nyuuzyou/wikis huggingface dataset:
Isabelle (SSBU)/Forward aerial

==Overview==
Isabelle's forward air is used for a variety of purposes, such as creating space, safely racking up damage in neutral, extending combos, and edge guarding. Learning how to short hop and fast fall properly while using Forward aerial is essential for getting the most mileage out of the move, allowing for greater manipulation of Isabelle's spacing and trajectory of the projectile.
Despite being one of her less novel moves, it is often the most used move in her arsenal- and a cornerstone of her desired play style. This is largely due to her other moves and attributes lending her towards more safe gameplay, if possible. Many of her moves are close range, but are not particularly fast or deal high damage. Additionally, distinctive attributes such as her Fishing rod and Lloid Trap, are not reliable tools for her offensive or neutral play. So due to the relatively low reward, and situational use of many of her options, Forward aerial and to a lesser extent Back aerial are key aspects to her success in many matchups.
Despite being identical to Villager's, Isabelle utilizes Forward air more often. This is primarily because she has worse offensive play, and better defensive attributes. Additionally, it is her main means of pressuring from afar, which is more important for Isabelle than Villager due to her overall worse survivability and disadvantage state.
==Update History==
 
*Bug: Created the Slingshot Crash glitch where if Villager or Isabelle Pocket one another's slingshot from a Pocket, the game will crash.
 
*
 
*
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	10-12
Mid hit 	13-18
Late hit 	19-23
Ending autocancel 	30-
Interruptible 	40
Animation length 	57
|-
|-
===Landing lag===
Interruptible 	15
Animation length	29
==Pellet parameters==
These parameters are shared with Isabelle's .
Lifetime 	14 frames
Travel speed 	4.8
Initial travel angle 	
Gravity 	0.1
Falling speed 	1
Can pierce opponents?	No
Category:Isabelle (SSBU)
Category:Forward aerials (SSBU)
Isabelle (SSBU)/Forward smash

==Overview==
Isabelle's Forward smash is her overall most powerful smash attack. However, due to its short range and suboptimal frame data, it is not a reliable way to knockout an opponent. Landing this attack often requires prediction, specific positioning, and capitalizing on an opponent's vulnerability- making its use cases situational and sometimes risky. 
Update 13.0.0 replaced the initial frame of its weak hit with her stronger hit box, slightly improving reliability for finishing stocks and its overall payoff. However, due to its fundamental drawbacks remaining intact, her Forward smash remains one of her lesser utilized moves in competitive play.
==Update History==
 
*
==Hitboxes==
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==Timing==
Charges between 	5-6
Clean hit 	14-16
Late hit 	17-19
Interruptible 	46
Animation length	64
Category:Isabelle (SSBU)
Category:Forward smashes (SSBU)
Isabelle (SSBU)/Forward throw

Isabelle forward throw hurtbox visualization	Isabelle forward throw hurtbox visualization	Isabelle forward throw hurtbox visualization	Isabelle forward throw hurtbox visualization	Isabelle forward throw hurtbox visualization
 	 	 	 	
==Overview==
Isabelle's Forward throw is mainly useful for sending offstage at mid percent, and occasionally higher percentiles. Otherwise Down throw is better at low percents due to its follow ups, and Back throw is often a more powerful positioning tool at higher percents due to strong knock back growth. As it takes over half a second for Isabelle to become actionable after the throw, it possesses no reliable follow ups.
The move becomes a potentially stronger positioning option if a Lloid Trap is already placed near where the throw will send the opponent. However, this usually involves giving up a possible follow up opportunity via Down throw, and assumes the trap is not about to disappear. This should be treated as a situational, experimental option. This specific use is mainly owed to the knock back buff it received, allowing it to potentially reset Isabelle into a mildly advantageous neutral scenario.
==Update History==
 
*
==Throw Data==
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==Timing==
Invincibility 	1-15
Throw Release 	15
Interruptible 	46
Animation length	55
|-
Category:Isabelle (SSBU)
Category:Forward throws (SSBU)
Isabelle (SSBU)/Forward tilt

==Overview==
Isabelle swings a candy umbrella in front of her. With decent horizontal reach and eight frame startup, it's a solid spacing option. Its vertically wide hitboxes also allows it to two frame recovering opponents and punish ledge hangs, giving it edgeguarding utility. Having lower startup time than Forward aerial and especially Back aerial, Forward tilt can serve as a well disjointed 'get off me' tool- should Isabelle be approached.
While identical to 's in terms of startup, hitboxes, and damage, Isabelle's stands out for being a stronger kill option; it launches at a lower launch angle and has significantly higher knockback scaling, being able to KO middleweights around 130% near the edge without any rage, while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of endlag and worse safety on shield as a result, making it a move with both higher reward and higher risk.
For a shielding opponent, Isabelle's Down tilt is a better option. Similar to Isabelle's Down Smash, this move is one of her best panic options, offering a larger disjointed range at the cost of additional startup frames.
==Hitboxes==
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==Timing==
Hitboxes 	8-11
Interruptible 	37
Animation length	48
Category:Isabelle (SSBU)
Category:Forward tilts (SSBU)
Isabelle (SSBU)/Grab

==Overview==
Isabelle's Grab possesses fairly decent range, and has a significant disjoint increasing its safety. However, the move has a long startup and cool down, making it sometimes difficult to land. These drawbacks unfortunately contributes to Isabelle's recurring issue of having limited ways to deal with a shielding opponent. Items picked up by this move are automatically Pocketed.
Asides from animation length, Isabelle's grab is identical to Villager's.
==Options after grabbing==
Upon landing the grab, Isabelle is often presented with at least one good option- at low to mid percents, Down throw can typically guarantee one follow up and sometimes a string. Back throw is great for closing out stocks at high percents, and can occasionally lead to ledge trapping scenarios. Forward throw can provide some stage control if Isabelle is facing a ledge, and Up throw can capitalize on opponents who struggle to deal with Isabelle's juggling.
Isabelle's Pummel provides rather underwhelming damage. However, she particularly benefits from it reducing the staling of her other moves, as much of her kit has situational use cases. Nevertheless, her pummel helps secure KO's and can manipulate percentile for Down throw strings.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	14-16
Item pickup 	14-18
Interruptible 	44
Animation length	69
|-
===Dash grab===
Grab 	15-17
Item pickup 	15-19
Interruptible 	47
Animation length	64
|-
===Pivot grab===
Grab 	17-19
Item pickup 	17-21
Interruptible 	45
Animation length	62
|-
Category:Isabelle (SSBU)
Category:Grabs (SSBU)
Isabelle (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Toy Hammer 	
Forward tilt 	Umbrella 	
Up tilt 	Broom 	
Down tilt 	Weed Pluck 	
Dash attack 	Jar 	
Forward smash 	Cracker 	
Up smash 	Sign 	
Down smash 	Bucket 	
Neutral aerial 	Pom-Poms 	
Forward aerial 	Front Slingshot 	
Back aerial 	Back Slingshot 	
Up aerial 	Upward Turnip 	
Down aerial 	Downward Turnip 	
Neutral special 	Pocket 	
Side special 	Fishing Rod 	(unavailable)
Side special up throw 	Fishing Rod 	
Side special forward throw 	Fishing Rod 	
Side special back throw 	Fishing Rod 	
Side special down throw 	Fishing Rod 	
Up special 	Balloon Trip 	
Down special 	Lloid Trap 	
Down special (projectile) 	Lloid Trap 	
Down special (self explosion) 	Lloid Trap 	
Down special (destroyed explosion)	Lloid Trap 	
Standing grab 	Net 	
Dash grab 	Net 	
Pivot grab 	Net 	
Pummel 	Net Tightening 	
Forward throw 	Forward Net Throw	
Back throw 	Back Net Throw 	
Up throw 	Up Net Throw 	
Down throw 	Down Net Throw 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Isabelle (SSBU)
Category:Hitboxes (SSBU)
Isabelle (SSBU)/Neutral aerial

==Overview==
Isabelle tucks her knee in, and kicks out- happily spinning about with pom-poms on her hands. This is Isabelle's fastest aerial at frame 5, on top of being Isabelle's most reliable out of shield option. The sweet spot has decent horizontal launch power, while the late hit is long lasting, making it a useful edgeguarding tool. The sweet spot hit is also a combo starter at low percents, while the late hit is at mid percents.
Intentionally landing the late hit of Neutral air can keep the opponent closer and allow more time for a followup, offering a potential KO confirm.
==Update History==
 
*
==Hitboxes==
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==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 58.
Initial autocancel	1-2
Clean hit 	5-7
Late hit 	8-25
Ending autocancel 	34-
Interruptible 	34
Animation length 	58
|-
===Landing lag===
Interruptible 	7
Animation length	29
Category:Isabelle (SSBU)
Category:Neutral aerials (SSBU)
Isabelle (SSBU)/Neutral attack

==Overview==
Isabelle's Neutral Attack functions as a fast, non-launching tool for close-quarters combat. It can be followed up by a Down Smash at mid to high percents. This move is her quickest option for close-range encounters, often serving as one of her safest choices—even when striking an opponent's shield, as it creates space. While it does not place Isabelle in an advantageous game state, it helps her disengage from close-quarters combat, which is often desirable. It can reliably jab lock the entire cast.
Notably, it can chain into itself infinitely when the opponent is pressed against a ledge, thanks to its hit stun allowing Isabelle to walk forward briefly after each jab. However, the timing for continual execution is very precise.
==Update History==
 
*
==Hitboxes==
! Hitstun
|+14 frames
|+14 frames
|+14 frames
|}
==Timing==
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting twice with the move, any subsequent hits push Isabelle back slightly until it is interrupted.
Hitboxes 	3-4
Repeat window 	13-19
Interruptible 	20
Animation length	39
|-
Category:Isabelle (SSBU)
Category:Neutral attacks (SSBU)
Isabelle (SSBU)/Neutral special

==Overview==
Can be B-reversed, providing an alternative means of movement mid air with invincibility and the ability to grab items. Due to her slower movement and worse disadvantage state, Isabelle gains more value from this technique than her counterpart- Villager.
==Timing==
===Pocket===
Intangible 	5-23
Pocket 	8-23
Interruptible 	51
Animation length	65
|-
===Pocket throw===
Not every projectile is active as soon as its out. Some like Villager's Bowling Ball are active a few frames after they're generated.
Item thrown 	9
Interruptible 	31
Animation length	38
Category:Isabelle (SSBU)
Category:Neutral special moves (SSBU)
Isabelle (SSBU)/Pummel

==Overview==
Isabelle's Pummel provides rather underwhelming damage output, but is still helpful in reducing move staling, achieving earlier KO's, and can manipulate percentile for Down throw strings, potentially improving her follow up options and their consistency.
As much of Isabelle’s kit has situational use cases, Isabelle particularly benefits from the move stale reduction it provides. As a result, utilizing her pummel as much as possible without letting the opponent break out of her grab is nearly always ideal.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	29
Category:Isabelle (SSBU)
Category:Pummels (SSBU)
Isabelle (SSBU)/Side special

==Overview==
For her side special move, Fishing Rod, Isabelle pulls out a fishing rod. The move can be smash-inputted to increase its range. The move serves as a command grab against opponents. If Isabelle successfully catches an opponent with the hook, she will reel them in, then throw them in one of four different directions, depending on the input. Tossing them forward or backward can be used to setup into edgeguards, throwing them upward can KO, and Fishing Rod's downward throw can combo into aerials. Because Fishing Rod is a command grab with decent range, it is an effective tool against 's Wonderwing side special. Fishing Rod can also be used as a tether recovery move as well, giving Isabelle a secondary recovery option to go with her Balloon Trip up special move.
However, the move has major weaknesses; it is one of the only hit grabs in Ultimate. This means that it is unusually negated by shielding, unlike all other grabs. Additionally, the hook can also be reflected, which also negates the move as well. Additionally, the move's hitboxes are not entirely on par with its visuals, making it pass through foe's. This is particularly evident when used on the ground, decreasing its reliability. Lastly, if the opponent is on a platform as she reels in her catch, the grab may not finish properly- resulting in a missed punish.
==Update History==
 
*
 
*
*
 
*
**
**
 
*
*
 
*
==Throw Data==
===Forward throw===
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===Back throw===
|}
===Up throw===
|}
===Down throw===
|}
|}
==Timing==
===Forward throw===
Throw Release 	15
Interruptible 	46
Animation length	58
===Back throw===
Throw Release 	13
Interruptible 	36
Animation length	55
===Up throw===
Throw Release 	22
Interruptible 	44
Animation length	71
===Down throw===
Hitbox 	18-21
Throw Release 	22
Interruptible 	40
Animation length	49
Category:Isabelle (SSBU)
Category:Side special moves (SSBU)
Isabelle (SSBU)/Up aerial

==Overview==
Isabelle's Up air is largely generic, outputting mediocre damage. However, where it stands out is its lingering hit box, which when combined with her slow fall speed, can allow for very strong aerial pressure on some characters. In comparison to Villager's version, is it much more consistent due to always pulling out two turnips instead of one to three. Some possible followups are from Up-tilt, Lloid trap if the opponent is nearby, and occasionally Down throw.
Up aerial provides a good tool for juggling some characters, as well as the primary use case of Isabelle's net grab Up throw. The sour spot of the move still provides a fair amount of stun, allowing for juggling scenarios to sometimes continue even if the hit is not sweet spotted. Along with her slow fall speed, plus Up aerial's disjoint and long lasting hit box, can make it very difficult for the opponent to safely land. This makes the move one of her greatest assets, depending on the matchup.
Updates 1.1.0 and 8.0.0 have significantly improved the move overall, with 8.0.0 increasing base knock back. This particularly improved Isabelle's ability to continue juggling - even when landing the sour spot. The first buff Up aerial received in 1.1.0 was a "day 1 patch", meaning the original version of the move had virtually no competitive usage.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-31
Ending autocancel 	39-
Interruptible 	43
Animation length 	57
|-
===Landing lag===
Interruptible 	10
Animation length	21
Category:Isabelle (SSBU)
Category:Up aerials (SSBU)
Isabelle (SSBU)/Up smash

==Overview==
Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When sweetspotted and without rage, it KOs middleweights from ground level at around 110%, making it quite powerful, while also being fast with a startup of 9 frames. However, due to largely being vertical hitboxes with limited horizontal reach, the move is difficult to land, and said lack of horizontal reach limits it ability to effectively punish out of shield despite the fast startup. Because the move's projectile properties bypass hitlag, effectively giving Isabelle more frame advantage on hit, it can also combo into , , and at low percents.
Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than the 'Isabelle' hitbox and would inflict slightly less total damage.
It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong.
Asides from Neutral air, Up smash is Isabelle's only other practical out of shield option.
==Update History==
 
*
 
*
*
==Hitboxes==
The second hit is tied to the stop sign, and is considered a non-reflectable projectile. This gives it some unusual properties; Isabelle does not experience hitlag from it, it can clang with aerial attacks, and it does not have its damage modified by Isabelle being giant or tiny.
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==Timing==
Charges between 	6-7
Stop sign activation	8
Hit 1 	9-10
Clean hit 2 	14-16
Late hit 2 	17-18
Interruptible 	46
Animation length 	63
!Isabelle 
|-
!Sign 
Category:Isabelle (SSBU)
Category:Up smashes (SSBU)
Isabelle (SSBU)/Up throw

Isabelle up throw hurtbox visualization	Isabelle up throw hurtbox visualization	Isabelle up throw hurtbox visualization	Isabelle up throw hurtbox visualization	Isabelle up throw hurtbox visualization
 	 	 	 	
==Overview==
Overall her least useful grab throw. Can be a good choice against opponent's who are susceptible to Isabelle's Up air juggling, but otherwise has no known use in competitive one on one matches. However, it can be used to provide setups for a teammate in Doubles.
Up throw's limited uses owe to its unideal launch distance, and taking Isabelle significant time before she becomes actionable. In one on one's, every realistic use case of Up throw allows for the opponent to vary their landing offensively and defensively, making all followups unguaranteed and possibly even punishing Isabelle for performing the throw.
==Throw Data==
|}
==Timing==
Invincibility 	1-20
Throw Release 	20
Interruptible 	53
Animation length	71
|-
Category:Isabelle (SSBU)
Category:Up throws (SSBU)
Isabelle (SSBU)/Up tilt

==Overview==
Isabelle swings a broom in an arching motion above her. It combos into itself at low percents, while it combos into and at mid percents, as well as situationally. Additionally, it can begin combos out of her when reversed. Its disjointed hitbox also makes it useful for anti-airing and juggling, all while its low startup (6 frames) and endlag (16 frames) make it an occasionally safe move to use in neutral.
The main drawbacks of this move are its puny range as a grounded neutral tool (A prevailing issue throughout much of her moveset), and being too short to reach most platforms- relying on instead. Additionally, inputting a reversed Up tilt quickly- especially in a neutral game state- is rather challenging.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	6-13
Interruptible 	30
Animation length	49
Category:Isabelle (SSBU)
Category:Up tilts (SSBU)
Island (disambiguation)

Island could refer to:
*Any of the Yoshi's Island stages
*A platform far away from the main stage
*Islands in the background of many stages, such as Big Blue and Pilotwings.
*Wuhu Island
*Tortimer Island
*Delfino Plaza
*Skyloft
*New Pork City
*Island stop on Mario Circuit (SSB4)
*Float Islands in Dream Land (SSB4)
*Shadow Moses Island
Isle of the Ancients

The Isle of the Ancients (, The Isle of the Ancients) is a major location in Super Smash Bros. Brawls Adventure Mode: The Subspace Emissary. It is a floating island located off the coast of the World of Trophies that is inhabited by a society of robots known as the R.O.B. Squad, as well as the place where the Subspace Bombs are created due to the island's advanced technology.
==Summary==
On the island, there was one fighter-like member of the R.O.B. Squad called the Master Robot. The other R.O.B.s gave their unwavering loyalty to the Master Robot and lived in peace, but Tabuu soon took the entire island hostage. The Master Robot wanted to avoid losing so many of his brethren to Tabuu, so he reluctantly agreed to be the main front of the Subspace offensive and began development work on the Subspace Bombs.
The Master Robot then decided to disguise himself as the Ancient Minister out of shame for his own decision to work with the Subspace Army. The Dark Cannons were also being developed and built on the island. 's Power Suit is also kept in its research facility there and was taken prisoner and used as a power supply. Additionally, Ridley is stationed there, but his role is unknown, though given Samus' Power Suit is held on the island, it is not out of the question that he was stationed there in case she came to retrieve it. 
When , , Pikachu, Samus, and break into the island's Subspace Bomb factory, orders all the Subspace Bombs to be detonated in order to create a rift large enough for the Subspace Gunship to enter through. The Ancient Minister, who casts off his disguise, and the other heroes try to stop the inevitable detonation, but end up fleeing on the Falcon Flyer. Ridley, resurrected as Meta Ridley following his battle with Samus and Pikachu, pursues the Falcon Flyer in another attempt to eliminate the heroes, but they defeat him and escape. The Isle of the Ancients is engulfed in Subspace, rendering the R.O.B. Squad defunct and leaving their leader as its sole survivor.
In the ending of the game, the spot marked by the luminous cross is where the Isle of the Ancients was. Despite most parts of the world being restored following Tabuu's defeat, the effect of so many Subspace Bombs going off at once made it impossible for the island to return. However, the player can replay its levels after completing the mode.
Category:R.O.B. universe
Category:Super Smash Bros. universe
Category:Subspace Army
Israeli Power Rankings

The Israeli Power Rankings are the power rankings for Israel.
==Super Smash Bros. Ultimate==
===June 2023 ===
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===Q4 2022 ===
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Honorable Mentions: 
===Q2 2022 ===
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Honorable Mentions: 
===Q1 2022 ===
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Honorable Mentions: 
===Q4 2021 ===
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Honorable Mentions: 
===Q3 2021 ===
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Honorable Mentions: , 
===Q4 2019 ===
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Honorable Mentions: , , 
===Q3 2019 ===
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Honorable Mentions: , , , 
===Q2 2019 ===
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Honorable Mentions: , 
===Q1 2019 ===
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Honorable Mentions: , 
==Super Smash Bros. for Wii U==
===Summer 2017===
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===August 2016===
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==References==
==External links==
*Twitter account
Category:Asian Power Rankings