nyuuzyou/wikis huggingface dataset:
Ike (SSB4)/Neutral special/Custom 1

==Overview==
The first custom variation of Eruption is Tempest. Instead of flames, Ragnell now generates a vortex of wind around Ike, pushing foes away. It's excellent for edge-guarding, charges significantly faster than Eruption and Furious Eruption, and can stall him if used in the air, potentially aiding his recovery. However, it considerably weaker than Eruption.
Category:Ike (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Category:Custom moves
Ike (SSB4)/Up aerial

==Overview==
A circular overhead slash. It has good horizontal range for an up aerial, and the longest duration out of his aerials. Its fairly high knockback also makes it a viable KOing option, as it KOs middleweights at 112% while near the upper blastzone. However, it has moderate start-up and ending lag, as well as very minimal vertical range.
==Update history==
 1.0.8
*
 1.1.0
*
==Hitboxes==
|}
===Attack===
Initial autocancel	1-5
Hitboxes 	13-29
Ending autocancel 	51-
Animation length 	56
|-
===Landing lag===
Animation length	15
Category:Ike (SSB4)
Category:Up aerials (SSB4)
Ike (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	26-27
Throw Release 	28
Interruptible 	43
Animation length	54
|-
Category:Ike (SSB4)
Category:Up throws (SSB4)
Ike (SSBB)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	20
Throw Release 	21
Interruptible 	33
Animation length	49
|-
Category:Ike (SSBB)
Category:Back throws (SSBB)
Ike (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	18-19
DACUS window 	3-5
Boost grab window	2-3
Interruptible 	51
Animation length 	53
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Ike (SSBB)
Category:Dash attacks (SSBB)
Ike (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	16-17
Late hit 	18-30
Ending autocancel 	48-
Animation length 	54
|-
===Landing lag===
Animation length	28
Category:Ike (SSBB)
Category:Down aerials (SSBB)
Ike (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	13-16
Hit 2 (Clean, Late)	32-35, 36-44
Interruptible 	70
Animation length 	72
Category:Ike (SSBB)
Category:Down smashes (SSBB)
Ike (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	35-39
Throw Release 	40
Interruptible 	58
Animation length	63
|-
Category:Ike (SSBB)
Category:Down throws (SSBB)
Ike (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	5-6
Throw Release 	7
Interruptible 	24
Animation length	34
|-
Category:Ike (SSBB)
Category:Forward throws (SSBB)
Ike (SSBB)/Forward tilt

Ike forward tilt hitbox visualizations	Ike forward tilt hitbox visualizations	Ike forward tilt hitbox visualizations	Ike forward tilt hitbox visualizations	Ike forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	17-19
Interruptible 	56
Animation length	58
Category:Ike (SSBB)
Category:Forward tilts (SSBB)
Ike (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	29
===Dash grab===
Grab 	12-13
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	35
Category:Ike (SSBB)
Category:Grabs (SSBB)
Ike (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Eruption 	
Neutral special 	Eruption (max)	
Side special 	Quick Draw 	
Up special 	Aether 	
Up special 	Aether (fall) 	
Down special 	Counter (hit) 	
Final Smash 	Great Aether 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Ike (SSBB)
Category:Hitboxes (SSBB)
Ike (SSBB)/Neutral attack

==Overview==
Ike's neutral attacks consist of a punch and a kick followed by a downward slash of Ragnell.
For the technical data of each individual hit, see:
*Ike (SSBB)/Neutral attack/Hit 1
*Ike (SSBB)/Neutral attack/Hit 2
*Ike (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Jab 2 	14-15
Jab 3 	28-32
Interruptible 	17, 31, 56
Animation lengths	23, 37, 60
|-
|-
Category:Ike (SSBB)
Category:Neutral attacks (SSBB)
Ike (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	26
Throw Release 	27
Animation length	54
|-
==Trivia==
It seems that the move was intended to be interruptible from frame 43 (as there is a timer on frame 43) however, there is no interruptibility flag after the timer on frame 43, resulting in the move being uninterruptible. This is supported by the fact that the move is interruptible from frame 43 in later entries. 
Category:Ike (SSBB)
Category:Up throws (SSBB)
Ike (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	7
Mid hit 	8
Late hit 	9
Ending autocancel 	35-
Interruptible 	55
Animation length 	62
|-
===Landing lag===
Interruptible 	12
Animation length	25
Category:Ike (SSBU)
Category:Back aerials (SSBU)
Ike (SSBU)/Back throw

Ike back throw hurtbox and hitbox visualization	Ike back throw hurtbox and hitbox visualization	Ike back throw hurtbox and hitbox visualization	Ike back throw hurtbox and hitbox visualization	Ike back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-22
Hitbox 	20-21
Turnaround 	22
Throw release 	22
Interruptible 	38
Animation length	56
|-
Category:Ike (SSBU)
Category:Back throws (SSBU)
Ike (SSBU)/Dash attack

==Overview==
==Update History==
 
*
==Hitboxes==
The clean hit only has shieldstun multipliers specified for the ID 0 and 1 hitboxes, but they also apply to the ID 2 hitbox due to a glitch.
! Shieldstun
|1.2×
|1.2×
|—
|1.2×
|}
==Timing==
Clean hit 	15-16
Late hit 	17-19
Interruptible 	48
Animation length	58
Category:Ike (SSBU)
Category:Dash attacks (SSBU)
Ike (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-4
Hitboxes 	16-17
Ending autocancel 	48-
Interruptible 	55
Animation length 	67
|-
===Landing lag===
Interruptible 	15
Animation length	30
Category:Ike (SSBU)
Category:Down aerials (SSBU)
Ike (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	13-15
Hit 2 (clean, late)	32-33, 34-36
Interruptible 	71
Animation length 	80
==Trivia==
*The move has a 20% trip chance, but due to its launch angle, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Ike (SSBU)
Category:Down smashes (SSBU)
Ike (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
===Counter===
Full intangibility	8-15
Head intangible 	8-33
Counter 	9-33
Interruptible 	74
Animation length 	91
|Ike 
|-
|Body 
|-
|Head 
===Hit===
Intangibility 	1-5
Hitboxes 	5-6
Interruptible 	44
Animation length	62
|-
Category:Ike (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Ike (SSBU)/Down throw

Ike down throw hurtbox and hitbox visualization	Ike down throw hurtbox and hitbox visualization	Ike down throw hurtbox and hitbox visualization	Ike down throw hurtbox and hitbox visualization	Ike down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
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 	1-40
Hitbox 	35-39
Throw release 	40
Interruptible 	58
Animation length	74
|-
==Trivia==
*Despite Ike stomping the opponent, the hitbox is considered a hand-type attack.
Category:Ike (SSBU)
Category:Down throws (SSBU)
Ike (SSBU)/Down tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	29
Animation length	45
==Trivia==
*The move has a 35% trip chance that can never actually happen, due to its vertical launch angle.
Category:Ike (SSBU)
Category:Down tilts (SSBU)
Ike (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-21
Intangibility (2nd grab)	1-17
Intangibility (3rd grab)	1-10
Hitbox 	19-21
Interruptible 	56
Animation length 	67
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ike (SSBU)
Category:Edge attacks (SSBU)
Ike (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-22
Hit 1 	17-18
Hit 2 	21-22
Interruptible 	46
Animation length	56
|-
==Trivia==
*Despite Ike attacking with his sword, the hitboxes use standard kick sound effects instead of Ragnell's characteristic slash sounds. This is not the case for his back floor attack and trip attack.
Category:Ike (SSBU)
Category:Floor attacks (SSBU)
Ike (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	11-15
Ending autocancel 	42-
Interruptible 	52
Animation length 	69
|-
===Landing lag===
Interruptible 	15
Animation length	23
Category:Ike (SSBU)
Category:Forward aerials (SSBU)
Ike (SSBU)/Forward throw

Ike forward throw hurtbox and hitbox visualization	Ike forward throw hurtbox and hitbox visualization	Ike forward throw hurtbox and hitbox visualization	Ike forward throw hurtbox and hitbox visualization	Ike forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-8
Hitbox 	5-7
Throw release 	8
Interruptible 	34
Animation length	47
|-
Category:Ike (SSBU)
Category:Forward throws (SSBU)
Ike (SSBU)/Forward tilt

Ike forward tilt hitbox visualizations.	Ike forward tilt hitbox visualizations.	Ike forward tilt hitbox visualizations.	Ike forward tilt hitbox visualizations.	Ike forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-13
Interruptible 	42
Animation length	60
Category:Ike (SSBU)
Category:Forward tilts (SSBU)
Ike (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	49
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	49
Category:Ike (SSBU)
Category:Grabs (SSBU)
Ike (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Bash 	
Neutral attack 2 	Thrust Kick 	
Neutral attack 3 	Swing Down 	
Forward tilt 	Swing Out 	
Forward tilt (up) 	Swing Out 	
Forward tilt (down) 	Swing Out 	
Up tilt 	Strike Up 	
Down tilt 	Slash Sweep 	
Dash attack 	Slash Up 	
Forward smash 	Strike Split 	
Up smash 	Strike Down 	
Down smash 	Cast Off 	
Neutral aerial 	Round Slash 	
Forward aerial 	Slash Down 	
Back aerial 	Repositioning Slash	
Up aerial 	Rising Swing 	
Down aerial 	Strike Down 	
Neutral special 	Eruption 	
Neutral special (half charge)	Eruption 	
Neutral special (full charge)	Eruption 	
Side special 	Quick Draw 	
Up special ground 	Aether 	
Up special air 	Aether 	
Up special (sword) 	Aether 	
Up special (falling) 	Aether 	
Up special (landing) 	Aether 	
Down special 	Counter 	
Down special (hit) 	Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Ike (SSBU)
Category:Hitboxes (SSBU)
Ike (SSBU)/Neutral aerial

==Overview==
Ike does a downward arcing slash underneath himself.
For ike standards, this move is decently quick (frame 10) whit the move covering both sides whit a big hitbox(so big that they nerfed the hitboxes of the late hit in patch 8.0.0) but probably the biggest streinght of the move is his low landing lag (only 9 frames) this gives the move a lot of combo potential (especialy on platforms) while also leading into kill comfirms like neutral aerial into up aerial, back aerial or up special (aerher).
However this move has a few minor flaws, while it's fast for Ike standards, it's also slow for neutral aerial standards, this means that the move is not a very good out of shield option, also while the move has low landing lag, it also has high endlag (60 total frames) making it close to useless rising.
In patch 8.0.0 this move was nerfed, i already said the fact that they made the hitboxes of the late hit smaller, but his knockback was also increased, meaning it's not as good for combos (but still solid) this was more of a trade of though, because this gives it back some of his super smash bros 4 KO power.
Overall, this is a great move, while not one of the best neutral aerials in the game, it's still in contention for ike's best move.
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	10-14
Late hit 	15-22
Ending autocancel 	50-
Interruptible 	60
Animation length 	68
|-
===Landing lag===
Interruptible 	9
Animation length	26
Category:Ike (SSBU)
Category:Neutral aerials (SSBU)
Ike (SSBU)/Neutral attack

==Overview==
Ike's neutral attacks consist of a punch and a kick followed by a downward slash of Ragnell. It does 10.0% in total.
For the technical data of each individual hit, see:
*Ike (SSBU)/Neutral attack/Hit 1
*Ike (SSBU)/Neutral attack/Hit 2
*Ike (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	4-5
Consecutive jab 	16
Jab 2 	11-12
Jab 3 	21-24
Interruptible 	24, 36, 57
Animation lengths	39, 51, 77
|-
|-
Category:Ike (SSBU)
Category:Neutral attacks (SSBU)
Ike (SSBU)/Neutral special

==Overview==
Ike raises his sword, Ragnell, into the air, with blue fire flowing on the blade, then quickly drives it into the ground, creating giant flame geysers. This attack can be charged for extra power, KO'ing middleweights at around 55% while fully charged. However, Ike will take 10% in recoil damage if fully charged. The attack also has transcendent priority, meaning it beats every move in the game. The move creates up to 3 pillars, depending how long it's charged for.
The move, being a slow, chargeable attack, has one use: edgeguarding. The attack hits below the ledge, meaning that if Ike has time to charge it, it can be a devastating two-frame option, albeit requiring precise timing. The move can also be useful when the opponent is recovering from moderate heights, Ike can use eruption to catch the opponents landing in certain scenarios.
However, this move isn’t very practical outside of edgeguarding due to its slowness. Additionally, Ike can only use Eruption if the opponent is far way from the ledge and low enough so that Ike can charge up eruption and hit the attack, as the uncharged variant is rather useless, only KO'ing at percentages where going for other, more reliable options is better and safer. The fully charged variant can break full shields; however, the charge time is extremely long and will realistically never hit. Ike can also not charge Eruption every time the opportunity presents itself, as it will become predictable, making the attack lose effectiveness. Additionally, missing the attack is dangerous, as it allows for Ike to be punished.
Overall, Eruption is impractical in most scenarios due to it's slow speed and uselessness when uncharged; however, its one use, edgeguarding, is a valuable and powerful use case, and is not to be underestimated.
==Hitboxes==
==Timing==
Category:Ike (SSBU)
Category:Neutral special moves (SSBU)
Ike (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-5
Hitboxes 	13-18
Ending autocancel 	51-
Interruptible 	57
Animation length 	64
|-
===Landing lag===
Interruptible 	10
Animation length	29
Category:Ike (SSBU)
Category:Up aerials (SSBU)
Ike (SSBU)/Up special

==Overview==
Ike swings the sword upward, spins midair, and descends to the ground. This move makes it an effective out of shield option due to the super armor and KO potential prior to patch 8.0.0 buff to Aether. This move can also meteor opponents when Ike descends which can be used for gimps or last stock situations due to KOing the opponents first. Like every super armor move, this will be grabbed out of which can be situational for this move.
As a recovery, it only goes vertically, and due to Ike's predictable recovery, this makes it situational for recovering. He can be gimped from this, most notably with characters that have Counter due to redirecting the opponents hitbox and sending them almost horizontally which makes it useless for him to recover.
==Update history==
 
*
*
==Hitboxes==
==Timing==
Category:Ike (SSBU)
Category:Up special moves (SSBU)
Ike (SSBU)/Up throw

Ike up throw hurtbox and hitbox visualization	Ike up throw hurtbox and hitbox visualization	Ike up throw hurtbox and hitbox visualization	Ike up throw hurtbox and hitbox visualization	Ike up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-20
Hitbox 	18-19
Throw release 	20
Interruptible 	43
Animation length	65
|-
Category:Ike (SSBU)
Category:Up throws (SSBU)
Ike grab glitch

The Ike grab glitch is a glitch in Super Smash Bros. Brawl involving and on Corneria.
==How to perform==
Two players are required for this glitch — one selecting Ike and the other King Dedede — though only one needs to do anything.
On Corneria, use Ike to grab King Dedede while Dedede's feet must be touch the bottom edge of the Great Fox's fin. The position can be easily viewed by going to training mode as Ike against King Dedede and using Ike's Bair on Dedede towards the fin once without moving him.
Doing this glitch correctly will result in King Dedede being stuck in a strange animation, during which the game will emit a buzzing noise. If done in training, the player can slow down the speed to see that King Dedede is actually bumping between the fin and Ike. This reveals that the buzzing noise is actually the sound of said bumping being played in extremely rapid succession. The grab does not end unless Ike pummels King Dedede or presses a directional button. It doesn't do any damage, however.
The glitch may also be performed at the head of the ship, where King Dedede must have his right foot almost touch the tip of the curve on the head.
==Explanation==
It is possible that this glitch is caused by King Dedede rapidly alternating between his "grabbed high" and "grabbed low" animations. This alternation is usually triggered only once based on whether the grabbed character's feet are on the ground during the grab, but it is possible that the exact placement of the glitch combined with Corneria's constant movement results in a rapid alternation between "on ground" and "off ground". However, this does not explain why Dedede does not naturally escape the grab.
==External links==
*Video (6:50-7:28)
Category:Glitches (SSBB)
Impa (disambiguation)

Impa is a character from the series who appears as:
*A trophy of her Ocarina of Time version in Smash 4.
*A trophy of her younger Skyward Sword version in Smash 4.
*A trophy of her older Skyward Sword version in Smash 4.
*A spirit of her Ocarina of Time version in Ultimate.
*A spirit of her Age of Calamity version in Ultimate.
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
In the Name of the Hero-King

In the Name of the Hero-King (known as In the Name of Marth! in PAL versions of the game) is a single-player event match in . In it, the player controls , and must defeat in a 200 HP battle.
The description and concept of the event references how Lucina disguised herself as Marth when she initially appeared in Fire Emblem Awakening.
==Progression==
This event is unlocked by clearing Beautification and unlocking . Completing the event does not unlock any additional paths.
Completing the event on hard difficulty awards a Safe Respawner Cape equipment.
Incineroar (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	7-10
Ending autocancel 	36-
Interruptible 	42
Animation length 	59
|-
===Landing lag===
Interruptible 	12
Animation length	29
Category:Incineroar (SSBU)
Category:Back aerials (SSBU)
Incineroar (SSBU)/Back throw

Incineroar back throw hurtbox and hitbox visualization	Incineroar back throw hurtbox and hitbox visualization	Incineroar back throw hurtbox and hitbox visualization	Incineroar back throw hurtbox and hitbox visualization	Incineroar back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-30
Hitbox 	28
Throw release 	30
Turnaround 	50
Interruptible 	52
Animation length	81
|-
Category:Incineroar (SSBU)
Category:Back throws (SSBU)
Incineroar (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Jostling is disabled during frames 8-18. The move has a different animation starting on frame 20 if it hits an opponent, which is longer, but has the same interruptibility.
Clean hit 	8-11
Late hit 	12-15
Interruptible 	42
Animation length (miss)	59
Animation length (hit) 	68
!Miss 
|-
!Hit 
Category:Incineroar (SSBU)
Category:Dash attacks (SSBU)
Incineroar (SSBU)/Down aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move disables jostling during frames 2-21.
Initial autocancel	1-3
Clean hit 	16-19
Late hit 	20-21
Ending autocancel 	45-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Interruptible 	17
Animation length	26
Category:Incineroar (SSBU)
Category:Down aerials (SSBU)
Incineroar (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Jostling is disabled during frames 1-19, but not while charging. The move has a different animation starting on frame 30 if it hits an opponent, which is shorter, but has the same interruptibility.
Charges between 	1-2
Hitboxes (early, mid, late)	18, 19, 20
Interruptible 	58
Animation length (miss) 	119
Animation length (hit) 	82
!Miss 
|-
!Hit 
Category:Incineroar (SSBU)
Category:Down smashes (SSBU)
Incineroar (SSBU)/Down special

==Overview==
==Update history==
 
*
*
 
*
*
==Hitboxes==
|}
==Timing==
===Counter===
Counter 	3-27
Interruptible 	50
Animation length	85
===Hit===
Intangible 	1-14
Hitboxes 	8-9
Interruptible 	26
Animation length	67
|-
Category:Incineroar (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Incineroar (SSBU)/Down throw

Incineroar down throw hurtbox visualization	Incineroar down throw hurtbox visualization	Incineroar down throw hurtbox visualization	Incineroar down throw hurtbox visualization	Incineroar down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 23, the move inflicts 12 frames of hitlag to both Incineroar and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-24
Throw Release 	24
Interruptible 	36
Animation length	89
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Category:Incineroar (SSBU)
Category:Down throws (SSBU)
Incineroar (SSBU)/Down tilt

==Overview==
==Hitboxes==
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==Timing==
The move disables jostling during frames 7-11. The non-hitting leg is made fully intangible, while only the lower part of the hitting leg is made intangible.
Non-hitting leg intangible	8-11
Hitting leg intangible 	9-11
Hitboxes (early, late) 	9, 10-11
Interruptible 	30
Animation length 	49
!Hitboxes  
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!Hitting leg 
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!Other leg 
Category:Incineroar (SSBU)
Category:Down tilts (SSBU)