nyuuzyou/wikis huggingface dataset:
Terry (SSBU)/Command input/Command input 1

==Overview==
 punches the ground and causes an explosion. Being a Super Special Move, Power Geyser can only be executed if Terry has sustained 100% damage, or if he's reached 30% of his HP in Stamina Mode, as well as requiring him to be on the ground. It can only be executed through a command input, specifically ↓ ↙ ← ↙ → + Attack / Special, but something as simple as ↓ ↙ ← → + Attack / Special is possible, making it easier to use than it seems. Like most command specials, the move is fairly easy to drop cancel, in part due to Terry's unnaturally long animation, making it easy to use on platforms. It can also hit the ledge and 2-frame, making it an unwieldy but amazing edgeguard option.
Power Geyser has a fairly long startup - 20 frames - but for its power, it remains exceptionally powerful. Furthermore, it has 5% damage-based armor on frames 1-14, allowing Terry to force his way through weak attacks from characters like . Considering that it comes out frame 1, this gives the move surprisingly flexible option value. Despite this slow nature, Power Geyser is fairly easy to confirm into through up tilt, which has its own set of confirms as well. Considering the high damage and ridiculous launch angle, Power Geyser can be used as a combo ender even if there isn't a KO.
Power Geyser is excellent for shield breaks thanks to the sheer amount of damage it deals. It can deal as much as 27.727 damage to a shield - just over half its HP - which can be used alongside Terry's various normals — particularly forward tilt — to force an option from the opponent. This is, oftentimes, enough for the shield break to occur, allowing for a massive punish that should ideally be a stock. 
Thanks to its gigantic hitbox and extremely high KO potential, Power Geyser gives Terry one of the most effective punishes to jump-ins in the game, making it difficult to engage Terry with aerial attacks from afar. For characters that deal low damage - compounded by the 0.85× short hop damage multiplier - aerial approaches become much more difficult once Terry has reached 100%. Some characters, such as , will try to gimp Terry early solely for a chance at avoiding a game with Power Geyser in play. 
The main weakness of Power Geyser is how punishable it is. The move is extremely laggy, and -28 on shield from the first hit frame. As a result, using it raw can and will lead to punishment if it doesn't hit. As a result, using the move in that manner is not recommended, and it should strictly be used as a hard punish or combo ender. With Terry at 100%, whiffing or hitting shield with Power Geyser can absolutely be a death sentence against most characters in the game, making it high-risk, high-reward. 
==Hitboxes==
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==Timing==
Early Hitboxes 	20-23
Late Hitboxes 	24-29
Interruptible 	?
Animation length	?
Category:Terry (SSBU)
Terry (SSBU)/Command input/Command input 2

Terry Buster Wolf hitbox visualizations	Terry Buster Wolf hitbox visualizations	Terry Buster Wolf hitbox visualizations
Hitgrab 	 	
Throw 	 	
==Overview==
 charges at the opponent before letting rip an energy-infused punch. Being a Super Special Move, Buster Wolf can only be executed if Terry has sustained 100% damage, or if he's reached 30% of his HP in Stamina Mode. It can only be executed through a somewhat difficult command input, specifically ↓ ↘ → ↓ ↘ → + Attack / Special, though an input of ↓ → ↓ → will suffice. Like most command specials, the move is fairly easy to drop cancel, making it easy to use on platforms. 
Buster Wolf is among the most damaging moves in the game, KOing opponents very early. Buster Wolf is just as fast as Burning Knuckle on startup, and considering how far Terry will lunge, this makes it somewhat difficult to react to. This lunge also makes it a near-guaranteed confirm out of forward tilt pre-tumblehttps://docs.google.com/spreadsheets/d/1B5EbiMbTp903Jtq4iJ0ZvDuMfFmwWJ0jEdzgk37zQIQ/edit?usp=sharing, and can even KO near the edge. The speed makes it possible to confirm out of jab 2 as well, though it requires a down tilt beforehandhttps://twitter.com/esteban_187/status/1194335691343323138?s=19. While it can be difficult to get into situations where Buster Wolf can be confirmed, in any instance where it's possible, the reward for getting it is normally a stock. 
Buster Wolf has 8% damage-based armor on frames 1-15, and intangibility on the arm from frames 10-23, the latter of which makes the grab itself disjointed. Throughout the throw, Terry is intangible. The armor is of particular note, as it's just enough to block most ledge attacks, as well as some projectiles. It also makes the move usable — albeit extremely risky — out of neutral getup at the ledge to muscle past some ledgetraps. This, humorously, makes Buster Wolf a niche defensive option, though the penalty for failure is often too great to justify usage. 
Despite appearances, Buster Wolf is technically a hitbox that triggers a grab, like Fishing Rod. This makes it blockable by shields, and while it can cross up, it's still -45 on shield at worst. Furthermore, on hit, some characters can fall out of the throw itself if the startup doesn't connect properly, usually against airborne opponents, which is incredibly unsafe on hit. This makes Buster Wolf a high-risk, high-reward move in almost any instance, especially with the fact Terry will be at 100% at minimum when he uses it. Accounting for this is crucial to succeeding with Buster Wolf.
==Hitboxes==
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===Throw===
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|}
==Timing==
Hitgrab 	14-23
Throw 	46-?
Interruptible 	66
Animation length	?
==Trivia==
* Buster Wolf can be cancelled into Triple Wolf, and, if frame perfect, the throw itself can also be cancelled into it. 
==References==
Category:Terry (SSBU)
Terry (SSBU)/Dash attack

==Overview==
 executes a shoulder block dubbed "Power Charge", a staple move in his games. The move lasts for an exceptionally long time with a disjointed hitbox, making it relatively easy to connect. The strong hit has a good amount of active frames and good KO potential, making it a very threatening whiff punish considering the distance it travels, increasing his threat range considerably. Being frame 10 on top of this, dash attack is Terry's fastest burst option, making it not only easy to confirm, but also among the easiest-to-use whiff punish tools he possesses. It also crosses up shield consistently which, combined with the distance covered, makes the -18 shield advantage less of an issue than it seems. Dash attack will stop at the edges of platforms and stage bases while maintaining its large hitbox activity, which can be useful in niche ledgetrap situations. This can also be applied to edgeguarding characters with poor recoveries, especially 's.
However, while the move is strong, there are some minor issues the move has. The distance it travels, while beneficial for letting Terry easily whiff punish, can also be his bane. If the move fails to connect, it is extremely punishable, often flinging Terry right into the opponent's threat bubble. Worse still, dash attack doesn't possess much of a disjoint, causing it to lose to weapon-based attacks, such as those from swordfighters like . Additionally, dash attack is often overshadowed by Terry's other burst options, especially his command specials like Crack Shoot. The flexibility of Burning Knuckle, which allows the Terry player to choose how far they want to go, is also a significant benefit over dash attack. These can be confirmed into with relative ease, force stronger situations and/or possess higher kill power, and better safety on shield (sometimes even being used for shield breaks). However, the sheer hitbox activity, general safety, and ease of use that dash attack provides gives it strong utility as a burst option and whiff punish tool. 
==Hitboxes==
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==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Clean hit 	10-14
Late hit 	15-22
Final Smash cancel window	10-40
Interruptible 	41
Animation length 	54
!Hitboxes 
|-
!FS cancel 
Category:Terry (SSBU)
Category:Dash attacks (SSBU)
Terry (SSBU)/Dodge attack

==Overview==
 executes an uppercut, based on his defensive attack from the Fatal Fury series. This attack is intangible on the upper body during the hitbox duration, making it completely disjointed. This gives it amazing anti-air utility, and as such, is a staple in Terry's kit.
Compared to , which it shares an animation with, dodge attack has a different knockback angle and cannot be cancelled into specials. Terry is also completely intangible for the first few frames of the move before it gradually dissipates, providing it ample use as a "get off me" tool. It's also got immense utility out of a perfect shield, as it beats many moves with multiple hits.Dodge attack beating multihits showcase In addition, it can go into his up aerial and then Rising Tackle as a very early albeit difficult KO confirm.Dodge Attack -> UAir xx cs.RT KO confirm It should be noted that dodge staling does not affect when a spot dodge can be cancelled; it will always be from frame 10.
Dodge attack has some downsides. Dodge attack lacks the luxury of a special cancel function like up tilt, as well as a 0.5× shieldstun multiplier, making it -17 on shield and among the least safe moves in Terry's moveset. Furthermore, its small hitbox making it generally difficult to connect in a match, demanding the opponent make a mistake for it to hit reliably. While this is easy due to the amazing intangibility, it makes the move somewhat unwieldy offensively. It also has a large amount of lag while leaving him with a bad hurtbox extension once the intangibility is over, making it one of his least safe moves on whiff. Finally, due to requiring use from a spotdodge, this does add inherent lag to the move in a similar way to how neutral attacks do to subsequent hits.
==Hitboxes==
! Shieldstun
|0.5×
|0.5×
|0.5×
|0.5×
|0.5×
|0.5×
|}
==Timing==
The move can be activated during frames 10-17 of a fresh spot dodge, which is otherwise attack-cancelable on frame 21. The upper body intangibility affects Terry's head, bust, and arms.
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Entire body intangible 	1-3
Upper body intangible 	1-9
Hitboxes (early, mid, late)	5, 6, 7-9
Final Smash cancel window 	5-17
Interruptible 	29
Animation length 	57
!Hitboxes 
|-
!Upper body 
|-
!Lower body 
|-
!FS cancel 
==References==
Category:Terry (SSBU)
Terry (SSBU)/Down aerial

==Overview==
 performs a downward punch, similar to and 's. While a bit slow, coming out frame 12, it lingers up to frame 15 and has many unique qualities that make it effective. The sweetspot is a very strong meteor smash with a unique angle of 310°, making it KO effectively when an opponent jumps from the ledge, for example. Like many of Terry's aerials, it autocancels out of short hop and has the largest initial window of all his attacks, that being frames 1-11. This makes it Terry's most reliable A-landing option, allowing him to escape tech situations very easily while being able to counterattack. 
Down aerial is incredibly strong, dealing an upwards of 18% with the 1v1 multiplier and freshness considered. Since it can be cancelled into specials such as Burning Knuckle, it's capable of inflicting a massive amount of damage in a short space of time. However, at lower percentages, down aerial doesn't actually send into tumble. Since the move is fast enough to allow neutral aerial to be buffered and work, this sparks off a very powerful combo. As a result, it's not uncommon to see Terry players jump in alternating these attacks.
As one would expect, down aerial deals massive shield damage; it's ~21 HP with the sweetspot, around a third overall. While it's -9 on shield normally, it's +6 on special cancel, making Power Dunk a guaranteed blockstring. This makes for a virtually guaranteed shieldpoke on many characters. Crack Shoot can be used as a mixup to catch opponents with worse out of shield game dropping shield, as well as to safely cross up those who hold it. 
Down aerial does have some minor flaws. The landing lag is quite steep, at 15 frames, which makes it particularly punishing if a player misses the autocancel window. Its startup also makes it relatively easy to outframe, though buffering neutral aerial during a short hop makes it a bit better for the player. It's also extremely vulnerable to grabs out of a perfect shield, as Terry usually hits close to try and connect neutral aerial after. It's also not very disjointed, if at all, making it easily held back by disjointed attacks from swordfighters. 
==Hitboxes==
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==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1-11
Early hit 	12
Late hit 	13-15
Special and Final Smash cancel window	12-19
Ending autocancel 	24-
Interruptible 	33
Animation length 	56
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	16
Animation length	28
Category:Terry (SSBU)
Category:Down aerials (SSBU)
Terry (SSBU)/Down smash

==Overview==
 performs a low Martelo do Chão. Unlike other smash attacks in Terry's kit, it can cancel into his Final Smash, though not his normal special moves. This move is extremely fast for a smash attack, being frames 8-11, with a very active hitbox. It has mediocre KO potential, but makes up for it in its strong range and extremely low knockback angle (32°). This angle can make it impossible for some characters (eg. ) to recover if hit near the ledge. 
Down smash shifts Terry's hitbox quite low, allowing him to low profile aerial attacks in a similar vein to up smash. Unlike up smash, however, down smash is better for punishing spaced aerials or grounded options thanks to its vastly superior horizontal range. However, its vertical range is pitiful, not even covering his entire leg, so it is by no means a substitute. When confirmed out of down tilt, down smash is useful for cornering opponents due to its knockback angle; it also acts as a substitute for when Burning Knuckle isn't a true combo yet thanks to its speed and ease of use.
Down smash is a very strong option at the ledge, especially since it can be confirmed into through moves such as down tilt. This can gimp characters through the knockback angle, or otherwise set up for an edgeguard. Even outside of confirming through down tilt, down smash remains a potent option, covering options such as rolls. Additionally, it hits , , , , , and 's ledgehangshttps://docs.google.com/spreadsheets/d/1RE1IKdmC0zSVlUe7dm3XugWJ7zkMe2lBAjNUepi__4I/edit#gid=0.
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Terry's other attacks, this can be done even while in hitlag, canceling it in the process.
Charges between 	2-3
Hitboxes 	8-11
Final Smash cancel window	8-21
Interruptible 	41
Animation length 	65
!Hitboxes 
|-
!FS cancel 
Category:Terry (SSBU)
Category:Down smashes (SSBU)
Terry (SSBU)/Down throw

Terry down throw hurtbox visualization	Terry down throw hurtbox visualization	Terry down throw hurtbox visualization	Terry down throw hurtbox visualization	Terry down throw hurtbox visualization
 	 	 	 	
==Overview==
 performs a neckbreaker slam. This primarily serves as Terry's low percentage combo throw, enabling much of his "bread and butter". As such, when Terry gets a grab early on, he is usually using this throw to get around 35-40% out of it. It's also a situational kill throw on high platforms if the opponent has taken significant damage. 
The optimal followup out of down throw for most characters is up aerial into a charged Rising Tackle. Due to the need for Rising Tackle to be charged, this requires the Terry player to hold down on the control stick after inputting the throw, jumping with a button, and using the c-stick to perform up aerial before letting the charge go for Rising Tackle. However, utilizing DTCOIL is a valid alternative for players acquainted with it, making the combo much easier. 
Against heavyweights and "big body" characters, neutral aerial into Burning Knuckle is a great alternative that's not only easier to do, but more damaging. If Terry has access to his Super Special Moves, characters like are liable to get zero-to-death comboed, with down aerial → neutral aerial → forward tilt → Buster Wolf being a true combo due to his size.
==Throw Data==
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==Timing==
During frame 22, the move inflicts 10 frames of hitlag to both Terry and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-23
Throw Release 	23
Interruptible 	48
Animation length	76
|-
Category:Terry (SSBU)
Category:Down throws (SSBU)
Terry (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	65
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Terry (SSBU)
Category:Edge attacks (SSBU)
Terry (SSBU)/Final Smash

==Overview==
==Update history==
 
*
==Hitboxes==
===Main Target - Hit by First Hit of Triple Geyser===
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===Main Target - Hit by Second Hit of Triple Geyser===
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===Main Target - Hit by Third Hit of Triple Geyser===
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|}
===Bystander===
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==Timing==
===Target - Triple Geyser 1 Hits===
Triple Geyser 1	40-53
Triple Geyser 2	54
Triple Geyser 3	74
Power Dunk 	173
Buster Wolf 1 	344
Buster Wolf 2 	360
Buster Wolf 3 	438
===Target - Triple Geyser 1 Doesn't Hit===
Triple Geyser 2 Hit 1	54-73
Triple Geyser 2 Hit 2	from 55-74 (one frame after Triple Geyser 2 Hit 1)
Triple Geyser 3 	74
Power Dunk 	173
Buster Wolf 1 	344
Buster Wolf 2 	360
Buster Wolf 3 	438
===Target - Triple Geyser 1 and 2 Don't Hit===
Triple Geyser 3	74-83
Power Dunk 	173
Buster Wolf 1 	344
Buster Wolf 2 	360
Buster Wolf 3 	438
===Bystander===
Triple Geyser 1	40-53
Triple Geyser 2	54-73
Triple Geyser 3	74-83
Category:Terry (SSBU)
Category:Final Smashes (SSBU)
Terry (SSBU)/Forward smash

==Overview==
 performs his Backspin Kick from Fatal Fury, albeit with a more modernized animation. With very high damage (22.4% considering stale-move negation and 1v1 multiplier) and knockback, this serves as a hard punish tool, KOing at 107% center-stage, uncharged, with good DI on Battlefield. It also has an unusual amount of active frames for a smash attack, being active frames 18-21, similar to forward tilt. In addition, it lacks a late hitbox or even a sourspot, with the entire move being a single strong one. It's very possible for characters to accidentally fall into forward smash assuming the hitbox is gone, making it a bit more consistent. 
Forward smash is numerically the strongest move in Terry's kit, which makes it often see use after breaking an opponent's shield. For a scale of its power, at full charge, it can KO as soon as 67% on Mario center-stage on Battlefield with good DI. However, Terry has many other options for a shield break punish, especially with his Super Special Moves. For example, down tilt to up tilt to Power Geyser can serve as a decent confirm on platforms, or down tilt to neutral attack's first and second hits to Buster Wolf. 
While the move is very strong on hit, it suffers from many shortcomings typical of a smash attack of this nature. Unlike forward tilt and other normals in Terry's kit, it lacks any kind of intangibility, leaving Terry with a noticeable hurtbox extension. Terry is also left completely vulnerable on the upper part of his leg, with no hitbox to be found. This leaves him without even the little protection a hitbox would give. It also has enormous endlag, with roughly half a second of cooldown after the hitbox is gone. This often results in a punish on whiff. As a result, forward smash is not used very frequently. 
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Terry's other attacks, this can be done even while in hitlag, canceling it in the process.
Charges between 	10-11
Hitboxes 	18-21
Final Smash cancel window	18-31
Interruptible 	51
Animation length 	72
!Hitboxes 
|-
!FS cancel 
Category:Terry (SSBU)
Category:Forward smashes (SSBU)
Terry (SSBU)/Forward throw

Terry forward throw hurtbox visualization	Terry forward throw hurtbox visualization	Terry forward throw hurtbox visualization	Terry forward throw hurtbox visualization	Terry forward throw hurtbox visualization
 	 	 	 	
==Overview==
 performs a seoi nage, often practiced in Judo. This is referred to as the Buster Throw in the King of Fighters series. Terry's forward throw is used primarily as a kill throw at very high percentages, usually KOing fighters at around 165% on most competitive stages. However, its slow startup makes it easy for experienced players to DI. Outside of this, however, it works as a serviceable damage building throw, being tied with back throw for his most damaging option. Since they don't share the same stale-move negation queue slots, Terry can alternate between the throws to bypass staling.
==Throw Data==
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==Timing==
Invincibility 	1-30
Throw Release 	30
Interruptible 	50
Animation length	105
|-
Category:Terry (SSBU)
Category:Forward throws (SSBU)
Terry (SSBU)/Forward tilt

==Overview==
Widely considered to be one of his best moves, 's forward tilt is one of his safest tools in neutral. Often used with pivot cancelling for an extra boost, this move is frequently used to approach and space. Given that the FAF is 28, forward tilt is decently safe on whiff as well. The entire leg is intangible while the hitbox is out, making it a disjoint, and essentially a swordfighter move in how it works in-game. This move is the heart of Terry's grounded neutral game alongside his , and combined with his large , makes it relatively easy for him to box opponents out.
This move is -7 on shield, making it safe on shield if spaced properly and allowing him to spotdodge against shieldgrabs. However, it is also +11 on shield when special cancelled,https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0 making Burning Knuckle a very strong follow-up to catch almost all out of shield options, including 's frame 3 Fire. This, combined with its shield damage, makes damaged shields exceedingly vulnerable to this maneuver, and with prior damage, liable to shield break. Power Dunk can also be used to force shieldpokes, though 7.0.0's buffs to shield size made this less consistent. Since holding shield is sufficient counterplay to a cancelled Burning Knuckle, this creates a complex mixup situation where he can grab a held shield, or go into a second forward tilt to force a shieldpoke. Generally, shielding Terry's forward tilt is a dangerous situation for the opponent to be in, making it difficult for them to contest Terry on the ground.
Forward tilt also has excellent combo utility on hit, going into Crack Shoot or Burning Knuckle at roughly 0-25% with little issue. It can also go into Buster Wolf prior to tumble, though it can be avoided with upward DI once tumble begins.FTilt Tumble%s Since forward tilt is easily confirmed through Terry's aerials, it's a common sight in many zero-to-death combos involving Buster Wolf, or at least an opening combo that leads to around 70%.
==Hitboxes==
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==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Hitboxes (early, late) 	8, 9-13
Leg intangible 	8-13
Special and Final Smash cancel window	8-19
Interruptible 	28
Animation length 	43
!Hitboxes 
|-
!Leg 
|-
!Special/FS cancel 
==References==
Category:Terry (SSBU)
Category:Forward tilts (SSBU)