nyuuzyou/wikis huggingface dataset:
Kirby (SSBU)/Hitboxes

==Hitboxes==
===Normal moveset===
Move 	Name 	Hitbox
Neutral attack 1 	Punch 	
Neutral attack 2 	Follow-Up Punch	
Neutral attack rapid jab 	Vulcan Jab 	
Neutral attack finisher 	Vulcan Finish 	
Forward tilt (mid) 	Spinning Kick 	
Forward tilt (high) 	Spinning Kick 	
Forward tilt (low) 	Spinning Kick 	
Up tilt 	Kirby Tail 	
Down tilt 	Squish Kick 	
Dash attack 	Burning 	
Forward smash (mid) 	Smash Kick 	
Forward smash (high) 	Smash Kick 	
Forward smash (low) 	Smash Kick 	
Up smash 	Somersault Kick	
Down smash 	Propeller Kick 	
Neutral aerial 	Twinkle Star 	
Forward aerial 	Triple Attack 	
Back aerial 	Drop Kick 	
Up aerial 	Air Cutter 	
Down aerial 	Screwdriver 	
Neutral special startup 	Inhale 	
Neutral special loop 	Inhale 	
Neutral special spit out 	Inhale 	(unavailable)
Side special grounded 	Hammer Flip 	
Side special grounded fully charged	Hammer Flip 	
Side special aerial 	Hammer Flip 	
Side special aerial fully charged 	Hammer Flip 	
Up special 	Final Cutter 	
Up special blade beam 	Final Cutter 	
Down special 	Stone 	
Down special landing 	Stone 	
Standing grab 	Foe Grab 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Slap 	
Forward throw 	Power Bomb 	
Back throw 	Brain Buster 	
Up throw 	Air Drop 	
Down throw 	Fury Stomp 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	Break Spin 	
Ledge attack 	 	
===Copy abilities===
Character	Move name 	Hitbox
 	Falcon Punch 	
 	Falcon Punch reversed 	
 	Flare Blade uncharged 	
 	Flare Blade fully charged 	
 	Blade Beam windbox 	
 	Peanut Popgun explosion 	
 	Giant Punch uncharged 	
 	Giant Punch fully charged 	
 	Warlock Punch 	
 	Warlock Punch reversed 	
 	Eruption uncharged 	
 	Eruption mid charge 	
 	Eruption fully uncharged 	
 	Darkest Lariat 	
 	Pocket 	
 	Bullet Seed grounded startup 	
 	Bullet Seed aerial startup 	
 	Rollout grounded 	
 	Rollout aerial 	
 	Gun forward dodge 	
 	Gun back dodge 	
 	Gun gunwheel 	
 	Gun rainstorm 	
 	Inhale startup 	
 	Inhale loop 	
 	Blunderbuss Vaccum 	
 	Straight Lunge grounded uncharged 	
 	Straight Lunge grounded uncharged reversed 	
 	Straight Lunge grounded fully charged 	
 	Straight Lunge grounded fully charged reversed	
 	Straight Lunge aerial uncharged 	
 	Straight Lunge aerial uncharged reversed 	
 	Straight Lunge aerial fully charged 	
 	Straight Lunge aerial fully charged reversed 	
 	Shield Breaker uncharged 	
 	Shield Breaker uncharged up 	
 	Shield Breaker uncharged down 	
 	Shield Breaker fully charged 	
 	Shield Breaker fully charged up 	
 	Shield Breaker fully charged down 	
 	Shield Breaker uncharged 	
 	Shield Breaker uncharged up 	
 	Shield Breaker uncharged down 	
 	Shield Breaker fully charged 	
 	Shield Breaker fully charged up 	
 	Shield Breaker fully charged down 	
 	Mach Tornado 	
 	Chef frying pan 	
 	Flare Blade uncharged 	
 	Flare Blade fully charged 	
 	Homing Attack 	
 	Pocket 	
 	Chomp 	
 	Chomp bite 	
 	Chomp explosion 	
 	Blaster bayonet 	
 	Nayru's Love 	
Category:Kirby (SSBU)
Category:Hitboxes (SSBU)
Kirby (SSBU)/Neutral aerial

==Overview==
Kirby spins around, performing somersaulting cartweels. It comes out on frame 8, tied with up aerial for the second fastest startup of his aerials. Thanks to its very minimal landing lag (6 frames), it’s safe on shield if used near the ground, and it’s great for shield pressure. It has a large hitbox that lasts for a long time becomes smaller and weaker with time, but even in the latest active frames, it's large enough to cover Kirby's entire body, and it's somewhat disjointed, giving him good protection when he uses it. As of patch 6.0.0, the clean hit on its first two active frames has very high knockback scaling and is strong enough to KO at around 110% at the ledge of Final Destination. Not only does this make it as strong as his back aerial, but this also makes it one of the strongest neutral aerials in the game, with its power being comparable to Samus’ neutral aerial. All these traits make it a powerful out of shield option. It has noticeable flaws though: it has the highest ending lag of Kirby's aerials, but this is compensated by its long active duration, and it autocancels later than the other aerial attacks, only doing so in a full hop. While it's not slow, it acts similarly to a sex kick, and its frame 8 startup causes it to have above average startup compared to aerials with similar properties.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	8-9
Mid hit 	10-13
Late hit 	14-18
Latest hit 	19-32
Ending autocancel 	49-
Interruptible 	53
Animation length 	70
|-
===Landing lag===
Interruptible 	7
Animation length	21
Category:Kirby (SSBU)
Category:Neutral aerials (SSBU)
Kirby (SSBU)/Neutral attack

==Overview==
Kirby's neutral attack consists of 2 jabs followed by the Vulcan Jab and ended with a Smash Punch.
For the technical data of each individual hit, see:
*Kirby (SSBU)/Neutral attack/Hit 1
*Kirby (SSBU)/Neutral attack/Hit 2
*Kirby (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2
Consecutive jab 	5
Jab 2 	6
Rapid jab 	13, 15, 17, 19, 21, 23, 25, 27
Rapid jab finisher	30-31
Interruptible 	15, 19, 67
Animation lengths 	27, 33, 87
|-
|-
Category:Kirby (SSBU)
Category:Neutral attacks (SSBU)
Kirby (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	2
Continuability window	4-30
Consecutive jab frame	5
Interruptible 	15
Animation length 	27
|-
Category:Kirby (SSBU)
Category:Neutral attacks (SSBU)
Kirby (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	3
Continuability 	Pressed repeatedly	4-15
Continuability 	Held on hit 	6
Interruptible 	Interruptible 	16
Animation length	Animation length 	30
|-
Category:Kirby (SSBU)
Category:Neutral attacks (SSBU)
Kirby (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Shieldstun
|7×
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	4-5, 21-22
Rapid jab 	7, 9, 11, 13, 15, 17, 19, 21
Finisher 	3-4
Interruptible 	40
Animation length	60
Category:Kirby (SSBU)
Category:Neutral attacks (SSBU)
Kirby (SSBU)/Side special

==Hitboxes==
The move can be charged for up to 120 frames, with each charge frame adding 0.085% damage to the hitboxes, for a maximum of 29.115% on the ground and 26.115% in the air (per hit) if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
For both versions, landing a fully charged hit produces a Special Zoom.
===Grounded===
|}
===Aerial===
|}
==Timing==
===No charge===
The move becomes partially charged with at least 30 charge frames, adding a flame effect to the hitboxes.
Charges between 	15-16
Hitboxes (grounded)	26-27 (11-12)
Hits 1-2 (aerial) 	26-27, 40-41 (11-12, 25-26)
Interruptible 	70 (55)
Animation length 	85 (70)
!Grounded 
|-
!Aerial 
===Full charge===
The frame strips are displayed from release.
Intangibility (grounded)	2-10
Hitboxes 	11-12
Super armor (grounded) 	11-17
Interruptible 	60
Animation length 	72
!Hitboxes 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Total charge time 	120 frames
Damage added per charge frame 	0.085%
Walk speed while charging 	0.4
Jump speed multiplier while charging 	0.5
Interval for recoil damage at full charge 	26 frames
Maximum percent for full charge recoil damage	100%
===Special Zoom (fully charged)===
Duration 	30 frames
Slowdown magnitude 	2
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	21 frames
Category:Kirby (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Kirby (SSBU)/Up aerial

==Overview==
Kirby backflips and performs a bycicle kick, similarly to his up smash. Due to coming out of frame 8, it's tied with neutral aerial for the second fastest startup of his aerials, and also low ending lag, autocancels in a short hop fast fall to due a lenient autocancel window and has a good initial autocancel window, which makes it useful for feinting and mixups when combined with its minimal landing lag. It's good for combos and juggles due to its vertical angle, yet it deals 10% and decent knockback, giving it KO potential at high percents, especially at a certain height.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	8-13
Ending autocancel 	20-
Interruptible 	36
Animation length 	45
|-
===Landing lag===
Interruptible 	8
Animation length	26
Category:Kirby (SSBU)
Category:Up aerials (SSBU)
Kirby (SSBU)/Up smash

==Overview==
A bicycle kick. For the entire duration of the hitboxes (frames 12-17), Kirby's foot is intangible. It has the fastest interruptibility of Kirby's smash attacks (27 frames of ending lag) and consists of a clean hit that lasts for its first three frames, a mid hit for two frames and a late hit on the last active frame. The mid hit has larger hitboxes than the rest of the attack and launches at a more favourable angle, but the clean hit is the stronger one and it's fairly powerful, having good knockback overall. The attack has three hitboxes, with the tip of Kirby's foot being a sourspot, and it deals even less damage on the move's last active frame. Good anti-air due to its vertical range and the foot intangibility. Its late hit has very low knockback however, having no KO potential.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Foot intangible 	12-17
Clean hit 	12-14
Mid hit 	15-16
Late hit 	17
Interruptible 	46
Animation length	48
!Hitboxes 
|-
!Foot 
Category:Kirby (SSBU)
Category:Up smashes (SSBU)
Kirby (SSBU)/Up special

==Overview==
Draws out his Final Cutter, jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. The move has niche use with disrupting aerial combos and be used to check approaches. On the ledge, Kirby can use the move to rack up extra chip damage on an unshielded opponent, or edgeguard recoveries that don't snap to the ledge.
==Update History==
 
*
 
*
==Hitboxes==
===Attack===
Clean hit 2 prevents opponents from teching on floors or walls until they bounce off or their hitstun ends, ensuring the landing hit can connect.
|}
===Landing (cutter)===
|}
==Timing==
===Attack===
The second hit lasts as long as Kirby continues falling. The timings below are when he initiates and lands with the move at ground level.
The move enables ledge grabs from the front starting on frame 33. It cannot grab ledges from behind.
Hit 1, clean	23-24
Hit 1, late 	25-26
Hit 2, clean	41-49
Hit 2, late 	50-52
===Landing (cutter)===
Early hit 	1-2
Clean hit 	3-19
Interruptible 	31
Animation length	40
|-
==Parameters==
===Move===
Aerial height multiplier 	0.8
Horizontal speed at the start of the jump	0
Stick sensitivity to reverse 	0.25
Cutter X offset 	14u
===Cutter===
Lifetime 	19 frames
Initial speed 	4.8
Friction 	0.28
Travel angle 	0°
Ground collision offsets	[-0.5, 0.5]
Can pierce opponents? 	Yes
Category:Kirby (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Kirby (SSBU)/Up throw

Kirby up throw hurtbox and hitbox visualization	Kirby up throw hurtbox and hitbox visualization	Kirby up throw hurtbox and hitbox visualization	Kirby up throw hurtbox and hitbox visualization	Kirby up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
The Air Drop from the Ninja ability, which creates a small explosion on landing. It's among the strongest up throws in the game, dealing 10% damage, having high base knockback and decent knockback scaling, allowing it to KO middleweights at around 160% without rage. Since Kirby jumps towards the blast line to perform it, he will immediately land on platforms if he is below them. Its great knockback and its ability to land on platforms make it a reliable and useful KO throw; however, it is heavily susceptible to DI. Just like Meta Knight's similar up throw, it has a collateral hitbox that deals 7% with similar knockback to the throw that can hit bystanders.
As with Brawl and Smash 4, Kirby can also perform the Omnigay with his up throw. Should he have a C4 attached to him or have an opponent hold an item such as a grenade, Kirby can up throw the opponent, send them to the blast zone and get them immediately KO’ed while Kirby remains unharmed. This works regardless of percent. While difficult to perform in singles due to precise knowledge on when the object would be detonated and the technique being limited to a few characters, if his team partner is playing , it can be performed more easily due to Snake being able to plant more C4s on Kirby for greater leeway.
==Throw and Hitbox Data==
|}
|}
==Timing==
===Properties===
*During frame 45, the move inflicts 8 frames of hitlag to both Kirby and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
*If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-51
Air transition 	6
Collateral hit 	45-46
Throw release 	51
Interruptible 	80
Animation length	83
|-
Category:Kirby (SSBU)
Category:Up throws (SSBU)
Kirby (SSBU)/Up tilt

==Overview==
A scorpion kick from back to front. One of the fastest up tilts in the game, coming out on frame 4, lasting until frame 10 and having almost no ending lag (10 frames). For the entire duration of the hitboxes, Kirby's foot is intangible. Has rather poor vertical range, but the hitboxes are slighly disjointed. It deals low damage, but its very low ending lag and vertical angle make it one of Kirby's best combo starters. Can set up into another up tilt, down smash, neutral aerial, up aerial, or even Inhale.
==Hitboxes==
|}
==Timing==
Foot intangible 	4-10
Clean hit 	4-5
Late hit 	6-10
Interruptible 	21
Animation length	33
!Hitboxes 
|-
!Foot 
Category:Kirby (SSBU)
Category:Up tilts (SSBU)
Kirby Super Star

Kirby Super Star (, Kirby of the Stars Super Deluxe), known as Kirby's Fun Pak in Europe, is a game for the Super Nintendo Entertainment System that was developed by HAL Laboratory and published by Nintendo. It was released in Japan on March 21, 1996 and in North America on September 20, 1996, while PAL regions saw its release on January 23, 1997.
The game is also available as a Masterpiece in Super Smash Bros. for Wii U.
==In the series==
===Stages===
The Halberd stage that first appeared in Super Smash Bros. Brawl is based on the ship of the same name that first appeared in the Revenge of Meta Knight sub-game.
The Great Cave Offensive, a stage in Super Smash Bros. for Wii U, is based on the sub-game of the same name that appears in this game.
===Assist Trophy===
Knuckle Joe, who first appears as an Assist Trophy in Brawl, made his debut as an enemy and helper in this game. Chef Kawasaki, who also appears as an Assist Trophy in Ultimate, made his debut as a miniboss in this game.
===Moves===
Kirby's Final Smash in Brawl, Cook Kirby, is based on the Cook ability from this game. The ability comes from the sub-boss, . Kirby's neutral attack, along with its finisher in Super Smash Bros. 4, and smash attack come from the Fighter ability. His dash attack (in Brawl and SSB4) comes from the Yo-Yo ability. Several of Kirby's special moves come from this game, such as Hammer moves, Final Cutter, and Stone transformations. Kirby's forward and down throws are based on the Suplex ability. His up throw is based on the Ninja ability. Meta Knight's neutral special move, Mach Tornado, originates from this game. His up special, Shuttle Loop, is similar to Wing Kirby's Shuttle Loop ability.
===Enemies===
Tac and Plasma Wisp appear as enemies in Smash Run in .
===Boss===
Marx, who appears as a boss in Super Smash Bros. Ultimate, made his first appearance in this game, appearing as the final boss of both the sub-game and The Arena.
===Music===
The tracks "", "", "", "", "", "" and "" all come from this game. Additionally, and both include the second section of King Dedede's Theme that first appeared in Kirby Super Star, includes the primary boss battle music from Kirby Super Star,
and also includes "Milky Way Wishes: Staff Credits" from Kirby Super Star.
===Miscellaneous===
The Gourmet Race sub-world in Super Smash Bros. Ultimates Adventure Mode is based on the sub-game of the same name from this game.
Category:Games
Category:Kirby universe
Kirby Team

The Kirby Team is a team that is made up of Kirby clones that appear in the single-player mode of Super Smash Bros. and Adventure Mode of Super Smash Bros. Melee.
In Super Smash Bros., the player battles a total of eight Kirbys on the stage. The Kirby team in SSB consists of Kirbys that already have the characters' abilities. The Kirby team in SSB are also lighter, making them easier to KO. Defeating the Kirbys in the order they appear (respecting the characters' order on the character select screen) results in achieving the Kirby Ranks bonus. The final Kirby faced will either be an unlockable character (among those unlocked) or a plain Kirby.
Likewise, the Kirby team in Melee consists of 15 Kirbys that come with a random character ability from among the currently unlocked characters. If the player defeats the Kirby team in Melee in under thirty-one seconds, they will have the chance to fight Giant Kirby. In , a team of 10 Kirbys is a possible multi-character opponent in Stage 8, but none of them possess a Copy Ability. The Event Match Puffballs Unite! also features a Kirby team, with 14 of them and four appearing at a time. Additionally, a team of 10 Kirbys (without a copy ability) appears in the Event Match Kirby's Air-raid. The player's assigned character is in the default costume and must KO a team of 10 other Kirbys (in one of Kirby's alternate colors) to complete the event. The stage in the said event is Corneria. 
In Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS, a Kirby team appears as a possible opponent fought on stage 5 of both Classic Modes; however, like in Melee, none of them possess a Copy Ability.
In Super Smash Bros. Ultimate, although the Kirby Team does not possess Copy Abilities like in the previous games, nor are all 8 of them fought in one round, they appear in the routes of , , , , and each.
Category:Kirby universe
Koffing

Koffing (, Dogars) is a creature in the media franchise.
==Origin==
 is a -type Pokémon introduced in , and is categorized within the Pokédex at #109 as the "Poison Gas Pokémon". It is essentially a balloon filled with poisonous gases which it uses in battle, and is also prone to exploding. It evolves into Weezing at level 35, which has a Poison/-type endemic to . It is somewhat notable for being 's partner Pokémon in the early episodes of Pokémon the Series, as well as being used in the games by several members of .
 is a Poison-type move with 30 base power (20 prior to ), 70% accuracy, and a 40% chance of ing the target. Koffing learns the move at low levels.
 is a Poison-type move with 90% accuracy (55% before , 80% from then until Generation VI) that poisons all adjacent opponents it hits (only a single target prior to Generation V). Koffing knows the move from the start since .
 is a -type move with 100% accuracy that lowers the target's accuracy by one stage. Koffing can learn the move by leveling up.
==In Super Smash Bros.==
===As a Poké Ball Pokémon===
Koffing attacks with , releasing gas from the pores on its body. Any character but the summoner who touches the gas will take damage, and, if very close to Koffing, they will be trapped until it disappears. Its Japanese voice clip is from the Pokémon episode Island of the Giant Pokémon while its English voice clip is from the Pokémon episode The Ghost of Maiden's Peak.
==In Super Smash Bros. Melee==
Koffing no longer appears as a Poké Ball, being replaced in function by its evolved form Weezing. However, Koffing is mentioned in the description of Weezing's trophy.
==In Super Smash Bros. 4==
===In Smash Run===
Koffing appears as an enemy. It floats in the air; while motionless most of the time, it can occasionally float over to the player. Koffing attacks by using , releasing poisonous clouds which reduce the player's stats on contact. It releases a small amount of Poison Gas every few seconds while idle, and inflates itself before releasing a large cloud of Poison Gas when approached. Koffing flies away if left alone long enough.
===In Smash Tour===
Koffing appears as a random event in Smash Tour. It uses , hiding the board with a thick cloud of purple smoke for one turn.
Koffing 1.jpeg|Koffing appearing on the board.
Koffing 3.jpeg|Koffing's Smokescreen.
===Trophy===
In Koffing's trophy is random, but in it has to be acquired by completing the full solo All-Star Mode with within six minutes.
==Gallery==
Kirby And Koffing Smash Run Screenshot.jpeg|An idle Koffing with .
==Trivia==
*Koffing is one of two Poké Ball Pokémon to be replaced by a member of their evolution-line in later installments, instead of by another Pokémon that uses the same move, with the other being Starmie.
*Koffing is the only Poké Ball Pokémon to have become an enemy, though it does not appear as both in the same game.
*When in Smash Tour, the game states "A wild Koffing appeared!", a homage to the wild Pokémon encounter message shown in the Pokémon games.
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Smash Tour events
Kongo Jungle (disambiguation)

Kongo Jungle may refer to:
* (also spelled Congo Jungle), a stage introduced in Super Smash Bros. which reappears in Super Smash Bros. Melee, , and Super Smash Bros. Ultimate
* Kongo Falls, a stage introduced in Super Smash Bros. Melee which was originally called Kongo Jungle
* DK Island (World of Light), a sub-world of Adventure Mode: World of Light based upon the Kongo Jungle map from Donkey Kong Country
Koume & Kotake

Koume & Kotake (, Koume and , Kotake) are characters from the series.
==Origin==
Koume and Kotake are twin Gerudo sisters and the adoptive mothers of Ganondorf. They are witches with elemental powers — Kotake's are ice based, Koume's are flame based — and they fight Link in Ocarina of Time as the boss of the . During the first phase of the battle, they fight separately, but in the second phase, they merge into a single, younger-looking being named Twinrova. They later appeared as a boss in and in a somewhat similar fashion. After 22 years of absences, Koume and Kotake reappears in as subordinates of Ganondorf as seen in the Memory "A Show of Fealty".
==In ==
The twins appear on the Gerudo Valley stage in . They appear once the bridge has been broken, after which they fly around the stage before randomly setting either the left half of the stage on fire, or creating ice spikes on the right side. This effect is only temporary, and forces all fighters to one side of the map.
===Trophy===
==In Super Smash Bros. Ultimate==
Koume and Kotake reappear on the Gerudo Valley stage in Ultimate, behaving the same as they did in Super Smash Bros. for Nintendo 3DS.
===Spirits===
Koume & Kotake also appear as two primary spirits. They can be summoned using the cores of , , and . Twinrova can be obtained by enhancing the Koume & Kotake spirit at level 99.
Their Spirit Battle uses a pink and blue puppet fighter and is fought on the Gerudo Valley stage. During the battle, Koume & Kotake appear as stage hazards while the pink and blue Bayonettas each start off with a Fire Flower and a Freezie, referencing their respective fire and ice elements.
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
202	 	 	★★ 	3 	1588 	6355	921 	3686	667 	2669	 	The Legend of Zelda Series	
203	 	 	★★★ 	3 	2872 	8617	1450	4350	1312	3936	Magic Attack ↑	The Legend of Zelda Series	
==Names in other languages==
Category:The Legend of Zelda universe
Category:Trophies (SSB4-3DS)
Category:Spirits
Category:Stage hazards