Terry (SSBU)/Forward aerial
Terry performs a flying kick. While his fall speed makes it somewhat difficult to get maximum hit advantage, the move remains exceptionally powerful. This is because with good landing, forward aerial can easily confirm a forward tilt, and combo from there. As such, at 0%, using this to confirm Burning Knuckle or Buster Wolf is very effective for building damage. Crack Shoot is also effective for the favorable launch situation.
Forward aerial also has an unusually large hitbox, making it disjointed. This enables it to act as projectile defense, as the early hit has enough damage to clank with weak projectiles. It can also contend with other minor disjoints extremely well, such as those from Ryu. The autocancel window is quite large as well, acting as a decent way to escape tech situations, though back aerial tends to be more effective. This, combined with its incredible autocancel window, makes forward aerial a premier neutral game tool for Terry. It's common to see Terry fade back with forward aerial before throwing out forward tilt, making him difficult to contest on the ground.
This move is decently safe on shield, being -6 early and -7 landing. This allows Terry to spotdodge against shieldgrabs and punish with a dodge attack or other options. However, against a perfect shield, it's effortlessly grabbed by experienced players. When pressuring shield, forward aerial is generally outclassed by neutral aerial or down aerial for their special cancel properties, allowing for potential shield break combos. Regardless, its range and safety make it a serviceable tool that will catch inexperienced opponents off-guard at worst.
Ledgetrapping with forward aerial is quite effective. Its 48° angle is excellent for walling opponents out, and it's common to see a Terry player cover platforms and the ground alike due to its amazing hitbox. This allows for the Terry player to maintain momentum quite efficiently alongside moves like neutral attack. If timed precisely, it can also hit the ledge.
Forward aerial does have some issues, though. While it is disjointed, sword-based attacks such as Lucina's forward aerial or up tilt can easily beat it out. It's also very easy to anti-air should the user have a disjointed option, such as Corrin's up tilt. In addition, as mentioned before, Terry's fall speed makes it more difficult to land with maximum hit advantage, leading to a reduction in combo consistency. The reliance on its high damage also makes the short hop damage multiplier and stale-move negation hurt the move quite badly, heavily punishing overuse.