nyuuzyou/wikis huggingface dataset:
Kirby (SSB)/Down smash

==Overview==
Kirby does a spinning split kick on the ground, covering both sides of him, doing 18% damage and pretty high horizontal knockback. It can be used to punish and edgeguard or gimp an opponent's recovery, though Kirby almost always has better options, with a being a much better horizontal KO option, and his aerials and being a better way to edgeguard from the edge. Additionally, it has some ending lag, meaning that if shielded, Kirby will be left rather vulnerable, especially to shield grabs.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Feet intangible 	7-26
Clean hit 	7-10
Late hit 	11-26
Animation length	55
|Hitboxes 
|-
|Feet 
Category:Kirby (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Down special

==Overview==
Kirby's down special move is named Stone, where Kirby transforms into a rock (an ability from most Kirby games) and becomes impervious to damage and knockback outside of grabs for the entire move's duration (exactly like a shield), or until he has taken at least 38% damage in total. While in stone form, Kirby can't move or attack until he reverts back to normal. Either simply waiting three seconds or pressing the B button will cause Kirby to revert back to normal. If the move is used in midair, Kirby will fall to the ground quickly; if Kirby lands on a sloped surface (such as the left side of Hyrule Castle) during the move or uses the move while standing on a sloped surface, he will slide down it. The Level 9 AI frequently does this move near this ledge, leading to SDing very commonly.
The move can't be used offensively while grounded, being unable to hit opponents unless Kirby uses it in the air and hits an opponent while falling. When he does however, it does 20% damage and great vertical knockback. The move is rather useful for countering juggling from opponents, especially air juggling, as the strong vertical knockback of the move can easily KO unwary opponents, or even more competent opponents if used unexpectedly. However, the slow startup makes it a bit less effective. Additionally, if Kirby lands and misses the opponent, the move has very high ending lag, even if immediately cancelled, being very easily punished by almost any move.
In terms of competitive play, it can be used to edgeguard Yoshi (albeit rarely) or other characters recovering from below at an angle (Falcon/Fox) but this is beatable by Smash DI'ing into the stage. It's also an unblockable attack if done on the exact edge of a lip (such as all the way on the left corner of Hyrule) as it will automatically hit twice, once on stage, and once while Kirby is falling.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
===Grounded===
The hitbox only occurs if Kirby slips off the ledge. The frame strip shows if Kirby cancels the move as early as possible.
Hitbox 	6-
Earliest cancel point 	7
Animation length (ending)	29
===Aerial===
The frame strip shows if Kirby cancels the move as early as possible and he does not land.
Hitbox 	23-
Earliest cancel point 	43
Animation length (ending)	29
Category:Kirby (SSB)
Category:Down special moves (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Down tilt

==Overview==
While ducking very low (low enough to dodge certain moves such as up angled forward tilts), Kirby puts his foot down on the ground for a few moments, doing 9% damage and moderately low knockback, with an angled hit similar to Fox's shine. While low powered, it can make great use for gimping opponent's recoveries and for shield pressuring. It is very commonly used vs Falcon if it is not possible to get in the air and instead, as well as vs. Jigglypuff, Samus, and Fox. It can be comboed into by forward air, especially if run off via a platform. The move also has decent range and rather short ending lag, so it's generally safe to use, though not as much compared to Kirby's other tilts.
==Hitboxes==
|}
==Timing==
Hitboxes 	4-10
Animation length	29
Category:Kirby (SSB)
Category:Down tilts (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Forward aerial

==Overview==
Kirby uses his two feet to drill forward for 8 hits, doing 2% damage per kick and 6% damage on the 8th hit for a total of 20% damage. It's a viable edgeguarding move with decent knockback (though and are better), and can combo well, as well as being a quick and easy-to-use damage racker due to the large amount of hits. However, like other drills, the move can be DI'd out of. While it can be DI'd out however, a Kirby can trick his opponent by only using the first 2/3 hits, allowing easy combos to forward smash and up tilt (such as up tilt x2 weak forward air, up tilt, weak forward air, f-smash vs. Falcon at 0, a combo seen in multiple training mode combo videos). This is however difficult to do. Some of the moves that can go with this move include a , an , and a down aerial. 
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hits 	8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27, 28
Ending autocancel 	29-
Animation length 	39
|-
===Landing lag===
Hitbox 	1-3
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Kirby (SSB)
Category:Forward aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Kirby (SSB)/Forward smash

==Overview==
Kirby does a jumping kick forwards. Its clean hit deals 17% damage while its late hit deals 12%. It is fast, has good range with a long hitbox, and is the strongest non-angled forward smash in Smash 64 (outside of the European PAL version where is stronger), with very high power and knockback scaling, being able to KO most characters at around 80-100% (KOing at around 86% at the center of ). If the late hit connects, it can combo into a couple moves at lower percentages such as Kirby's , , or another forward smash vs. floatier characters (such as or ) if it connects vs. an aerial opponent. It can also be comboed into by the same moves, though it is most common with a drop-down/edge cancel forward air or after an up tilt vs. and at mid-low percents. The move does have some ending lag however (though still not too much compared with other forward smashes), and hitting from too far away (with the tip of Kirby's foot) will cause lower damage and knockback. If the clean hit connects, the move is frame positive on shield and easily leads to a pivot , grab commonly resulting in a free shield break. It is unarguably Kirby's best KO move on the ground and can also be used as a surprise finisher due to its speed. Considered by one of the better forward smash in the game along with and Link, being usable for raw KOing, a surprise KO option or panic option due to its quick startup, or a way to intercept certain recoveries such as Falcon, , and Pikachu.
==Hitboxes==
|}
==Timing==
Clean hit 	10-13
Late hit 	14-23
Animation length	39
==Similar moves==
*Jigglypuff (SSB)/Forward smash
Category:Kirby (SSB)
Category:Normal attacks (SSB)
Category:Forward smashes (SSB)
Kirby (SSB)/Forward throw

==Overview==
Kirby jumps with his grabbed target very high in the air and comes back down very fast, similar to Ninja Kirby's Air Drop in Kirby Super Star, causing a small explosion when he hits the ground. The explosion has a hitbox with weak knockback which will hit any bystanders. The grabbed opponent is then launched up in the air when Kirby hits the ground and Kirby will land on any piece of ground which was above him before he performed the throw. This move would become Kirby's up-throw in later installments. The move has very high base knockback, and reasonable knockback scaling, making it one of the strongest forward throws in the game. It is capable of KOing at the center of at 129%. If Kirby lands on the top platform of Dream Land, the throw KOes Mario at 106%, at 149% and at 72%. 
If there is no ground below Kirby as he is performing the throw, he will keep falling until he reaches the lower blastzone, which will KO him. This can be used as a suicide move if standing at the edge of the stage, as Kirby and his opponent will get KOed at about the same time. When Kirby's opponent is KOed however depends on port priority. If Kirby has the lower port (such as port 1), he and his opponent will be KOed on the same frame. If Kirby has the higher port however (such as port 4), his opponent will be KOed one frame later than Kirby. Mario, , , , and can all jump in this scenario although Samus and Captain Falcon cannot recover from this position (on Dream Land). The rest of the cast cannot jump during this one frame. Another thing which affects this setup is the bigger Kirby glitch. If the bigger Kirby glitch is activated, Kirby will always be KOed first and the rest of the cast will have a decent amount of time to recover. Mario, Luigi, Fox, Pikachu, and another Kirby can recover from this situation although the rest of the cast cannot.
Overall, Kirby's forward throw is a good throw, being a strong and versatile KO option.
==Hitbox and Throw data==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
|}
====Summary====
*
*
*
==Timing==
Invincibility 	4-23
Air transition 	6
Collateral hit (NTSC-U/PAL only)	45-52
Throw release 	51 (NTSC-J)53 (NTSC-U/PAL)
Animation length 	79
!NTSC-J 
|-
!NTSC-U/PAL 
|-
!Kirby 
==References==
https://drive.google.com/file/d/0B_arUxj76oi7aDh2TWlubGZHYkE/view
https://sites.google.com/view/smashport/%E3%81%9D%E3%81%AE%E4%BB%96%E6%A4%9C%E8%A8%BC%E7%AD%89/%E3%82%AB%E3%83%BC%E3%83%93%E3%82%A3%E3%81%AE%E5%89%8D%E6%8A%95%E3%81%92%E3%82%B9%E3%83%88%E3%83%83%E3%82%AF%E4%BA%A4%E6%8F%9B%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?authuser=0
Category:Kirby (SSB)
Category:Forward throws (SSB)
Kirby (SSB)/Forward tilt

==Overview==
Kirby does a roundhouse kick, dealing 10% damage and rather low knockback. The move can be angled up or down where it will deal 1% more or less damage respectively. The move is quick (coming out on frame 4 and having relatively low ending lag) and has some range; having a noticeable disjoint. The non angled version is -3 on shield which makes it safe against every character except and who can punish the move with a Super Jump Punch if they are close enough. Because of this combined with its decent range, it is very difficult to punish; especially if Kirby spaces it. It can combo into at lower percentages if the opponent is knocked into the air first though there are generally better options. It can also make use by gimping an opponent's recovery, though a can be considered better for if the opponent is recovering low. It is for this reason and others that it is considered to be Kirby's weakest tilt and possibly Kirby's worst move.
==Hitboxes==
===Angled up===
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===Angled forward===
|}
===Angled down===
|}
==Timing==
Hitboxes 	4-9
Animation length	27
Category:Kirby (SSB)
Category:Forward tilts (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Grab

==Overview==
Kirby's grab is fairly standard. It grabs on frame 6, and is rather disjointed (about half as disjointed as his up tilt). Kirby's back throw is rather ineffective due to its high launch angle and its below average KO power, but his forward throw is a good KO move (against about half the cast).
==Hitboxes==
|}
==Timing==
Grab 	6
Animation length	15
Category:Kirby (SSB)
Category:Grabs (SSB)
Kirby (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Punch 	
Neutral attack 2 	Right Punch 	
Neutral attack 3 	Vulcan Jab 	
Forward tilt 	Spinning Kick 	
Up tilt 	Kirby Tail 	
Down tilt 	Squish Kick 	
Dash attack 	Head Sliding 	
Forward smash 	Smash Kick 	
Up smash 	Somersault Kick	
Down smash 	Propeller Kick 	
Neutral aerial 	Kirby Kick 	
Forward aerial 	Corkscrew Kick 	
Back aerial 	Drop Kick 	
Up aerial 	Twinkle Star 	
Down aerial 	Screwdriver 	
Neutral special 	Inhale 	
Up special 	Final Cutter 	
Down special 	Stone 	
Grab 	 	
Roll 	 	
Crouch 	 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast)	 	
Ledge attack (slow)	 	
Category:Hitbox repositories
Category:Kirby (SSB)
Category:Hitboxes (SSB)
Kirby (SSB)/Neutral aerial

==Overview==
Kirby does a sex kick, flattening his foot and sticking it out for a moment. The move deals 15% damage and high knockback during its first four active frames and dealing 10% damage for the rest of its duration. It is one of the strongest neutral aerials in the game as well as Kirby's strongest aerial; being able to KO at around 118% at the center of . Its high power makes it a move usable for edgeguarding, and can be used in certain combos, such as after an however, this also gives it less combo potential compared to Kirby's and s. It also has slightly disjointed range and very low startup lag; coming out on frame 3. This makes it Kirby's fastest aerial as well as an excellent out of shield option. While back aerial has more utility as a spacing and edgeguarding move, and forward aerial has superior and much more versatile combo ability, Kirby's neutral aerial is faster and stronger than both moves; making it a pretty decent move for most situations.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	3-6
Late hit 	7-30
Ending autocancel 	31-
Animation length 	49
|-
===Landing lag===
Hitboxes 	1-2
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*Jigglypuff (SSB)/Neutral aerial
Category:Kirby (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Kirby (SSB)/Neutral attack

==Overview==
Kirby attacks the foe with two jabs. The first jab deals 3% damage while the second hit deals 4%. This is then followed by an infinite neutral. This infinite neutral will deal 1% damage per hit.
For the technical data of each individual hit, see:
*Kirby (SSB)/Neutral attack/Hit 1
*Kirby (SSB)/Neutral attack/Hit 2
*Kirby (SSB)/Neutral attack/Infinite
Category:Kirby (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary==== 
*
==Timing==
Hitboxes 	3-5
Earliest continuable	8
Animation length 	19
Category:Kirby (SSB)
Category:Neutral attacks (SSB)
Kirby (SSB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary==== 
*
*
*
==Timing==
==Timing==
Hitbox 	8-9, 14-15, 19-20, 24-25, 29-30, 33-34...
Animation length (ending)	9
Category:Kirby (SSB)
Category:Neutral attacks (SSB)
Kirby (SSB)/Up smash

==Overview==
Kirby does a flip kick similar to and , though compared to those two, it has more startup lag and less knockback. The move does 16% damage and average vertical knockback. A decent KO move, though rarely used due to Kirby having better options, such as his and aerials in general. The move has decent range behind Kirby just after the start of its animation, and can also hit opponents in front if they are very close, though the rear part of the hitbox is only useful for knocking unwary opponents away, as it hits with significantly weaker knockback than the main part of the attack. The move can chain into itself at lower percentages against certain opponents, though this is unreliable due to the startup and ending lag, with an being a much more useful option. The move can be setup with a at very low percentages. At higher percents, it is useful to KO floaties such as Jigglypuff and Pikachu as well as fast fallers such as Fox after comboing into it out of a d-air. It is also a disjointed hitbox in the last few frames of this attack.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Clean hit 	14-17
Late hit 	18-23
Animation length	49
Category:Kirby (SSB)
Category:Up smashes (SSB)
Category:Normal attacks (SSB)
Kirby (SSB)/Up special

==Overview==
The special move's name is Final Cutter, where Kirby pulls out a sword, goes up in midair while swinging it upward, and, once at a certain height, falls down to the ground while bringing the sword downwards. When he lands, it will also make a wave projectile that will travel a certain distance in the direction Kirby is facing. This attack deals 8% damage when Kirby swings upwards, 2% damage when swinging downwards, and 3% damage when Kirby smashes the sword for a total of 13% damage, with the wave doing 6% damage and decent knockback.
The move is mainly used for his recovery, giving decent vertical distance and a bit of horizontal distance if the player tilts the control stick left or right. However, if Kirby is offstage and uses this move and does not make it to the edge, he will be unable to do anything, so he will plummet to the lower blast line and SD.
When Kirby is descending, it gives a very powerful meteor smash with set knockback. Thus it can potentially good for edge-guarding, but again, if it is used offstage, Kirby must be able to grab the edge or he will SD. The move is able to edgeguard certain recoveries such as 's Quick Attack and 's Fire Fox if used near the edge while facing offstage, due to the opponent heading into it. It is not recommended to use this onstage, as the horizontally-hitting hitbox that the meteor smashed opponent will be linked into lacks power and combo ability, and it is possible for the opponent to trade with the meteor smash hit, using moves with fast startup, such as many neutral aerials.
==Glitches==
There are two known glitches in Final Cutter. 
One is called Kirby's Sliding Up B done by: Dashing, wait for the dash to to finish which is about 14 frames, turning instantly, and then do an up special 20 frames after you decided to do so. This is similar to Teleporting but is harder and is generally limited to flashy play/TASing. This was discovered by DSGnoll, a Japanese smash 64 player. The video, as popularized by Jpheal, a well known TAS player.
The other is the Bigger Kirby Glitch, where if Kirby uses Final Cutter in midair, whether he lands or not, he will grow slightly, an 8.7% increase (0.91× (0.94× in the Japanese version) → 1.0×). This lasts until Kirby loses a stock. This can actually have an effect on gameplay: Being larger, an advantage is that Kirby has more range. He can up smash from the ground in and hit one of the lower platforms. This can also improve his spacing game, as it improves range noticeably on his neutral aerial and up tilt. However, the downside is that his hurtbox is larger, so, for example, he can no longer reliably crouch under ' fully charged Charge Shot. Discussed here.
==Hitboxes==
|}
==Timing==
===Attack===
Rising hit 	23
Falling hit 	46-49
Falling hit (late)	54-56
Animation length 	57
===Landing lag===
Wave hitbox 	4-22
Animation length	35
|-
==Gallery==
SSB64 Final Cutter Edgeguard.gif| () edgeguarding () using Final Cutter.
Category:Kirby (SSB)
Category:Up special moves (SSB)
Category:Slash attacks (SSB)
Category:Meteor smashes (SSB)
Category:Reflectable attacks
Kirby (SSB)/Up tilt

==Overview==
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage and knockback (14% during its first two frames and 10% for the rest of its duration), quick speed (hitting on frame 4 and being only 17 frames long, which is extremely fast and hard to counter) and its notably disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically. These traits give the move excellent combo potential. It can easily chain into itself at lower percents (which can deal up to 70%+ depending on the weight and falling speed of the opponent) and at higher percents, it can easily lead into other moves such as back air or neutral air and it can lead to kill confirms; especially the late hit. The late hit can also lead into the clean hit (via pivot) at mid to high percents.
The move's extreme speed and high damage also give up tilt incredible shield pressuring potential. A fresh, clean up tilt leaves Kirby at +13/+14 frames (depending on if it hits on frame 4 or 5) against a shielding opponent while the late hit leaves him at anywhere from +9 to +14 depending on when it lands. Because of this, Kirby can very easily chain up tilts against a shielding opponent (who cannot do anything to avoid it) which can then lead into a for a shield break combo. However if the move is fully stale, it is only +8/+9 on shield (+4 - +9 for the late hit); which removes the move's ability to lead into a forward smash (although if the opponent is close enough, they cannot roll or jump quickly enough to avoid the forward smash if the clean hit lands, forcing them to take the hit either on hit or shield unless they have an intangible up special out of shield).
This move was considered to be the main reason Kirby hard countered fast fallers and heavyweights such as and as it leads to early easy edgeguards when combined with aerials. This also lends to Kirby having the strongest matchup in the game against along with Captain Falcon although in the current metagame, Kirby's matchups against these characters aren't as strong as once thought due to advancements in their metagames. Along with back air and down air, these moves are the primary moves in Kirby's arsenal especially when combined with pivots.
==Hitboxes==
|}
==Timing==
Clean hit 	4-5
Late hit 	6-11
Animation length	17
==Similar moves==
*Jigglypuff (SSB)/Up tilt
Category:Kirby (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Kirby (SSB4)/Back aerial

==Overview==
Kirby quickly crouches in midair, then does a back kick with both feet. A sex kick. The move has very low startup lag and good range, with a slightly disjointed hitbox. It is Kirby's fastest and strongest aerial, being the only one that can kill an onstage opponent. It can also be used for a Fence of Pain. The low lag and hitboxes make this one of his most reliable spacing moves. The knockback of the move means it won't start any combos, but it is a solid finisher. Overall, like in every game, it is a defining part and important tool in his metagame. 
==Update history==
 1.1.3
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	6-7
Late hit 	8-14
Ending autocancel 	32-
Interruptible 	41
Animation length 	43
|-
===Landing lag===
Animation length	17
Category:Kirby (SSB4)
Category:Back aerials (SSB4)
Kirby (SSB4)/Back throw

==Overview==
Kirby German suplexes the opponent, based on the Backdrop ability from . Can lead into back air at low percents on certain characters and can KO at the edge around 170% on the heaviest of characters.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	41
Interruptible 	50
Animation length	61
|-
Category:Kirby (SSB4)
Category:Back throws (SSB4)
Category:Normal attacks (SSB4)
Kirby (SSB4)/Dash attack

==Overview==
The Break Spin from the Yo-Yo ability in Kirby Super Star. Kirby does a running spinning headstand while kicking with his feet. Hits multiple times and is difficult to SDI out of the move. The last hit has high knockback. This move is very punishable on shield and should only be used on as combo finisher or a punish on a mid ranged opponent. 
==Hitboxes==
Hitbox type	Damage 	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent	Effect	SFX level
Foot 	1% (hits 1-5), 4% (hit 6)	65 	100 	70 	— 	? 	Normal	?
==Timing==
Hits 1-5 	12, 15, 19, 24, 30
Hit 6 	35-37
Interruptible 	54
Animation length	54
Category:Kirby (SSB4)
Category:Dash attacks (SSB4)
Kirby (SSB4)/Down aerial

==Overview==
A drill kick. The final hit has a weak meteor effect. An effective combo starter on grounded opponents, and a dangerous edge-guarding move on recovering opponents. Low ending lag makes it relatively safe to use off-stage. It can also lead in to a footstool jump. This move can combo into a vast majority of Kirby's arsenal at almost any percent. Perhaps the most classic combination sequence to a successful down aerial used toward the ground is one to three up tilts (depending on opponent weight and damage percentage) followed either by one or two up aerials or an up smash.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-17
Hits 1-5 	18-19, 21-22, 24-25, 27-28, 30-31
Hit 6 	34
Ending autocancel 	48-
Interruptible 	55
Animation length 	59
|-
===Landing lag===
Hitboxes 	1-3
Animation length	17
Category:Kirby (SSB4)
Category:Down aerials (SSB4)
Category:Meteor smashes (SSB4)