Terry (SSBU)/Up aerial
Terry performs a bicycle kick, similar to Mario'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 Mr. Game & Watch'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 Tackle. 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 Meta Knight's down aerial.
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.