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

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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.

!Hitboxes !FS cancel