nyuuzyou/wikis huggingface dataset:
Rosalina & Luma (SSBU)/Neutral attack

==Overview==
Rosalina's neutral attack consists of swipes of her wand and a small blast of magic for the third hit. Luma's neutral attack consists of a punch and a kick followed by either another kick or spinning hits and a headbutt.
For the technical data of each individual hit, see:
*Rosalina & Luma (SSBU)/Neutral attack/Hit 1
*Rosalina & Luma (SSBU)/Neutral attack/Hit 2
*Rosalina & Luma (SSBU)/Neutral attack/Hit 3
*Rosalina & Luma (SSBU)/Neutral attack/Infinite
==Quickest loop==
he third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab. 
===Rosalina===
Jab 1 	5
Jab 2 	14-15
Jab 3 	27-28
Rapid jab 	24, 27, 30, 33
Rapid jab finisher	39-40
Interruptible 	21, 33, 56, 73
Animation lengths 	33, 54, 67, 87
|-
|-
|-
===Luma===
Jab 1 	4
Jab 2 	14
Jab 3 	27-28
Rapid jab 	22, 25, 28, 31
Rapid jab finisher	37-38
Interruptible 	21, 33, 56, 71
Animation lengths 	36, 49, 61, 87
|-
|-
|-
Category:Rosalina & Luma (SSBU)
Category:Neutral attacks (SSBU)
Rosalina & Luma (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
===Rosalina===
! Hitstun
|+6 frames
|+6 frames
|+6 frames
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
! Hitstun
|+5 frames
|+5 frames
|+5 frames
|}
==Timing==
===Rosalina===
Hitboxes 	5
Continuability window	9-30
Interruptible 	21
Animation length 	33
|-
===Luma===
Hitboxes 	4
Continuability window	9-30
Interruptible 	21
Animation length 	36
|-
Category:Rosalina & Luma (SSBU)
Category:Neutral attacks (SSBU)
Rosalina & Luma (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
===Rosalina===
! Hitstun
|+8 frames
|+8 frames
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
! Hitstun
|+6 frames
|+6 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
===Rosalina===
Hitboxes 	Hitboxes 	6-7
Continuability 	Rapid jab 	12-24
Continuability 	Jab 3 	13-30
Interruptible 	Interruptible 	25
Animation length	Animation length	46
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
===Luma===
Hitboxes 	Hitboxes 	6
Continuability 	Rapid jab 	12-24
Continuability 	Jab 3 	13-30
Interruptible 	Interruptible 	25
Animation length	Animation length	41
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Rosalina & Luma (SSBU)
Category:Neutral attacks (SSBU)
Rosalina & Luma (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
===Rosalina===
! Hitstun
|+3 frames
|+3 frames
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
|}
==Timing==
===Rosalina===
Hitboxes 	7-8
Interruptible 	36
Animation length	47
===Luma===
Hitboxes 	7-8
Interruptible 	36
Animation length	41
Category:Rosalina & Luma (SSBU)
Category:Neutral attacks (SSBU)
Rosalina & Luma (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
===Rosalina===
The rapid jab's hitstun and shieldstun modifiers are actually specified for an ID 0 hitbox that does not exist; however, due to a glitch with hitstun and shieldstun modifiers, they apply to the ID 1 hitbox regardless.
! Hitstun
! Shieldstun
|+3 frames
|5×
|—
|—
|—
|—
|—
|—
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
! Hitstun
|+3 frames
|—
|}
==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.
===Rosalina===
Loop points 	2-3, 14-15
Rapid jab 	5, 8, 11, 14
Finisher 	6-7
Interruptible 	40
Animation length	54
===Luma===
Loop points 	1, 12-13
Rapid jab 	3, 6, 9, 12
Finisher 	6-7
Interruptible 	40
Animation length	56
Category:Rosalina & Luma (SSBU)
Category:Neutral attacks (SSBU)
Rosalina & Luma (SSBU)/Neutral special

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
|}
==Timing==
===Call Back===
Windbox 	6-9
Interruptible (ground, air)	22, 24
Animation length 	40
|Grounded 
|-
|Aerial 
Category:Rosalina & Luma (SSBU)
Category:Neutral special moves (SSBU)
Rosalina & Luma (SSBU)/Side special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Star Bit 1 	10-24
Star Bit 2 	16-30
Star Bit 3 	22-36
Interruptible 	52
Animation length	59
|Luma 
|-
|Star Bit 1 
|-
|Star Bit 1 
|-
|Star Bit 1 
Category:Rosalina & Luma (SSBU)
Category:Side special moves (SSBU)
Rosalina & Luma (SSBU)/Up aerial

==Overview==
==Hitboxes==
===Rosalina===
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
|}
==Timing==
===Rosalina===
Initital autocancel	1
Clean hit 	8-10
Mid hit 	11-14
Late hit 	15-19
Ending autocancel 	45-
Interruptible 	50
Animation length 	57
|-
===Luma===
While Luma's up aerial can be interrupted earlier than Rosalina's, it still cannot perform any other actions until Rosalina can interrupt her own.
Hitboxes 	6-11
Interruptible 	42
Animation length	48
===Landing lag===
Interruptible 	12
Animation length	17
Category:Rosalina & Luma (SSBU)
Category:Up aerials (SSBU)
Rosalina & Luma (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
===Rosalina===
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
|}
==Timing==
===Rosalina===
Charges between 	3-4
Head intangible 	7-16
Hitboxes 	8-16
Interruptible 	48
Animation length	63
!Hitboxes 
|-
!Head 
===Luma===
Charges between 	3-4
Clean hit 	10-12
Late hit 	13-17
Interruptible 	48
Animation length	53
Category:Rosalina & Luma (SSBU)
Category:Up smashes (SSBU)
Rosalina & Luma (SSBU)/Up throw

Rosalina & Luma up throw hurtbox visualization	Rosalina & Luma up throw hurtbox visualization	Rosalina & Luma up throw hurtbox visualization	Rosalina & Luma up throw hurtbox visualization	Rosalina & Luma up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	38
Animation length	60
|-
Category:Rosalina & Luma (SSBU)
Category:Up throws (SSBU)
Rosalina & Luma (SSBU)/Up tilt

==Overview==
==Update History==
 
*
==Hitboxes==
===Rosalina===
|}
===Luma===
If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.
|}
==Timing==
===Rosalina===
Head intangible 	4-10
Clean hit 	7-10
Late hit 	11-17
Interruptible 	41
Animation length	51
!Hitbox 
|-
!Head 
===Luma===
While Luma's up tilt can be interrupted earlier than Rosalina's, it still cannot perform any other actions until Rosalina can interrupt her own.
Clean hit 	3
Mid hit 	4-5
Late hit 	6-10
Interruptible 	31
Animation length	34
Category:Rosalina & Luma (SSBU)
Category:Up tilts (SSBU)
Rotation

Rotation is a Versus mode in Super Smash Bros. Brawl that assists players in rotating players into and out of group brawls if there are more than four players.
In Rotation, players are first asked how many people will be taking part in each brawl. Then, they are asked how many people they want to swap out after each game, as well as whether to swap out the winners or the losers of the match, which can be changed at any time after the Rotation begins. The rules of the brawl are then set up, and then, players can register using names to identify one another.
During the Rotation, active players confirm their placement in the brawl, starting with the first player, though they also have the option of giving up their spot to the next person in the queue. After confirming their placement, the match starts, and after the match concludes, the players, as determined by the initial Rotation setup, swap places where required.
Up to 16 players can be included in a Rotation. It requires at least 3 players.
A mode similar to Rotation existed in Super Smash Bros. Melee, as part of the Tournament Mode. Players could set up Winner Out and Loser Out tournaments, though this interface was less streamlined and in-depth as Brawl's system.
Category:Multiplayer modes
Category:Modes (SSBB)
Roturret

A Roturret (, Death Pod), is an enemy introduced in Super Smash Bros. Brawls Adventure Mode: The Subspace Emissary.
==Name origin==
Roturret's name is a combination of the words rotate and turret, based on how it moves in circles to take aim and fire like a turret.
==In Super Smash Bros. Brawl==
A Roturret first appears in the level. It is a stationary turret with a skull-like face that rotates from its center, charges and shoots at the player. When attacked it spins around, losing its aim. In total, a Roturret shoots six laser shots towards the player, which can be reflected back. The turrets are spaced far enough that even if it is pointing right at a target, the shots can actually miss as they go past either side of the character.
===Damage taken===
===Trophy===
==In ==
===In Smash Run===
Roturret appear as an enemy, keeping its Brawl behavior. It is more durable than the common enemies, but does not pose a large threat.
Some Roturrets appear in the Subspace Emissary-themed waves in the generic version of the Vs. Enemy Team final battle.
===Trophy===
==In Super Smash Bros. Ultimate==
===Spirit===
The Roturret appears as a Novice-class primary spirit. It can only be purchased at Sheldon's Place.
No. 	Image	Name	Type	Class	Slots	Base	Max	Base	Max	Base	Max 	Ability 	Series
1,111	 	 	★ 	2 	855 	4282	603	3019	252	1263	No Effect	Super Smash Bros. Series	
==Gallery==
Roturret.JPG|A Roturret's inactive state.
==Names in other languages==
==Trivia==
*If the opponent is out of range of the Roturret's view, it will partially rotate while idling, and occasionally fire in whatever direction it is facing.
Category:Common enemies
Category:Super Smash Bros. universe
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Spirits
Rover (disambiguation)

Rover is a character from the series who appears as:
*A background character in Smashville and Town and City
*A sticker in Brawl
*A trophy in SSB4
*A spirit in Ultimate
Category:Animal Crossing universe
Category:Background characters
Category:Stickers
Category:Trophies (SSB4-Wii U)
Category:Trophies (SSB4-3DS)
Roy (SSB4)/Back aerial

==Overview==
Swings his Binding Blade in an upward direction behind himself. If timed properly, its fast start-up allows it to reliably edgeguard opponents attempting vertical recoveries below the ledge, potentially leading to a stage spike. Otherwise strong under its own merit, the move offers itself as a valid K.O. option, though its usefulness is fairly limited by situational effectiveness.
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Turnaround 	3
Hitboxes 	8-10
Ending autocancel 	32-
Interruptible 	36
Animation length 	43
|-
===Landing lag===
Animation length	16
Category:Roy (SSB4)
Category:Back aerials (SSB4)
Roy (SSB4)/Down aerial

==Overview==
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	16-17
Ending autocancel 	55-
Interruptible 	52
Animation length 	69
|-
===Landing lag===
Animation length	23
Category:Roy (SSB4)
Category:Down aerials (SSB4)
Roy (SSB4)/Down throw

==Overview==
Roy throws the opponent downward onto the ground with his open hand, yielding minimal knockback appropriate for certain follow-ups. At low percentages, can be followed by one or more up tilts, though it might sourspot due to the nature of Roy's Binding Blade. Against heavier characters and players who do not act out of it properly, can fairly reliably permit at least two up tilts after use. At mid-range percentages, DI notwithstanding, the height achieved by the opponent after the throw offers an opportunity for an up aerial.
==Hitboxes==
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	5% 	80° 	65 	60 	— 	Yes
Category:Roy (SSB4)
Category:Down throws (SSB4)
Roy (SSB4)/Forward aerial

==Overview==
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	10-12
Ending autocancel	33-
Interruptible 	30
Animation length 	50
|-
===Landing lag===
Animation length	13
Category:Roy (SSB4)
Category:Forward aerials (SSB4)
Roy (SSB4)/Forward throw

==Overview==
Roy throws the opponent forward with a spin. Decent combo throw at higher percentages, being able to follow-up into neutral attack, forward tilt, dash attack and neutral aerial depending on the opponent's DI. It can also potentially start a tech chase if they don't react fast enough.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Roy (SSB4)
Category:Forward throws (SSB4)
Category:Normal attacks (SSB4)
Roy (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	30
Animation length	44
===Dash grab===
Grab 	8-9
Interruptible 	37
Animation length	52
===Pivot grab===
Grab 	9-10
Interruptible 	35
Animation length	52
Category:Roy (SSB4)
Category:Grabs (SSB4)
Roy (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Slash 	
Forward tilt 	Sharp Edge 	
Up tilt 	 	
Down tilt 	Low Stab 	
Dash attack 	 	
Forward smash 	 	
Up smash 	Flame Sword 	
Down smash 	 	
Neutral aerial 	Double Slash 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	Half Moon 	
Neutral special 	Flare Blade 	
Neutral special (max charge)	Flare Blade 	
Side special hit 1 	Double-Edge Dance	
Side special hit 2 	Double-Edge Dance	
Side special hit 2 up 	Double-Edge Dance	
Side special hit 3 	Double-Edge Dance	
Side special hit 3 up 	Double-Edge Dance	
Side special hit 3 down 	Double-Edge Dance	
Side special hit 4 	Double-Edge Dance	
Side special hit 4 up 	Double-Edge Dance	
Side special hit 4 down 	Double-Edge Dance	
Up special (grounded) 	Blazer 	
Up special (aerial) 	Blazer 	
Down special 	Counter 	
Down special attack 	Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	Slam 	
Category:Roy (SSB4)
Category:Hitboxes (SSB4)
Roy (SSB4)/Neutral aerial

==Overview==
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	6-7
Hit 2 	15-21
Ending autocancel 	47-
Interruptible 	46
Animation length 	49
|-
===Landing lag===
Animation length	11
Category:Roy (SSB4)
Category:Neutral aerials (SSB4)
Roy (SSB4)/Neutral attack

==Overview==
's neutral attack is an upwards slash in reverse-grip, ending at shoulder height. It easily combos into itself and his forward tilt at low percentages, and other moves like neutral aerial and Blazer at higher percentages, depending on the opponent's DI. Roy's neutral attack is a pivotal part to his metagame as its angle allows for easy follow-ups and comes out very quick. If a well spaced aerial is followed with it, the aerial is usually safe due to the speed beating the opponent's punish option. On some fastfallers, downthrow-jab-regrab can work at low percents, among other possible setups.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	23
Animation length	39
Category:Neutral attacks (SSB4)
Roy (SSB4)/Up aerial

==Overview==
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	5-12
Ending autocancel 	38-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Animation length	14
Category:Roy (SSB4)
Category:Up aerials (SSB4)
Roy (SSB4)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Right arm intangible	10-23
Hit 1 (early, late) 	12, 13
Hits 2, 3, 4 	15, 17, 19
Hit 5 	22-23
Interruptible 	59
Animation length 	79
|-
Category:Roy (SSB4)
Category:Up smashes (SSB4)
Roy (SSB4)/Up throw

==Overview==
Roy tosses the opponent straight up. While this is his strongest throw, it cannot KO until very high percentages (around 180% against most characters). It deals more damage, but is overall weaker than Marth and Lucina's.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Roy (SSB4)
Category:Up throws (SSB4)
Category:Normal attacks (SSB4)
Roy (SSB4)/Up tilt

==Overview==
Swings his blade in an arc over his head, also striking on either side of himself. Limited functionality on its own due to the prevailing sourspot, but it does serve as a valid follow-up to his down throw at low percentages, usable in some situations multiple times in a row.
==Hitboxes==
|}
==Timing==
Hitboxes (early, mid, late)	6, 7-8, 9-11
Interruptible 	39
Animation length 	52
Category:Roy (SSB4)
Category:Up tilts (SSB4)
Roy (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Direction reversal	34
Ending autocancel 	34-
Interruptible 	43
Animation length 	45
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Roy (SSBM)
Category:Back aerials (SSBM)
Roy (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!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==
*Marth (SSBM)/Back throw
Category:Roy (SSBM)
Category:Back throws (SSBM)
Roy (SSBM)/Dash attack

==Overview==
Infamous for its horrid placement of hitboxes, due to the move beginning far before he swings his sword and ending very early into Roy's sword swipe. This is typically viewed as a development mistake, as Roy's Dash Attack is a variant of Marth's with slower animation.
This move has nearly no use in the context of a skilled opponent. Even if the user lands a sweetspotted hit, the attack does not does not provide very generous damage or knockback for its overall poor frame data and range. Due to the move's unremarkable knockback and long cooldown, it is not uncommon for the move to be punishable on hit- especially for the sourspot.
==Hitboxes==
|}
==Timing==
Hitboxes 	12-15
Boost grab window	2-4
Interruptible 	40
Animation length 	57
!Hitboxes 
|-
!Boost grab 
Category:Roy (SSBM)
Category:Dash attacks (SSBM)
Roy (SSBM)/Down aerial

==Overview==
Roy swings his sword in a downward slash. The move has the ability to send at a wide variety of angles, all having niche application. 
The hitboxes located on Roy's body, which have lower priority than his sword hitboxes, will meteor smash the opponent. The meteor is most consistent when hit from below, akin to Young Link's down air. On the flipside, the commonly hit sourspot is located near the tip of Roy's sword and pops the opponent straight upwards. Lastly, the hilt of Roy's sword, which has more priority than the meteor but less priority than the tipper, knocks the opponent at the Sakurai angle. It is often regarded as the least desirable of the three angles to hit, although it can potentially kill at a somewhat reasonable percent under the right circumstances, due to the inherent "DI mixup" nature of the move.
Despite having relatively high landing lag, Roy's down air is an indispensable piece of his combo game, whether using the meteor to pillar opponents in tandem with down tilt or using the tipper for juggling intermittently with up airs; The overall modest knockback can work to its benefit in these situations. 
However, one would be harshly mistaken in attempting to use this move's meteor as a serious means of offstage edgeguarding as its meteor hitboxes aren't really powerful to begin with, coupled with meteor cancel, 53 frames of endlag, and Roy's high gravity.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hitbox 	7-10
Ending autocancel 	55-
Interruptible 	64
Animation length 	68
|-
===Landing lag===
Animation length 	32
L-cancelled animation length	16
|Normal 
|-
|L-cancelled 
Category:Roy (SSBM)
Category:Down aerials (SSBM)
Roy (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!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==
*Marth (SSBM)/Down throw
Category:Roy (SSBM)
Category:Down throws (SSBM)
Roy (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Ending autocancel	30-
Interruptible 	35
Animation length 	38
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Roy (SSBM)
Category:Forward aerials (SSBM)
Roy (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!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==
*Marth (SSBM)/Forward throw
Category:Roy (SSBM)
Category:Forward throws (SSBM)
Roy (SSBM)/Grab

==Overview==
Being identical to Marth's grab, Roy's is also the longest non-tether grab in Melee, and tied for fourth longest grab in the game.
==Hitboxes==
===Standing grab===
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===Dash grab===
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==Timing==
===Grab===
Hitboxes 	7-8
Animation length	30
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===Dash Grab===
Hitboxes 	10-11
Animation length	40
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Category:Roy (SSBM)
Category:Grabs (SSBM)
Roy (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Slash 	
Forward tilt 	Sharp Edge 	
Up tilt 	Anti-Air Slash 	
Down tilt 	Low Stab 	
Dash attack 	Raid Chop 	
Forward smash 	Dragon Killer 	
Up smash 	Flame Sword 	
Down smash 	Whirlwind Blade 	
Neutral aerial 	Double Slash 	
Forward aerial 	Aerial Swipe 	
Back aerial 	About Face 	
Up aerial 	Luna Slash 	
Down aerial 	Half Moon 	
Neutral special 	Flare Blade 	
Side special (1st hit) 	Double-Edge Dance	
Side special (2nd hit, neutral/down)	Double-Edge Dance	
Side special (2nd hit, up) 	Double-Edge Dance	
Side special (3rd hit, neutral) 	Double-Edge Dance	
Side special (3rd hit, up) 	Double-Edge Dance	
Side special (3rd hit, down) 	Double-Edge Dance	
Side special (4th hit, neutral) 	Double-Edge Dance	
Side special (4th hit, up) 	Double-Edge Dance	
Side special (4th hit, down) 	Double-Edge Dance	
Up special 	Blazer 	
Down special 	Counter 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Roy (SSBM)
Category:Hitboxes (SSBM)
Roy (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hit 1 	7-8
Hit 2 	17-20
Ending autocancel 	32-
Interruptible 	50
Animation length 	57
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===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Roy (SSBM)
Category:Neutral aerials (SSBM)