Terry (SSBU)/Dash attack

Overview
executes a shoulder block dubbed "Power Charge", a staple move in his games. The move lasts for an exceptionally long time with a disjointed hitbox, making it relatively easy to connect. The strong hit has a good amount of active frames and good KO potential, making it a very threatening whiff punish considering the distance it travels, increasing his threat range considerably. Being frame 10 on top of this, dash attack is Terry's fastest burst option, making it not only easy to confirm, but also among the easiest-to-use whiff punish tools he possesses. It also crosses up shield consistently which, combined with the distance covered, makes the -18 shield advantage less of an issue than it seems. Dash attack will stop at the edges of platforms and stage bases while maintaining its large hitbox activity, which can be useful in niche ledgetrap situations. This can also be applied to edgeguarding characters with poor recoveries, especially 's.

However, while the move is strong, there are some minor issues the move has. The distance it travels, while beneficial for letting Terry easily whiff punish, can also be his bane. If the move fails to connect, it is extremely punishable, often flinging Terry right into the opponent's threat bubble. Worse still, dash attack doesn't possess much of a disjoint, causing it to lose to weapon-based attacks, such as those from swordfighters like. Additionally, dash attack is often overshadowed by Terry's other burst options, especially his command specials like Crack Shoot. The flexibility of Burning Knuckle, which allows the Terry player to choose how far they want to go, is also a significant benefit over dash attack. These can be confirmed into with relative ease, force stronger situations and/or possess higher kill power, and better safety on shield (sometimes even being used for shield breaks). However, the sheer hitbox activity, general safety, and ease of use that dash attack provides gives it strong utility as a burst option and whiff punish tool.

Hitboxes

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Timing
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.

!Hitboxes !FS cancel