nyuuzyou/wikis huggingface dataset:
Pit (SSBU)/Down tilt

==Overview==
Down tilt is a fast attack with few cooldown frames. Due to Pit crouching during the attack and its short endlag, it can be hard to counter, especially if followed with a buffered spotdodge, making it a good tool for poking.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	6-7
Interruptible 	26
Animation length	39
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Pit (SSBU)
Category:Down tilts (SSBU)
Pit (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)	1-27
Intangibility (2nd grab)	1-22
Intangibility (3rd grab)	1-13
Hitbox 	25-27
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Pit (SSBU)
Category:Edge attacks (SSBU)
Pit (SSBU)/Floor attack (trip)

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	14-15
Hit 2 	24-25
Interruptible 	50
Animation length	49
|-
Category:Pit (SSBU)
Category:Floor attacks (SSBU)
Pit (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hits 1-2 	11-12, 14-15
Hit 3 	18-19
Ending autocancel	28-
Interruptible 	47
Animation length 	54
|-
===Landing lag===
Interruptible 	13
Animation length	32
Category:Pit (SSBU)
Category:Forward aerials (SSBU)
Pit (SSBU)/Forward throw

Pit forward throw hurtbox and hitbox visualization	Pit forward throw hurtbox and hitbox visualization	Pit forward throw hurtbox and hitbox visualization	Pit forward throw hurtbox and hitbox visualization	Pit forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	28
Animation length	49
|-
Category:Pit (SSBU)
Category:Forward throws (SSBU)
Pit (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	39
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	54
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	52
Category:Pit (SSBU)
Category:Grabs (SSBU)
Pit (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Forehand Slice 	
Neutral attack 2 	Backhand Slice 	
Neutral attack 3 	Upper Swing 	
Neutral attack rapid jab 	Cutter Rush 	
Neutral attack rapid jab finisher	Cutter Finish 	
Forward tilt 	Cross Chop 	
Up tilt 	Anti-air Attack 	
Down tilt 	Leg Cutter 	
Dash attack 	Dash Slice 	
Forward smash 	Dual Attack 	
Up smash 	Angel Spin 	
Down smash 	Low Attack Combination	
Neutral aerial 	Spinning Cycle 	
Forward aerial 	Front Cycle 	
Back aerial 	Air Stab 	
Up aerial 	Lightning Rotor 	
Down aerial 	Under-Arc Slash 	
Neutral special 	Palutena Bow 	
Side special ground 	Upperdash Arm 	
Side special ground hit 	Upperdash Arm 	
Side special air 	Upperdash Arm 	
Side special air hit 	Upperdash Arm 	
Up special 	Power of Flight 	
Down special 	Guardian Orbitars 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Upper Swing 	
Back throw 	Behind Throw 	
Up throw 	Stand Shoot 	
Down throw 	Bone Divide 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Pit (SSBU)
Category:Hitboxes (SSBU)
Pit (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hits 1-7 	4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
Hit 8 	25
Ending autocancel 	30-
Interruptible 	55
Animation length 	67
|-
===Landing lag===
Interruptible 	15
Animation length	37
Category:Pit (SSBU)
Category:Neutral aerials (SSBU)
Pit (SSBU)/Neutral attack

==Overview==
Pit's neutral attack consists of multiple slashes from his blades.
For the technical data of each individual hit, see:
*Pit (SSBU)/Neutral attack/Hit 1
*Pit (SSBU)/Neutral attack/Hit 2
*Pit (SSBU)/Neutral attack/Hit 3
*Pit (SSBU)/Neutral attack/Infinite
==Quickest loop==
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 at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab. 
Jab 1 	4-5
Jab 2 	11-12
Jab 3 	16
Rapid jab 	18, 20, 22, 24, 26, 28, 30, 32
Rapid jab finisher	36-37
Interruptible 	26, 36, 45, 70
Animation lengths 	34, 45, 50, 99
|-
|-
|-
Category:Pit (SSBU)
Category:Neutral attacks (SSBU)
Pit (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|+2 frames
|}
==Timing==
Hitboxes 	Hitboxes 	4-5
Continuability 	Held on hit or tapped	7-27
Continuability 	Held without hitting 	16
Interruptible 	Interruptible 	26
Animation length	Animation length 	34
|-
Category:Pit (SSBU)
Category:Neutral attacks (SSBU)
Pit (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|+2 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 at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	5-6
Continuability 	Rapid jab 	7-9
Continuability 	Jab 3 (held on hit or tapped)	8-27
Continuability 	Jab 3 (held without hitting) 	17
Interruptible 	Interruptible 	30
Animation length	Animation length 	39
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Pit (SSBU)
Category:Neutral attacks (SSBU)
Pit (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Shieldstun
|3×
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	3-4, 20-21
Rapid jab 	6, 8, 10, 12, 14, 16, 18, 20
Finisher 	4-5
Interruptible 	48
Animation length	67
Category:Pit (SSBU)
Category:Neutral attacks (SSBU)
Pit (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
The arrow's true base damage is specified in its parameters, and ranges from 3.2% to 8.6% based on charge. More specifically, its damage output is equal to 3.2 + 0.09 * charge frames, with a maximum of 60 charge frames.
|}
==Timing==
While charging, Pit can aim upward or turn around, both taking 7 frames. The turnaround cannot be canceled, but the animations for both aiming up and back down can, allowing Pit to fire the arrow in the chosen direction as early as one frame after the respective animation begins. The arrow's charge is also paused during the turnaround and aiming animations, allowing them to be used for intentionally delaying the attack.
Only one arrow can be active at a time, and Pit cannot use the move again until it disappears. As a result, for the arrow's maximum duration, the earliest Pit can use the move again is on frame 61.
===Forward===
Charges between 	14-15
Arrow (from release) 	16-60 (2-46)
Interruptible (grounded; from release)	47 (33)
Interruptible (aerial; from release) 	44 (30)
Animation length (from release) 	67 (53)
!Arrow 
|-
!Grounded 
|-
!Aerial 
===Up===
Charges between 	14-15, 15-16
Arrow (from release) 	18-62 (3-47)
Interruptible (grounded; from release)	44 (29)
Interruptible (aerial; from release) 	42 (27)
Animation length (from release) 	68 (53)
!Arrow 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.5
Stick sensitivity for turning around 	-0.5
Stick sensitivity for aiming up 	0.6
Total charge time 	60 frames
===Arrow===
Lifetime 	45 frames
Forward firing angle 	0°
Upward firing angle 	90°
Manual angling per frame for active arrow	4°
Base travel speed 	3.5
Added travel speed per charge frame 	0.07
Base damage 	3.2%
Added damage per charge frame 	0.09%
Ground collision Y offset 	-0.2
Can pierce opponents? 	No
Category:Pit (SSBU)
Category:Neutral special moves (SSBU)
Pit (SSBU)/Side special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
The move can drop Pit off edges during frames 16-35.
Super armor 	11-26
Inert hitbox 	16-35
Reflection 	16-35
Interruptible 	80
Animation length	104
|-
|-
===Aerial===
Pit can grab ledges from both sides during any portion of the move.
Super armor 	11-26
Inert hitbox 	19-35
Reflection 	19-35
Interruptible 	105
Animation length	114
|-
|-
===Grounded hit===
Reflection 	1-4
Hitbox 	2-4
Interruptible 	50
Animation length	90
|-
===Aerial hit===
On frame 4, the move applies momentum of 0.5 backward (in units of distance per frame) and 2.5 upward, even if the hitbox does not hit anything. Pit can grab ledges from both sides during any portion of the move.
Reflection 	1-5
Hitbox 	2-5
Interruptible 	52
Animation length	67
|-
===Landing lag===
This applies to the aerial version either when missed or after a hit.
Animation length	30
==Parameters==
===Move===
Distance multiplier 	1.2
Speed multiplier on hit	0.5
Landing lag 	30 frames
===Reflector===
Unlike other reflectors, Upperdash Arm keeps a reflected projectile's remaining lifetime instead of resetting it, and thus does not have a lifetime multiplier. It also reflects them at an angle of 50° rather than simply reversing their trajectory.
Bone 	top
Offsets 	[0, 8, 7.5]
Size 	6.5u
Damage threshold 	50%
Reflection angle 	50°
Damage multiplier	1
Speed multiplier 	1
Category:Pit (SSBU)
Category:Side special moves (SSBU)
Pit (SSBU)/Up aerial

==Overview==
==Update History==
 
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-4 	10-11, 13-14, 16-17, 19-20
Hit 5 	22-23
Ending autocancel 	35-
Interruptible 	41
Animation length 	57
|-
===Landing lag===
Interruptible 	15
Animation length	37
Category:Pit (SSBU)
Category:Up aerials (SSBU)
Pit (SSBU)/Up smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 (early, late)	6, 7
Hit 2 	10
Hit 3 	18
Interruptible 	52
Animation length 	69
Category:Pit (SSBU)
Category:Up smashes (SSBU)
Pit (SSBU)/Up special

==Overview==
==Update History==
 
*
==Timing==
===Flight===
The move enables ledge grabs from both sides starting on frame 25. Jostling is also disabled during frames 15-58.
Intangibility (grounded)	9-19
Intangibility (aerial) 	15-19
Flight start 	15
Animation length 	100
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	41
Animation length	54
==Parameters==
Horizontal speed multiplier on startup 	0.8
Friction on startup 	0.02
Period before applying startup gravity 	15 frames
Startup gravity 	0.015
Initial flight speed 	3.4
Period before applying flight friction 	3 frames
Flight friction 	0.2 (horizontal)0.1 (vertical)
Maximum flight angle spread 	160°
Flight deviation from chosen angle during flight	4° to -1.7°
Stick sensitivity to reverse 	0.125
Stick sensitivity to choose angle 	0.5
Helplessness air speed multiplier 	0.8
Landing lag 	40 frames
Category:Pit (SSBU)
Category:Up special moves (SSBU)
Pit (SSBU)/Up throw

Pit up throw hurtbox and hitbox visualization	Pit up throw hurtbox and hitbox visualization	Pit up throw hurtbox and hitbox visualization	Pit up throw hurtbox and hitbox visualization	Pit up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	13-14
Throw Release 	15
Interruptible 	38
Animation length	62
|-
Category:Pit (SSBU)
Category:Up throws (SSBU)
Pit (disambiguation)

Pit may refer to:
*Pit, a character from the series.
**In Brawl
**In Smash 4
**In Ultimate
*Dark Pit, a character from the series who is a clone of Pit.
**In Smash 4
**In Ultimate
*Bottomless pits, such as those found in and 
*The Pitfall item
As Dark Pit is a clone of Pit, with both characters being identical in their physics, hitboxes, hurtboxes, and frame data, apart from a few moves, both characters are often referred to simultaneously, such as being listed together in one spot on tier lists and matchups. The term "Pits" is often used to refer to both characters collectively due to their equivalence.
Category:Unofficial lingo
Category:Character-specific terminology
Pittsburgh Power Rankings

The Pittsburgh Power Rankings are the power rankings for Pittsburgh and surrounding areas in Western Pennsylvania. 
==Melee==
===Spring/Summer 2022===
Graphic
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===Winter Solstice 2021===
Graphic
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===Winter 2019===
Graphic
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===Spring/Summer 2019===
Announcement
|}
===Fall 2018===
|}
===Spring 2018===
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===Fall 2017===
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===Spring 2017===
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===Winter 2016===
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===Winter 2015===
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===Spring 2015===
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===External links===
*SmashBoards thread
==Smash 4==
===Q2 2018===
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===Q1 2018===
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===Winter 2016-2017===
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==Ultimate==
===Fall 2022===
Graphic
|}
Honorable Mentions: 
===Summer 2022===
Graphic
|}
Honorable Mentions: , , , 
===Spring 2022===
Graphic
|}
Honorable Mentions: 
===Winter 2022===
Graphic
|}
Honorable Mentions: , 
===Fall 2021===
|}
Honorable Mentions: , , 
===Summer 2021===
Graphic
|}
Honorable Mentions: , , 
===Winter 2020===
Announcement
|}
Honorable Mentions: , , 
===Fall 2019===
Graphic
|}
Honorable Mentions: , , 
===Summer 2019===
Announcement
|}
===Spring 2019===
Graphic
|}
Honorable Mentions: , , , , 
===Winter 2019===
Graphic
|}
Honorable Mentions: , , , , 
==Project M and Project+==
===Summer 2019===
|}
===2018 First Half===
|}
===2017 Season===
This season's rankings were based on tiers, rather than a numerical order, so players are listed alphabetically within tiers rather than by rank.
|}
===Fall 2016===
|}
==External links==
*r/SSBPM thread with banner inside showing honorable mentions, panel, and other superlatives
*r/smashbros thread with the same info
*PR showcase video
Category:American Power Rankings
Pivot grab

A pivot grab (, Turned-around grab) is a type of grab that any character can use. While dashing, a character can pivot in the other direction, but at that exact same moment of pivoting, the player can press the grab button. In Brawl, SSB4 and Ultimate, this results in a grab that has longer reach than most normal grabs. The pivot grab can help grab opponents that constantly roll behind opponents that are dashing, and is useful as well as if a character predicts an unsafe approach.
Pivot grabs generally have less ending lag than a character's dash or standing grab. For some characters with extended grabs, this lag is substantially shorter; , , and have pivot grabs that are so much faster to end than their normal grabs that it is their preferred method of grabbing. However, other characters with extended grabs (, , , and ) do not have this advantage, with pivot grabs not much faster than their normal ones.
Characters with high running speed and low traction cover more ground while pivot grabbing, resulting in a minor range increase.
==In Super Smash Bros. Melee==
Pivot grabs in Melee are different from the pivot grabs present in later titles, and can only be done out of the turn animation after the initial dash, not the run. Their hitboxes and animation is no different from normal standing grabs, though, and there is only one frame during the dash dance turnaround where it can be done. Regardless, the Melee pivot grab is still very useful, often being used to extend hard chain grabs or space around quick moves like 's or 's Reflector for a grab.
==In Super Smash Bros. 4==
Due to the universal nerfs in mobility options (such as the removal of wavedashing, the dash pivot cancel and the DACUS, as well as the nerf to dash-dancing), pivot grabs are seen much more frequently than in Melee. Pivot grabs in SSB4 are functionally identical to pivot grabs in Brawl, and are used for various reasons, usually as a part of a read. Like in Brawl, compared to grabs and dash grabs, pivot grabs are usually the slowest startup-wise, but have the longest range. Because of that, correct timing and spacing will justify their overall safety. Characters with useful back throws or a fast running speed (such as and ) benefit the most in the scenario when they head towards the ledge, turn around and grab, putting the opponent at an extremely bad situation. Characters with short-ranged or slow grabs (such as , and ) can also benefit a lot simply from the range increase. As shown in one of the images on this page, 's pivot grab in SSB4 is quite infamous for its disjointed range.
==In Super Smash Bros. Ultimate==
Pivot grabs are functionally unaltered from SSB4. However, the inability to run past grounded opponents makes pivot grabbing less useful compared to previous titles.
==External links==
*Pivot grab and other quick techniques
*Pivot grabbing as Fox
Category:Game controls
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Pivot walk

Pivot walking is an advanced technique in Super Smash Bros. Brawl that allows the player to walk while constantly turning around. It can be performed by any character in the game. In order to perform it with default controls, the player must hold the attack button and proceed to walk. The player must then tap up and then back on the C stick. If performed correctly, the character will quickly turn around while still walking forwards and then face the correct direction again. It can performed as many times as the players wishes. If the C stick is set to attack, the player must hold attack and jump and press back on the C stick to perform the technique.
Pivot walking can be used as a mindgame and it can even slightly increase some characters' max walking speed. It can also allow characters to pass through other characters while walking when they normally wouldn't be able to.
While pivot walking still technically exists in Super Smash Bros. 4 and Super Smash Bros. Ultimate, it is much more limited than in Brawl. Pivot walking cannot be performed if the C stick is set to smash attack so it must be done with the C stick set to attack. Unlike in Brawl, the player does not need to hold jump to perform the technique with tilt stick. If the player attempts to pivot walk while walking at full speed, they will dash after performing the turnaround meaning that pivot walking can only be done if the player isn't walking at max speed heavily limiting its usefulness. In Smash 4, there are a few characters who can pivot walk while walking at full speed due to having a long turnaround animation.
==Characters who can pivot walk at full speed in Smash 4==
*
*
*
*
==Pivot walking in Brawl==
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Advanced techniques
Planet Zebes (disambiguation)

Planet Zebes most commonly refers to the stage in Super Smash Bros.
However, many stages from the universe have their location on the Planet Zebes:
*Brinstar, a stage in Super Smash Bros. Melee, Super Smash Bros. Brawl, , and Super Smash Bros. Ultimate
*Brinstar Depths, another stage in Melee and Ultimate
*Norfair, a stage in Brawl, , and Ultimate
Plasm Wraith

The Plasm Wraith (, Rain Monk) is a boss from the universe.
==Origin==
The Plasm Wraith is the final boss of Pikmin 3. It lives in the , and is responsible for kidnapping Captain Olimar prior to the events of the game as he searched for treasure, keeping him asleep by exploiting his suit's auto-sleep function. As Olimar had unwittingly stranded Alph's crew on by taking their , the Koppaites set out to rescue him and their ship part. Alph, and ultimately defeat the Plasm Wraith long enough to retrieve Olimar and the key, although the game's ending reveals that the boss survived the encounter.
==In ==
===In Smash Tour===
In Smash Tour, the Plasm Wraith is a red item. A player using Plasm Wraith at the beginning of a battle will cause them to heal damage when they block attacks with their shield, like the Shield Healer equipment effect.
===Trophy===
==In Super Smash Bros. Ultimate==
===Spirit===
The Plasm Wraith also appears as an Ace-class primary spirit. It can be summoned using the cores of , , and two Neutral types.
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
814	 	 	★★★ 	3 	3206 	9666	1425	4296	1544	4654	Speed ↓	Pikmin Series	
==Names in other languages==
Category:Trophies (SSB4-Wii U)
Category:Spirits
Plasma Wire

:Not to be confused with Plasma Wisp or Plasma Whip.
Plasma Wire (, Plasma Wire) is 's up special move in Super Smash Bros. Brawl. 
==Overview==
 fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to her, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively spiking them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate damage, and teching out of it can be difficult. However, the timing is harder to get as the damage goes up.
The Plasma Wire can tether recover to any ledge above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it.
When used in the air, the move adds a small amount of upwards momentum to Zero Suit Samus, which stacks with her current momentum, similar to other moves like 's and 's forward aerials. This is most noticeable if she is already moving upwards, such as if she has recently jumped, as it can extend the height of her jumps as a result.
==Instructional quote==
==Origin==
Both the Plasma Wire and the Plasma Whip are unique to Smash, and have no presence in any Metroid game but it could be a reference to the Grapple Beam which Samus uses in her Power Suit.
==Gallery==
Plasmawire.jpg|Zero Suit Samus attacking with the Plasma Wire.
Category:Metroid universe
Category:Up special moves
Category:Zero Suit Samus
Category:Zero Suit Samus (SSBB)
Plasma Wisp

:Not to be confused with Plasma Whip or Plasma Wire.
Plasma Wisps (, Plasma Wisp) are enemies from the series.
==Origin==
Plasma Wisps first appeared in Kirby Super Star. They are the only enemies in that game able to provide the ability to Kirby.
==In Super Smash Bros. 4==
Plasma Wisps appear as enemies in Smash Run in . They float around, charging their beam before attacking. The beam has three level of charge: at level two it stuns the player character, and at level three it inflicts high damage and knockback. A Plasma Wisp at level three is surrounded by a green aura and is impervious to attacks.
Shadow versions of them appear inside Master Fortress in .
===Trophy===
The Plasma Wisp trophy is exclusive to .
==In Super Smash Bros. Ultimate==
Plasma Wisp appears as a spirit for the game's Spirit mode.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
376	 	 	★ 	2 	Hothead Equipped	Kirby Series	
==Names in other languages==
Category:Common enemies
Category:Trophies (SSB4-3DS)
Category:Spirits