Don’t forget that a true input Power Dunk also gives Terry intangibility, so recovering high with it and getting a soft landing with it also means if they try to anti air you you might catch them with it or just get away with not getting hit, and also even if Power dunk ends before you touch the ground and can use a move like jab or Dtilt, if you still have an airdodge you can use that as well to mix up where you’ll land. Using platforms let’s you use power funk from higher up as well. But overall it’s a mix up to go high with it and you can still get called out hard for consistently going high. Just some tips to maximize the effectiveness of a high recovery using power dunk alongside things like crack shoot for when you do go for it.
Does the power the true input dunk works against parries? My friends use Fire Emblem characters and they edge guard me with parries, so I can't come back to the stage.
eltucanification Maybe. You’ll just have to try it. Maybe if you hit them, after a party they might not have enough time to parry again or punish before getting hit again. And if you mean that they use counter, the startup intangibility may save you, but with the final descending hit you’d be out of luck.
@@justsomebird4285 I always thought power dunk true input would make you fast fall, I've tried it and that's what i got. any tips for any of the true inputs requiring a down press in air?
Gonna be honest, if you're facing towards the stage, its safer to do the command input of crackshoot, its harder for that to reverse and i think you're invincible too
Same! I've been having a smash Identity crisis for like 4 or 5 months and about a month ago a beacon of light broke through the clouds and god said to me "Are you OK?!"
Im just going to do a copy&paste of another answer I gave. That´s easy, just do it when you are moving toward the stage, it wont work otherwise. If you get throw or fail a dunk or whatever, first of all get sure you arent moving at the opposite direction of stage, after that is a safe crack shoot.
Honestly, just being aware of the way you are facing does it all. If you are facing away just hold the input and you’ll do it behind you. Personally I always hold the input when recovering that way just Incase I was facing the wrong way I’m still fine.
so crack shoot always sends you toward the direction terry is facing, but if you want to turn it around you have to hold backwards for at least 6 frames before you input crack shoot. this means that when you recover you have to be aware of which direction you're facing so that you dont accidentally do the wrong direction.
You can also do the invincible up b in the air, though it's risky cause you might fast fall if you input down to quickly. {you just have to tilt down slowly, than press up after a moment and b, and you should be able to get the invincible one in the air}
You can charge the down input during anything (afaik), the only requirement is that you have to be holding down for about half a second so you could do CRACK SHOE (start charging here) into charged RISING TACKU below stage, no risk of fastfall as you are recovering from CRACK SHOE
If you jump using a jump button, then immediately hold down, you won’t fast fall because you input down too early. Please practice it first before implementing it.
Liam Vinck one small thing to add, on the ground is seems you have time to do a dash after charging down and you can still do the powered upB. Nice if you need just a bit more range
Funny thing is I was already good at mixing up my recovery options with Terry, before I watched this. But I have a bad habit of using my second jump every time I get hit😅. This was a great reminder to use my jumps wisely.
@@giannistek1 Oh I know, Little Mac was my main back in Smash 4, so I know all about saving my jump when using that fighter. It's just now that I'm using fighters with actual good recoveries I've developed a bad habit of abusing my second jump because I always make it back anyway.
Leffen streamed Terry and showed how many options you had to mix up his recovery. Leffen was just insane with the character and said people just aren't using him right. I had a feeling Leffen would be the one to use him correctly since he actually played KOF games and other fighters in general, so it came natural to him quick. He loves this character.
"Terry has a bad recovery" Crack Shoot and Burn Knuckle: [laughs in horizontal distance] Rising Tackle and Power Dunk: [laughs in vertical distance and speed] PD is good for getting back on stage and getting out of air combos, that's why I mention it
While I agree that Terry has a good recovery when close to the ledge, I think that edgeguarding him immediately after he goes far off stage is easy. He has to use either of his side b’s to recovery horizontally. Hitting him out of those moves is pretty easy. Once he is close to the stage he has many options/mixups.
I been practicing with him, if you want to use the higher up B just hold down and slant to you bottom left or right while using his specials to drift towards the stage. After that use your up B, you will go higher since you have been charging within his specials :)
A tip I got from Riddles or some other video can’t really remember, while doing input crackshoot you can immediately hold down, and you won’t fast fall due to crackshoot, and you get to immediately get charge RT, intangibility and a higher recovery, super good.
If you hold down and press jump, it’ll keep holding the down input without forcing a fast fall. Plus, it hardly takes any time to charge it. You can charge up an EX up special in the amount of time it takes Terry to do his jab 1 and 2, if you press and hold down immediately after you throw the jab.
Okay im just going to talk about what I found. 1- Up B command can be done in air so you have the invincibility in legs and even if you miss that "sweet spot" isnt that punisheable, the trick is easy, hold down before reaching max heigh on a jump to avoid fast fall and done. Command Up B thats is way safer than normal Up B. Most of the thing I read or heard was about how his legs stick out and is punisheable so easy, well, this is a solution. 2- Crack shoot come out as recovery when you move toward the stage. If enemy launch you cant do crack shoot as recovery until you stop and start going to the stage. Once knowing that is easier to use crack shoot to get back, just dont side B until you stop or start getting close to stage. 3- This isnt recovery but something I dont find anyone talking about. You can do the command inputs while you are attacking. Hold A for jabs while you are doing buster wolf command, after second jab just press A again fast and you have an instant buster wolf. I move my C-stick to tilts and you can do all the tilts with it while you do the command inputs with the lift stick. Just remember to press A or B and done, instant buster wolf, dunk or whatever. And this is the same reason why 1 works. Smash doesnt care about doing the input after jabs or whatever, just care if you did or not the input. Terry isnt that terryble (I had to do a bad joke), we just need to find out more thing about him.
Another good reason to do the charge input for rising tackle -- that I don't think Locus mentioned -- is that it lets you go a little higher. If you simply press (or even hold) up B at the center of Battlefield , you won't land on the center platform, but doing the charge input gives you just enough height to land on the platform provided you're also holding B or A. It's not a huge height difference and it obviously will be more than negated if you mess up and fast fall or something, but it's not negligible.
Your third point is called special cancel, every main terry knows about it and it was even mentioned by Sakurai in the direct, that's common knowledge. If you don't know it you simply don't main/use Terry
weak burning to arrive just on the ledge or crack shoot to go over incoming attacks. aerial power wave to alter momentum. strong knucks for knocking opponent during recovery
Why is it when your alittle to far from stage and the other players on stage it will reverse your crack shoot.instead of going towards the stage with crack shoot it shoots you further away.any tips?
Could use crack shoot to gain horizontal distance and go low. You can't fastfall right away after jumping, so I just press down after using my double jump low to get that EX rising tackle.
Yo... command input rising tackle is great for recovery. Get those I frames. You can start holding down without fastfalling if you either do nair or jump over the initial holding down input
Can someone in the simplest terms inform us all on how to not use a special off stage that will send you into the blast zone if you don't want it to. Please simplify. I got the gist of it but I need a little bit more help.
I'm having an issue for when I do certain combos that you showed such as dair, nair, ftilt, Buster Wolf, but when I try to do dair to nair or even sometimes other dair and nair combos, it will automatically input either Burning Knuckle or Power Dive, and I'm not sure why? Can you explain?
He mentioned this in his video about how to do the special inputs, he recommended using c stick for all your aireals to stop from misinputing special moves
I know this is really late but another great way to recover is lets say you got knocked off stage and you can go low you can: *Power Wave and while doing Power Wave hold down to then do the enhanced Rising Tackle* gaining slightly more upward distance AND leg invulnerability (I might be wrong about the legs that might just be on the first frames of the move)
I personally prefer to use Burn Knuckle rather than crackshoot for recoveries simply because crackshoot has a lot of end lag making it difficult to snap to ledge at times, while Burn knuckle will still get you far with not much end lag and an almost instant up-b or Power Dunk.
Sometimes when I'm far away from my opponent back special goes toward the blastzone, and when I try to reverse it I just get forward special. Are you doing something to keep it facing the stage that I'm missing? I'm pretty sure I'm using the command inputs, but I can't distinguish weak and strong inputs yet if that's a part of it.
if you just hit the specials quickly they will go towards terry's front facing direction say you have your back to ledge and want to side b towards ledge hold towards ledge longer before hitting the b button and he will do them away from his front facing direction
Ok say you're coming back toward stage and you are maybe a full hop above the flat portion of the stage if you air dodge in (aiming to be under ledge by the end of air dodge) start holding down as soon as you can after you start the air dodge and you won't start fast falling so you can use ex rising tackle up to ledge or if you decide to burn your double jump the as you start rising from the jump hold down and you won't fast fall. also, what PurpleTF2 said and JokerGoat said if you start holding down during a move you won't fast fall. It's a little weird to get used to but, if you just go to practice and do it over and over again you'll eventually be good at it and naturally do it when it counts.
Good video, it's definitely gonna help me cuz I thought Terry's recovery was pretty one note But I also am kinda sad you didn't recover how to reverse Crack Shoot back to stage
due to terry beeing able to input buffer the charge of his up+b you can pretty much avoid fastfalling and still get the invincibility + increased heigth of the up+b. Or in other words, if they cant punish the first 5 frames of the move offstage you are guaranteed to snap to the ledge or get straight up on stage as you are invincible. But its really hard to do, Terry seems to have lots of untapped potential.
That´s easy, just do it when you are moving toward the stage, it wont work otherwise. If you get throw or fail a dunk or whatever, first of all get sure you arent moving at the opposite direction of stage, after that is a safe crack shoot.
Potatolord69 yes, if you’re recovering & your back is turn hold the stick to the the direction you want to recover for a bit then he’ll autocorrect the crack shoot the right way.
There's one really big thing that kind of makes a lot of these tricks significantly weaker: Terry is forced to use them pretty much all the time, meaning that if you're patient at ledge, you can actually cover most of his options to get back without having to go for a gimp. This is because all of his different options are react-able due to their specific positioning requirements, or obvious tells (such as going high and using power dunk). For instance, if you try to go low for a slant rising tackle w/ i-frames, you have a solid amount of time to slide off of the stage and catch his up-b as the I-frames end, which leaves a small window to get massively punished (this is still probably his safest option since you can get the tech at lower percents). If you attempt to go high with your jump into side-b or power dunk, you can respond by simply waiting in shield, and if power dunk is inputted, you can reliably time a parry once you have some practice due to the very small window where no landing hitbox occurs but you can still pressure shields. These little optimizations will massively hinder Terry's recovery over time as people get used to them.
I don't think so necessarily. I used it as a CP yesterday and won on it vs Game n Watch. The side platforms actually give you a lot of good options for landing positions, you just can't ride the wall there.
It does go higher and you do have some intangibility but you can’t do it on the fly and you run the risk of fast falling, and are vulnerable while inputting it
@@SSJUnderDog I could be wrong, but it should have full invincibility. Which means that you can recover low safely even if they try to hit you with a smash/tilt, whereas normal up-special you'd get hit because only your feet are invincible (also it goes slightly higher).
Sakurai has been spoiling us with free recoveries, from inkling's and k rool's to joker's and hero's. Now that a character who actually requires some thinking in order to optimize his recovery has come out, everyone is whining about it xD
u can't go back into the stage with an offensive move... or the enemy just shield and kill you.... the best way to come back is to rising tackle with the command inoput, when u are offstage, just press jump and hold down then wait some frames and use up b to get the invincibility.
I tried that out in traning mode, and power dank can't grab the ledge but It can help you yo get a little more distance. But crack shoot os waaaay better
If you're far away, it's not a great option, but since it doesn't shoot as far down as Incineroars's and has a more shallow angle, it's not half bad as a mixup
Everytime I’m doing good with him he gets off edge and decides the dope cool choice is to crack shoot in the opposite direction and dies. I have to drop him as a character because of this.
Anyone that complains about Terry’s recover should remember that Little Mac has it worse. They could have made his up special as bad as Mac’s and prevent him from using the up special after using one of the side specials.
You take way too long to get the point across and you didnt cover how to recover properly when you get turned around backwards..which was why I searched for the video. BUT i did learn some things, so thanks for taking the time to make the video.