 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).
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
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
/
+
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 Smash | 18.027 charged | 18-21 | 51 | 361 | -20 to -17-15 to -12 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Smash | 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
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 |
Burning Knuckle (Back Special)
Normal Input: +
Command Input: +
OR
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 |
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 |
- Can be cancelled into by normal moves
- Hitbox covers the entire ledge
- Easy combo/kill confirm from U-Tilt > Power Geyser at mid-high percents
- Late hit lingers for 6 frames.
Terry slams the ground with his fist, creating a gigantic wave of energy that has potent kill power and high damage.
This makes being airborne above Terry a very scary situation when he has GO. Combined with U-Tilt, Terry can confirm his anti-air into an easy kill confirm at reasonable percentages off the top.
At 20 frames startup however, it's not the fastest move in Terry's arsenal. But it does have 14 frames of heavy armor, making Terry able to armor through hits that do lesser damage. Don't spam this move without care though, as the high recovery frames leaves you sitting duck to be whiff punished through rolling.
This move also shines as a ledgetrapping tool. Because of how high up it hits, it covers many options the opponent can do from the ledge. On top of that, don't be fooled by the wave, as it has a lingering hitbox that although is weaker, can stil KO opponents at relatively low percents off the top.
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 |
- Can kill as early as 35% at the ledge
- Can punish moves like
Incineroar's Revenge or
Joker's Rebel's Guard.
- Cannot punish whiffed techs
- Kill confirms from F-Tilt or Jab2, but untrue when DI'd/SDI'd outwards and upwards.
- ARE YOU OKAY?
Terry yells out his iconic line before quickly lunging forward with Heavy Armor. On hit, it does COLLOSAL damage.
In conjunction with Power Geyser, this move further complements Terry's ledgetrapping game when he is at high percents, being able to catch ledge get up options like Neutral GetUp or Ledge Roll. With frame 1 heavy armor and arm intangibility during active frames, it is also great at whiff punishing opponents who think they are safe at a distance given that Terry travels quickly across a long distance.
Additionally, Buster Wolf is also fantastic at punishing counters from characters like Lucina or
Roy. When used, both characters will whiff their moves, but Terry recovers faster than than the opponent countering, allowing him to follow up with a 2nd Buster Wolf on the opponent.
Although a fantastic kill move, bear in mind that if you hit someone's shield with this or whiff, you will be eating a full combo. So be prudent when using this move.
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 |
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To edit frame data, edit values in SSBU/Terry/Data. |
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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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