nyuuzyou/wikis huggingface dataset:
Terry (SSBU)/Grab

==Overview==
 reaches out with both arms in each of his grabs, somewhat reminiscent of a bear hug. Their frame data is about average, but their range is great for the reward Terry can get off of a grab. His grabs are decently easy to confirm, with moves like neutral aerial, forward aerial, and down tilt all being serviceable options at lower percentages. Additionally, thanks to moves like neutral attack's first hit being safe on shield and hit, it's fair to use them for tick throw-style techniques. 
Terry is an excellent abuser of advanced techniques involving grabs. His boost grab is exceptionally long, in part due to the lunge he performs when using his dash grab in the first place. This makes his unreactable burst range ever-the-more threatening, adding to his already amazing pool of burst options, such as Burning Knuckle, Crack Shoot, and dash attack. Should the committal nature of his dash grab be unfavourable, he can still make use of his standing grab alongside dashwalking, which has comparable range, just without the lunge.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	51
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	54
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	55
Category:Terry (SSBU)
Category:Grabs (SSBU)
Terry (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Body Blow 	
Neutral attack 3 	High Kick 	
Forward tilt 	Middle Kick 	
Up tilt 	Rising Upper 	
Down tilt 	Under Kick 	
Dash attack 	Power Charge 	
Forward smash 	Backspin Kick 	
Up smash 	Wild Upper 	
Down smash 	Slide Kick 	
Neutral aerial 	Chop 	
Forward aerial 	Jump Kick 	
Back aerial 	Jump Backward Kick 	
Up aerial 	Somersault Kick 	
Down aerial 	Jump Karate Punch 	
Neutral special grounded tapped 	Power Wave 	
Neutral special grounded held 	Power Wave 	
Neutral special aerial tapped 	Power Wave 	
Neutral special aerial held 	Power Wave 	
Side special forward grounded tapped 	Burning Knuckle / Crack Shoot	
Side special forward grounded held 	Burning Knuckle / Crack Shoot	
Side special forward input grounded tapped	Burning Knuckle / Crack Shoot	
Side special forward input grounded held 	Burning Knuckle / Crack Shoot	
Side special forward aerial tapped 	Burning Knuckle / Crack Shoot	
Side special forward aerial held 	Burning Knuckle / Crack Shoot	
Side special forward input aerial tapped 	Burning Knuckle / Crack Shoot	
Side special forward input aerial held 	Burning Knuckle / Crack Shoot	
Side special backward tapped 	Burning Knuckle / Crack Shoot	
Side special backward held 	Burning Knuckle / Crack Shoot	
Up special 	Rising Tackle 	
Up special input 	Rising Tackle 	
Down special rising weak 	Power Dunk 	
Down special rising input weak 	Power Dunk 	
Down special rising strong 	Power Dunk 	
Down special rising input strong 	Power Dunk 	
Down special falling weak 	Power Dunk 	
Down special falling strong 	Power Dunk 	
Down special falling spike 	Power Dunk 	
Super Special Move 1 	Power Geyser 	
Super Special Move 2 start 	Buster Wolf 	
Super Special Move 2 throw 	Buster Wolf 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	Buster Throw 	
Back throw 	Buster Throw 	
Up throw 	Grasping Upper 	
Down throw 	Neck Breaker Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Dodge attack 	 	
Category:Terry (SSBU)
Category:Hitboxes (SSBU)
Terry (SSBU)/Neutral aerial

==Overview==
 performs a knifehand strike, based on his jumping light punch in the Fatal Fury series. It's strikingly similar to 's neutral aerial in Smash 4, possessing similar and arguably better properties overall. This includes a better autocancel window and drastically improved active frames. However, unlike Smash 4 Ryu, Terry is unable to use neutral aerial twice in a short hop by one frame, and there is a bit more landing lag. 
Terry's neutral aerial is frame 4, the fastest of his aerial kit. This, coupled with its special cancel qualities, makes it an excellent punish against overextending opponents. It's not uncommon to see Terry break out of a combo with this and then cancel into Burning Knuckle, reversing the situation and possibly even scoring a KO for himself. It's also possible to use neutral aerial out of dodge attack to confirm Burning Knuckle. 
Outside of disadvantage, neutral aerial remains an extremely effective tool. Landing with the move launches the opponent upwards, allowing Terry to full hop into a second neutral aerial to confirm Burning Knuckle as a consistent kill confirm. This property can also be abused for platform tech situations at Mid%s. Neutral aerial is also possible out of down tilt at around 65% on average, which gives Terry significant kill power at ledge. Terry's down aerial has low endlag, which allows for neutral aerial to be used out of it. A sourspot down aerial can also confirm the move, which has led to Terry players alternating between down aerial and neutral aerial in sequence for combos, especially out of landing up aerial. This gives Terry strong shield pressure and combo potential, making it difficult for players to get Terry off them once he gets in. Both moves also possess disjoints, making them difficult to challenge for characters with poor hitboxes. 
Neutral aerial is extremely safe on shield, being -3 early and -4 late, allowing Terry to use neutral attack to further pressure shield, hitting out of shield attempts, likely with Power Dunk or Burning Knuckle, the latter of which will likely shield break. If special cancelled on shield, neutral aerial will be effectively +3 on shield regardless of hit, allowing Terry to use Power Dunk to shield poke or hit opponents trying to punish out of shield. Even against a perfect shield, the frame advantage is neutral when special cancelling, allowing for mixup situations.
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1-3
Clean hit 	4-8
Late hit 	9-19
Special and Final Smash cancel window	4-23
Ending autocancel 	24-
Interruptible 	34
Animation length 	37
!Hitbox 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	7
Animation length	21
Category:Terry (SSBU)
Category:Neutral aerials (SSBU)
Terry (SSBU)/Neutral attack

==Overview==
Terry's neutral attacks consist of two punches and a kick. It deals a total of 13.0%. The kick is rarely seen due to Power Dunk and Rising Tackle being much better finishers.
For the technical data of each individual hit, see:
*Terry (SSBU)/Neutral attack/Hit 1
*Terry (SSBU)/Neutral attack/Hit 2
*Terry (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Consecutive jab 	10
Jab 2 	8, 9-12
Jab 3 	20-23
Interruptible 	14, 30, 47
Animation lengths	50, 71, 59
|-
|-
Category:Terry (SSBU)
Category:Neutral attacks (SSBU)
Terry (SSBU)/Neutral attack/Hit 1

==Overview==
A simple jab. This move has a large amount of utility in Terry's kit due to the FAF of 14, enabling it to work as a strong neutral tool. Due to being frame 3 and one of Terry's best combo starters and extenders, it's one of the most often-seen moves in Terry's moveset.
This move is often used to immediately go into Power Dunk without worrying about the SDI issues hit 2 presents. This can be done out of as well for a simple bread and butter combo that's hard for opponents to escape. If going into Power Dunk on shield here, it will often shieldpoke. It's also possible to go into Buster Wolf after a down tilt, but it's not necessarily a true combo.
Neutral attack Hit 1 is also -6 on shield, allowing it to be used for tick throws on characters without good out of shield options. It's also +4 if cancelled into specials,https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0 allowing it to enable blockstrings or even shield break combos. If spaced, it is very difficult to punish on shield.
Given the move repeats itself on frame 6 while having an FAF of 14, holding the button at ledge can allow for an effective ledgetrap. Once an opponent comes off the ledge, if they end up behind Terry, autoturn will allow him to still hit the opponent with the attack. If they attempt to avoid it, the low endlag will allow the player to react and punish easily.
Neutral attack Hit 1 has very few issues. However, this doesn't mean it lacks them. It has little range akin to most moves of its kind, and it also loses to disjointed attacks. As a result, in some matchups, reaping the benefits the move gives can be quite difficult.
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 1 hitbox, but it also applies to the ID 0 hitbox due to a glitch.
! Hitstun
|—
|+1 frame
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Hitboxes 	3-4
Jab 2 continuability window 	6-22
Special and Final Smash cancel window	3-8
Consecutive jab frame 	10
Interruptible 	14
Animation length 	50
!Hitboxes 
|-
!Jab 2 
|-
!Special/FS cancel 
==Trivia==
*Terry's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with 's first and second jabs, , , and 's first jabs, and 's second jab.
==References==
Category:Terry (SSBU)
Category:Neutral attacks (SSBU)
Terry (SSBU)/Neutral attack/Hit 2

==Overview==
A short-straight punch from , dealing two hits as a reference to his home games, aiding in combo utility. As one of the only neutral attacks in the game with multiple hits, this move is very unique.
This move's most noticeable feature is its ability to be cancelled into specials, allowing for Terry to confirm his infamous Power Dunk or Rising Tackle. However, both are vulnerable to SDI, causing it to become a mindgame if Terry just does it raw. If the player begins a combo with , Power Dunk becomes much more consistent. However, Rising Tackle, if done as a command special, will do more damage with a strong hit, and drifting in will make it more consistent across the board. It will also KO more early. However, it necessitates charge partitioning to work.
Due to the long-lasting hitboxes (3-7 overall), FAF of 19, and the reward on hit, Terry players often use the move in neutral alongside hit 1. It isn't uncommon to see a Terry player run in, use hits 1 and 2, then run away or advance pressure. This move is generally considered to be safe on whiff if executed optimally, being an FAF of 25 considering a player cancelled hit 1 to 2 perfectly.
Unlike the first hit of neutral attack, this section of the combo is very negative on shield, at -17. As a result, it has little potential for shield mixups. It also has smaller potential for blockstrings or shield break combos than his other cancellable moves, only being +2 on shield.https://docs.google.com/spreadsheets/d/1U-YkDWdBx7Mx2R3DocCZPiGEl1E-fxae4eXuuFEFUt0/edit#gid=0
==Hitboxes==
! Hitstun
|—
|—
|—
|+1 frame
|+1 frame
|+1 frame
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Hit 1 	3
Hit 2 	4-7
Jab 3 continuability window	9-34
Special cancel window 	6-19
Final Smash cancel window 	3-19
Interruptible 	25
Animation length 	66
!Hitboxes 
|-
!Jab 3 
|-
!Special cancel 
|-
!FS cancel 
==Trivia==
*Terry's first and second jabs are among the few jabs with a 180° angle hitbox that do not have a separate hitbox with a different angle for non-fighter targets, causing them to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. They share this distinction with 's first and second jabs, , , and 's first jabs, and 's second jab.
==References==
Category:Terry (SSBU)
Category:Neutral attacks (SSBU)
Terry (SSBU)/Neutral attack/Hit 3

==Overview==
A side kick. This move is rarely seen unless a player misinputs, as Rising Tackle and Power Dunk are optimal options out of the 2nd hit of neutral attack.
This move deals a large amount of damage for a simple neutral attack, making Terry's jab combo one of the most damaging in the game. It also has a long-lasting hitbox, with 4 active frames. However, it cannot be cancelled into special moves, making it generally not worth going for. 
Humorously, this move can hit many opponents on the ledgehttps://docs.google.com/spreadsheets/d/1RE1IKdmC0zSVlUe7dm3XugWJ7zkMe2lBAjNUepi__4I/edit#gid=0. As a result of this, this attack has utility when ledgetrapping or aiming to 2-frame for its decently long-lasting hitbox. However, it lacks practicality due to the requirement to use the previous parts of the move to do it. Given that opponents will ledge attack upon seeing a poorly spaced neutral attack to avoid the trap, this feature rarely sees use. 
==Hitboxes==
|}
==Timing==
If followed up from frames 9-19 of Terry's second jab, the move can be canceled into a Final Smash for the remainder of its duration after hitting an opponent.
Hitbox 	7-10
Final Smash cancel window (from jab 2)	7-33
Interruptible 	34
Animation length 	46
!Hitboxes 
|-
!FS cancel 
==Trivia==
*This move is tied with for the highest damage neutral attack hit 3 in the game.
==References==
Category:Terry (SSBU)
Category:Neutral attacks (SSBU)
Terry (SSBU)/Neutral special

Terry neutral special hitbox visualizations	Terry neutral special hitbox visualizations	Terry neutral special hitbox visualizations
Ground + Tapped 	 	
Ground + Held 	 	
Aerial + Tapped 	 	
Aerial + Held 	 	
==Overview==
 punches the ground and causes energy to erupt from below, performing Power Wave. The move is quite slow, coming out frame 18 at best, but lasts long enough so that it can act as a strong stage control tool. As such, it can be compared to Hadoken in terms of utility, down to the mediocre followup potential. 
The main draw to Power Wave is its ability to cover grounded space exceptionally well. Due to its sheer activity, it's possible for the move to become very positive on shield from a distance, while allowing for shield break setups with Crack Shoot or blockstrings with Terry's normal moves, notably forward tilt. The light Power Wave, in particular, covers the stage very well, allowing Terry to use Crack Shoot to cover virtually the entire stage. On the flip side though, Power Wave is pitiful up close, being a free grab for the entire cast, and a perfect shield allows players to close the distance against Terry with impunity. As such, Power Wave is only effective from afar for the purpose of encouraging approaches, allowing Terry to make use of his short-ranged attacks.
If used in the air, Terry will let out a single burst of energy with transcendent priority. This can be used to situationally muscle through projectiles and force tech situations, but the move shines the most off-stage for gimping characters with poor recoveries, such as . The priority also allows Terry to bypass disjoints, making it even better against swordfighter characters trying to recover. It also has recovery utility for the fact it stalls Terry in the air, allowing him to cancel momentum when knocked back far. However, horizontal momentum is cancelled as well, making it somewhat risky in other situations, as Terry may not be able to make it back to the stage. It can be used to mix up landing as well, which is a good mixup in disadvantage. 
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Grounded+Tapped Hitboxes	18-86
Grounded+Held Hitboxes 	21-66
Aerial+Tapped Hitboxes 	18-27
Aerial+Held Hitboxes 	21-24
Interruptible 	?
Animation length 	?
Category:Terry (SSBU)
Category:Neutral special moves (SSBU)
Terry (SSBU)/Pummel

==Overview==
 performs a short-straight punch, based on the first hit of Grasping Upper from The King of Fighters '96. Its large hitbox makes it consistent, and sometimes capable of interrupting opponents trying to stop grabs in Team Battles. This pummel is fast enough to allow for at least one to be used prior to a throw, even at very low percentages with perfect button mashing. 
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	19
Category:Terry (SSBU)
Category:Pummels (SSBU)
Terry (SSBU)/Up aerial

==Overview==
 performs a bicycle kick, similar to 's in looks and utility. Coming out frame 7 and lingering to frame 9, it's quite fast, making it win a lot of interactions, especially with its minor disjoint. It's also just -2 on shield, allowing Terry to even shield against 's Fire with perfect landing. It's also +4 on shield if cancelled into specials, making Power Dunk a reliable option against out of shield options. It can also poke shield if it's held, though this is character-dependent if there hasn't been any prior damage. As if this wasn't enough, up aerial autocancels from frame 18 onwards, allowing it to be short hop fast fall autocancelled. Its range, combined with this and a disjoint to boot, makes it excellent platform pressure. 
This move is among Terry's better landing aerials, serving as a combo starter at almost any percentage. However, it's best done with a reverse aerial rush, as its hitbox from the front is poor. This can be used to set up a ladder combo on stages like Battlefield, and since it can be cancelled into specials, this can easily lead to a zero to death combo with Rising Tacklehttps://www.youtube.com/watch?v=bJC5DsRxYB0 UAir Ladder Combos. Should this not be an option, up aerial still has fair hit advantage, and doesn't send into tumble at first, allowing for combos with down tilt at the very least, which alone leads to long combo strings. Additionally, up aerial can even confirm down aerial's sourspot, enabling neutral aerial and even more confirms from there.
Up aerial, while excellent, does have issues to consider. For starters, its hitbox starts a bit late for the animation, making its frontal range surprisingly poor and difficult to make use of. In addition, the disjoint isn't amazing in-context, and doesn't help with the initial range issue. As a result, this move frequently loses to other disjointed moves, even ones like 's down aerial.
==Hitboxes==
|}
==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
Hitboxes 	7-9
Special and Final Smash cancel window	7-17
Ending autocancel 	18-
Interruptible 	36
Animation length 	50
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	7
Animation length	34
==References==
Category:Terry (SSBU)
Category:Up aerials (SSBU)
Terry (SSBU)/Up smash

==Overview==
 performs Wild Upper from the Fatal Fury series. The motion used is commonly seen from characters such as in many fighting games. The move is fairly strong, dealing high damage with a stronger late hit to better combat aerial opponents or pressure platforms. Curiously, the early hit is only active for a single frame, designed to hit grounded opponents. Up smash has a fairly large, disjointed, forgiving hitbox, coupled with surprisingly long hitbox activity.
Up smash is quite odd, particularly with its smash attack charge hold frame being a single frame before the hitbox. Thanks to this, a Terry player can hold the charge and let the move loose instantly, on reaction. Prior to the move being released, Terry crouches quite low, giving him an excellent hurtbox shift to avoid hits. Coupled with the incredible hitbox, this gives Terry very strong anti-air game should the player anticipate a jump-in that should not be ignored.
Being frame 10, up smash also serves as a serviceable out of shield option. In this case, the early hit will connect, which has slightly worse kill power. Regardless, it's still very strong and will KO at reasonable percentages. Additionally, against players that hit shield from above, it is likely that the late hit will connect instead. It's a bit overshadowed by Rising Tackle, however, which has frame 5 intangibility with a command input (which can be facilitated through shield tilting or COIL). 
Despite its strengths, like all moves, up smash does have issues. It's a bit on the laggy side, typical of a smash attack, which makes it very punishable on whiff. Terry's arm also stays out for a bit longer than what would be desired, leaving him with a hurtbox extension that makes him easier to hit once the move is over. Despite its great hitbox, it still tends to lose to more disjointed aerials, such as 's forward aerial, though this is minor.
==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 	8-9
Early hit 	10
Clean hit 	11-14
Final Smash cancel window	10-24
Interruptible 	42
Animation length 	69
!Hitboxes 
|-
!FS cancel 
Category:Terry (SSBU)
Category:Up smashes (SSBU)
Terry (SSBU)/Up throw

Terry up throw hurtbox and hitbox visualization	Terry up throw hurtbox and hitbox visualization	Terry up throw hurtbox and hitbox visualization	Terry up throw hurtbox and hitbox visualization	Terry up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
 performs the second hit of Grasping Upper from The King of Fighters '96. The throw has a collateral hitbox, which combined with his pummel hitbox, makes it difficult to challenge Terry when he has an opponent grabbed in Team Battles. 
Up throw is excellent for positioning, giving great platform tech situations on stages like Battlefield. At lower percentages, it can also work as a method of confirming up aerial. While its knockback statistics make it look like a good kill throw, the damage largely prevents it from succeeding in this respect, often only working on very high platforms with ridiculously high percentages involved.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12
Throw Release 	13
Interruptible 	34
Animation length	51
|-
Category:Terry (SSBU)
Category:Up throws (SSBU)