nyuuzyou/wikis huggingface dataset:
Mario (SSBM)/Up special

==Overview==
Mario leaps into the air while repeatedly punching the opponent. The move hits up to 10 times, assuming all hits connect, and, due to the way staling works, does up to around 14%. It can angled by tilting the control stick: the further forward the control stick is tilted, the further Mario will go horizontally but at the cost of vertical movement. If the control stick is flicked backwards within the first few frames, Mario will B-reverse it and jump in the opposite direction.
The move is wholly unique in all of Melee, as it's the only up special that can be cancelled with a wall jump. If he's hugging a wall when he activates the move, Mario can wall jump near the apex of this move, which aids in his recovery; the window to perform the wall jump changes with the angle of the move: the shallower the angle, the greater the window to perform a wall jump. When performing the most horizontally-angled one, Mario gets a ³⁄₂₀ second window to perform a wall jump successfully; by contrast, when performing his extended up-B, Mario gets a window nearly half the size.
==Hitboxes==
|}
==Timing==
* The wall jump timings are dependent upon which angle the move has. They also assume the Mario player is hugging the wall; the window is smaller or nonexistent if the move is not started against a wall.
* Inputting a wall jump before it's possible for Mario to perform but still within the window will buffer it.
===Attack===
Intangibility 	3-6
Hit 1 	3-6
Hits 2-5 	7-8, 9-10, 12-12, 13-14
Hit 6-9 	15-16, 17-18, 19-20, 21-22
Hit 10 	23-24
Wall jump window (Extended) 	25-29
Wall jump (Extended) 	27
Wall jump window (No angle) 	23-29
Wall jump (No angle) 	25
Wall jump window (Diagonal) 	22-29
Wall jump (Diagonal) 	24
Wall jump window (Horizontal)	21-29
Wall jump (Horizontal) 	23
Animation length 	37
!Hitboxes 
|-
!Body 
|-
!Wall jump (Extended) 
|-
!Wall jump (No angle) 
|-
!Wall jump (Diagonal) 
|-
!Wall jump (Horizontal) 
===Landing lag===
Animation length	30
Category:Mario (SSBM)
Category:Up special moves (SSBM)
Mario (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	18
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Dr. Mario (SSBM)/Up throw
*Luigi (SSBM)/Up throw
Category:Mario (SSBM)
Category:Up throws (SSBM)
Mario (SSBU)/Back aerial

==Overview==
A backwards facing dropkick. An attack Mario uses in the Mario and Luigi series. It has the most knockback out of all his aerials, and is decently fast with relatively low endlag, making it good both for comboing and KOing opponents. Additionally, it has the longest reach of all his aerials, making it a good spacing option. However, the animation makes his hurtbox extend from his legs, making it unsafe against disjoints.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-10
Ending autocancel 	19-
Interruptible 	34
Animation length 	45
|-
===Landing lag===
Interruptible 	7
Animation length	29
Category:Mario (SSBU)
Category:Back aerials (SSBU)
Mario (SSBU)/Back throw

Mario back throw hurtbox and hitbox visualization	Mario back throw hurtbox and hitbox visualization	Mario back throw hurtbox and hitbox visualization	Mario back throw hurtbox and hitbox visualization	Mario back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Mario grabs the opponent by their feet and spins them three times before throwing them. Despite its slow animation, it is Mario's strongest throw, KOing middleweights at around 130% by the ledge, however, the throw is very susceptible to DI and will KO much later if the opponent DI’s correctly. The throw also has a collateral hitbox that hurts opponents that stand near Mario while he's doing the throw, however, this hitbox doesn't mean anything in 1v1s and only has a niche usage in doubles. While spinning his opponent, it can hit other fighters if they're close enough. With high knockback at 0%, and can KO near the ledge at 96-99%. Reminiscent of a charged Bowser throw in Super Mario 64.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-44
Collateral hit 	13-39
Turnaround 	40
Throw 	44
Interruptible 	60
Animation length	83
|-
Category:Mario (SSBU)
Category:Back throws (SSBU)
Mario (SSBU)/Dash attack

==Overview==
The sliding kick from Super Mario 64. The hitbox is long lasting and can hit opponents hanging at the ledge.
==Update History==
 
*
==Hitboxes==
! Shieldstun
|1.875×
|1.875×
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
Interruptible 	38
Animation length	52
Category:Mario (SSBU)
Category:Dash attacks (SSBU)
Mario (SSBU)/Down aerial

==Overview==
Mario spins around rapidly, performing discus clotheslines and spinning backfists before assuming a spread eagle position to launch opponents. It comes out on frame 5, being just as fast as all of his tilts. Despite its low range, it possesses decent knockback even at low percents and very little startup and endlag, which makes it useful as a combo finisher out of moves like up aerial and a combo starter/extender at low percents. The landing hit can combo into attacks such as down smash, up smash, and grab, potentially resulting in a KO if the opponent is at high enough percents.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-5 	5, 7, 9, 11, 13
Hit 6 	23
Ending autocancel 	33-
Interruptible 	38
Animation length 	51
|-
===Landing lag===
Hitboxes 	1-2
Interruptible 	16
Animation length	24
Category:Mario (SSBU)
Category:Down aerials (SSBU)
Mario (SSBU)/Down smash

==Overview==
The crouching attack from Super Mario 64. (often confused with a move used in DDR: Mario Mix). It hits on both sides, with the back hit being significantly stronger than the front.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	14
Interruptible 	44
Animation length	55
Category:Mario (SSBU)
Category:Down smashes (SSBU)
Mario (SSBU)/Down special

==Overview==
Mario charges the F.L.U.D.D. from Super Mario Sunshine. Doesn't deal any damage to opponents, but can be used to push them away to establish stage control, or used as an edgeguard. It can also be used to clear the map of any items onstage when playing with items on. (Also works with Snake's grenade, R.O.B.'s gyro, Diddy's banana, etc.) The more the move is charged, the further opponents or items will be pushed.
==Hitboxes==
|}
==Timing==
The move can be charge-canceled with no additional lag.
Charges between 	19-20
Pumps 	21-32, 26-37, 31-42, 36-47, 41-52, 46-57, 51-62
Pumps (from release) 	2-13, 7-18, 12-23, 17-28, 22-33, 27-38, 32-43
Interruptible (from release) 	68 (49)
Animation length (from release)	76 (57)
|-
|-
|-
|-
|-
|-
|-
==Parameters==
===Move===
Total charge time 	80 frames
Charge time for heavier shoot animation 	70 frames
Recoil speed on release per charge frame	0.02
Time to remove charge on release 	1 frame
===F.L.U.D.D.===
Vertical offset 	0.5u
Default shot angle 	12°
Maximum upward deviation 	50°
Maximum downward deviation	18°
Deviation per frame 	1.9°
Number of pumps shot 	7
Delay between pumps 	5 frames
===Pumps===
Lifetime 	12 frames
Initial speed 	4.3
Maximum additional speed 	4.3
Maximum additional knockback	55
Gravity 	0.17
Falling speed 	3
Minimum size multiplier 	0.8
Maximum size multiplier 	1.2
Category:Mario (SSBU)
Category:Down special moves (SSBU)
Category:Special moves (SSBU)
Mario (SSBU)/Down throw

Mario down throw hurtbox visualization	Mario down throw hurtbox visualization	Mario down throw hurtbox visualization	Mario down throw hurtbox visualization	Mario down throw hurtbox visualization
 	 	 	 	
==Overview==
Slams opponents into the ground. Is a low knockback throw that can start combos and lead to potential follow-ups while the opponent is in hitstun, depending on their weight and directional influence.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	40
Animation length	58
|-
Category:Mario (SSBU)
Category:Down throws (SSBU)
Mario (SSBU)/Down tilt

==Overview==
A quick leg sweep. It possesses decent range with the sourspot hitbox on Mario's foot being slightly disjointed, making it useful for spacing and 2-framing, it's also an effective combo tool.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	28
Animation length	35
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.
Category:Mario (SSBU)
Category:Down tilts (SSBU)
Mario (SSBU)/Edge attack

==Overview==
While climbing up, Mario performs a drop kick.
==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)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mario (SSBU)
Category:Edge attacks (SSBU)
Mario (SSBU)/Final Smash

==Overview==
A smash original. Mario unleashes a large wave of fire to push opponents off the stage. At lower percents, opponents may fall out of the final smash. It also has no finishing hitbox, so the final smash needs to be positioned so that it will carry opponents into the blastzone. The final smash will connect consistently around 50% or above. If used in the air, it pushes Mario backwards a little, as well as give him a little jump upwards, so it can also be used as a desperate recovery tool when aimed away from the stage.
==Update History==
 
*
 
*
 
*
*
==Hitboxes==
|}
==Timing==
Fireballs generated 	5
Early hits 	65-104 (rehit rate: 7)
Mid hits 	105-154 (rehit rate: 7)
Late hits 	155-224 (rehit rate: 7)
Interruptible (grounded)	157
Interruptible (aerial) 	147
Animation length 	179
!Fireballs 
|-
!Grounded 
|-
!Aerial 
Category:Mario (SSBU)
Category:Final Smashes (SSBU)
Mario (SSBU)/Floor attack (back)

==Overview==
Mario kicks behind him then in front of him.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	56
|-
Category:Mario (SSBU)
Category:Floor attacks (SSBU)
Mario (SSBU)/Floor attack (front)

==Overview==
Mario gets up while punching behind and in front of himself.
==Hitboxes==
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	51
|-
Category:Mario (SSBU)
Category:Floor attacks (SSBU)
Mario (SSBU)/Floor attack (trip)

==Overview==
Mario gets up while kicking behind and in front of himself.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	53
|-
Category:Mario (SSBU)
Category:Floor attacks (SSBU)
Mario (SSBU)/Forward aerial

==Overview==
Mario throws an overhand clobber with his fist. This move has a meteor smash hitbox on the clean hit, making the clean hit good for edgegaurding. However, it lacks any other practical utility outside of edgegaurds due to it’s high starting and end lag and the sour spots lack of combo potential, and can lead to a punish on Mario if it whiffs.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	16
Clean hit 	17-20
Late hit 	21
Ending autocancel 	43-
Interruptible 	60
Animation length 	72
|-
===Landing lag===
Interruptible 	18
Animation length	26
Category:Mario (SSBU)
Category:Forward aerials (SSBU)
Mario (SSBU)/Forward smash

Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations	Mario forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A palm strike accompanied with an explosion at the end of the attack. The fire explosion possesses a disjointed sweetspot hitbox with deceptive power for its speed, capable of KOing most characters reliably at 70% near the ledge, it also possesses a sourspot on Mario’s arm which while noticeably weaker than the sweetspot, still possesses respectable power and can reliably KO at 100% near the ledge. It can also be angled up and down, with the up angled makes it a solid anti air option and the down angled can 2 frame effectively. Additionally, Mario's hurtbox shifts back before the attack, making it useful as a dodge in certain scenarios.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	48
Animation length	56
Category:Mario (SSBU)
Category:Forward smashes (SSBU)
Mario (SSBU)/Forward throw

Mario forward throw hurtbox visualization	Mario forward throw hurtbox visualization	Mario forward throw hurtbox visualization	Mario forward throw hurtbox visualization	Mario forward throw hurtbox visualization
 	 	 	 	
==Overview==
A spinning throw. Reminiscent of an uncharged bowser throw in Super Mario 64. His fastest throw, has a good launch angle and speed making it a quick way to put opponents offstage and set up for edge guarding, but the throw cannot combo effectively into any of his moves nor kill reliably until over 200% near the ledge, making it inferior when compare to his other throws.
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	28
Animation length	42
|-
Category:Mario (SSBU)
Category:Forward throws (SSBU)
Mario (SSBU)/Forward tilt

Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations	Mario forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A lunging kick. It’s fairly quick and is used as a general poking tool in neutral. The down angled variant can hit the ledge.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	26
Animation length	40
Category:Mario (SSBU)
Category:Forward tilts (SSBU)
Mario (SSBU)/Grab

==Overview==
A standard, one handed grab.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	41
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	49
===Pivot grab===
Grab 	10-11
Interruptible 	37
Animation length	51
Category:Mario (SSBU)
Category:Grabs (SSBU)
Mario (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Kick Up 	
Forward tilt (mid) 	Middle Kick 	
Forward tilt (high) 	Middle Kick 	
Forward tilt (low) 	Middle Kick 	
Up tilt 	Uppercut 	
Down tilt 	Spinning Low Kick 	
Dash attack 	Sliding 	
Forward smash (mid) 	Fire Palm Heel 	
Forward smash (high) 	Fire Palm Heel 	
Forward smash (low) 	Fire Palm Heel 	
Up smash 	Lead Headbutt 	
Down smash 	Break Spin 	
Neutral aerial 	Mario Kick 	
Forward aerial 	Meteor Knuckle 	
Back aerial 	Drop Kick 	
Up aerial 	Air Slash 	
Down aerial 	Mario Tornado 	
Down aerial (landing)	Mario Tornado 	
Neutral special 	Fireball 	
Side special 	Cape 	
Up special 	Super Jump Punch 	
Down special 	F.L.U.D.D. 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Swing-Around Throw	
Back throw 	Airplane Swing 	
Up throw 	Throw Up 	
Down throw 	Throw Down 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash 	Mario Finale 	
Category:Mario (SSBU)
Category:Hitboxes (SSBU)
Mario (SSBU)/Neutral aerial

==Overview==
An aerial kick, commonly referred to as a sex kick. His fastest aerial, and one of the fastest neutral aerials in the game, coming out at frame 3. The move is strongest at the start, with a long lasting weak hitbox. Both of which can be useful in combos depending on percentage. However, the strong hit can also be a situational KO move at high percents near the ledge.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-27
Ending autocancel 	39-
Interruptible 	46
Animation length 	53
|-
===Landing lag===
Interruptible 	7
Animation length	22
Category:Mario (SSBU)
Category:Neutral aerials (SSBU)
Mario (SSBU)/Neutral attack

==Overview==
Mario's neutral attacks consist of 2 jabs and a kick. It comes from the same combo in . It does 7.9% in total.
For the technical data of each individual hit, see:
*Mario (SSBU)/Neutral attack/Hit 1
*Mario (SSBU)/Neutral attack/Hit 2
*Mario (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Jab 2 	6-7
Jab 3 	12-13
Interruptible 	20, 26, 43
Animation lengths	31, 29, 48
|-
|-
Category:Mario (SSBU)
Category:Neutral attacks (SSBU)
Mario (SSBU)/Neutral attack/Hit 1

==Overview==
Mario leans forward to perform a basic punch and moves back. The first hit of neutral attack deals 2.2% damage. If the opponent missed the tech, the player can jab lock along with the second hit of neutral attack. The move comes out of frame 2, making it useful as a grounded combo breaker and a quick punish option.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-3
Continuability window	5-24
Consecutive jab frame	7
Interruptible 	20
Animation length 	31
|-
Category:Mario (SSBU)
Category:Neutral attacks (SSBU)
Mario (SSBU)/Neutral attack/Hit 2

==Overview==
Mario thrusts his right fist and his body forward. The second hit of neutral attack deals 1.7% damage. If the opponent missed the tech, the player can jab lock after performing the first hit of neutral attack, which can be followed up by a down tilt or down smash.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-3
Continuability window	6-24
Interruptible 	22
Animation length 	25
|-
Category:Mario (SSBU)
Category:Neutral attacks (SSBU)
Mario (SSBU)/Neutral special

==Overview==
Throws out a single fireball. The attack itself isn't very strong, but it provides enough hitstun to combo into a variety of other moves.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Clean hit 	17-21
Late hit 	22-46
Latest hit 	47-86
Interruptible 	50
Animation length	63
|-
===Differences for 's Copy Ability===
*
==Fireball parameters==
Lifetime 	70 frames
Initial speed 	1.4
Initial angle 	
Gravity 	0.1
Speed multiplier after bounce 	0.97
Minimum vertical speed after bounce 	1.4
Maximum vertical speed after bounce 	1.6
Number of bounces before disappearing	7
Maximum wall angle to bounce off 	60°
Can pierce opponents? 	No
Category:Mario (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Mario (SSBU)/Side special

==Overview==
The cape from Super Mario World. Reflects projectiles and turns opponents around.
==Hitboxes==
|}
|}
==Timing==
While the move's reflector normally comes out on frame 9, it has a preemptive projectile detector starting on frame 6. If a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup.
In the air, the move can grab ledges from the front starting on frame 2, and from behind starting on frame 16.
Hitboxes 	12-14
Projectile detector	6-8
Reflection 	9-20
Interruptible 	36
Animation length 	58
|-
==Parameters==
===Move (aerial)===
Horizontal speed divisor	2.5
Air friction 	0.0025
Vertical speed added 	0.3
Gravity 	0.031
Falling speed 	1
===Reflector===
Offsets 	[0, 6.5, 8]
Size 	6.5u
Damage threshold 	50%
Damage multiplier 	1.5
Speed multiplier 	1
Lifetime multiplier	0.75
Category:Mario (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Mario (SSBU)/Up aerial

==Overview==
An overhead kick. It’s one of the fastest up aerials in the game, coming out at frame 4. It also launches opponents vertically, which combined with the move having little base knockback and no sourspots, gives it extreme combo and juggling capabilities. It is Mario’s most useful combo tool and his primary way to rack up damage and set up for early kills.
Additionally, the move can also be a situational KO move near the upper blast line at high percents, capable of killing middleweights at 165% from the second platform of battlefield.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	4-7
Ending autocancel 	17-
Interruptible 	31
Animation length 	39
|-
===Landing lag===
Interruptible 	7
Animation length	23
Category:Mario (SSBU)
Category:Up aerials (SSBU)
Mario (SSBU)/Up smash

==Overview==
Mario hops slighly and performs a headbutt from back to front. It has quick startup, good power and deceptive vertical range due to his jump. During the period the hitbox is active (4 frames), his head is intangible, making the attack somewhat disjointed. It also has quick interruptibility and moderate ending lag, making it very hard to punish.
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 7-19.
Charges between 	6-7
Hitboxes 	9-12
Head intangible 	9-12
Interruptible 	40
Animation length	52
!Hitboxes 
|-
!Head 
Category:Mario (SSBU)
Category:Up smashes (SSBU)
Mario (SSBU)/Up special

==Overview==
Performs a jumping punch upwards. It's useful as an attack out of shield (tied with Mr. Game and Watch's up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top blast zone as a finisher to up air ladder combos.
Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a deadly reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time a proper tech.
==Hitboxes==
|}
==Timing==
===Attack===
The move can grab ledges from both sides starting on frame 14. To B-reverse it, the control stick has to be held backward on frame 3.
Optional reverse	3
Intangibility 	3-6
Hit 1 	3-6
Hits 2-6 	7-16 (rehit rate: 2)
Hit 7 	17-18
Animation length	37
|-
===Landing===
Interruptible 	31
Animation length	34
==Parameters==
Stick sensitivity to reverse 	0.3
Stick sensitivity to angle 	0.5
Maximum angle deviation 	12°
Grounded height multiplier 	1.1
Aerial height multiplier 	1.08
Air speed multiplier on startup 	0.67
Helplessness air speed multiplier	0.6
Landing lag 	30 frames
Chance of Cappy appearing 	30%
Category:Mario (SSBU)
Category:Up special moves (SSBU)
Category:Special moves (SSBU)
Mario (SSBU)/Up throw

Mario up throw hurtbox visualization	Mario up throw hurtbox visualization	Mario up throw hurtbox visualization	Mario up throw hurtbox visualization	Mario up throw hurtbox visualization
 	 	 	 	
==Overview==
An upwards throw, generally used as a combo tool. Reminiscent of an upwards cap throw in Super Mario Odyssey.
===Ally combo===
The Ally combo, named after the Canadian Mario player , is a simple and effective combo after performing Mario's up throw. 
It is performed by doing an up throw into a full-hop down aerial. The player can then follow up with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain DI. Down aerial is a true combo and is good for dealing damage.
Compared to its Smash 4 incarnation, it's far more powerful, with down aerial's last hit coming out 4 frames earlier and overall dealing more damage, thus making it a true combo. Additionally, the universal 3-frame jumpsquat makes the combo slightly easier to perform.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	40
Animation length	69
|-
Category:Mario (SSBU)
Category:Up throws (SSBU)