nyuuzyou/wikis huggingface dataset:
Falco (SSBU)/Down throw

==Overview==
Falco pins his opponent to the ground and shoots a laser. Without DI, the throw sends the opponent at a ~45° angle. With DI, the throw can send at higher or more outward angles, with DI in and away respectively.
Down throw is one of Falco's best combo starters at low-mid percentages, as it sets up into a lot of his main combo routes, with Falco being able to follow up with:
*dash forward shorthop:
**Forward aerial
**Neutral aerial
*dash forward:
**Up tilt
**Up smash
*Dash attack 
The most rewarding moves Falco can get off of down throw are forward air and up tilt. With forward air, Falco is able to get loops with drag down forward air, where he can re-grab into down throw and repeat the loop again (~3 reps on the average middleweight). He can also drag down forward air into loops with down tilt (2 reps of down tilt out of down throw; if you start with down tilt, it is possible to get 3). With up tilt, Falco can combo the move into itself as well as (at slightly higher percentages) into up air and neutral air, which can lead into other combo routes. It is also possible to combo into up tilt with drag down forward air, as well as neutral air can combo into drag down forward air, which can lead into the previously mentioned combo routes that forward air and up tilt lead into. That fact that down throw offers the possibility of comboing into drag down forward air and up tilt, which isn't possible with up throw, or at least offer the same kind of follow ups, gives a reason to choose it over up throw, as Falco can deal lots of damage with these combo routes.
These follow ups stop being guaranteed after around mid percentages (~40% onward on average middle weights), and can be influenced by DIing away in order to end combos even earlier. After the window for guaranteed follow ups has ended, down throw does not have any other big uses outside of gaining stage control/sending opponents offstage; however, forward throw is much more effective at doing so, as it sends farther and at a lower angle, which makes it harder for opponents to recover from. For continuing to combo off of throws after mid percentages, up throw has follow ups that continue after mid percentages where down throw can't be followed up on.
Overall, down throw is a good move that Falco can get a lot off on. It is able to reliably combo into his main combo extenders (drag down forward air & up tilt) from low-mid percentages, which lead into his heavy hitting combo routes where he is able to deal lots of damage. When percentages get too high and Falco can't convert off of down throw anymore, it has very few uses that are not done better by most of his other moves (forward throw & up throw).
==Throw and Hitbox Data==
|}
|}
==Timing==
The hitbox duration assumes the laser doesn't hit the opponent, although due to Falco firing it before releasing the opponent, this is very unlikely.
Invincibility 	1-33
Laser generated 	26
Throw Release 	33
Interruptible 	44
Animation length	59
|-
|-
Category:Falco (SSBU)
Category:Down throws (SSBU)
Falco (SSBU)/Down tilt

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Interruptible 	30
Animation length	51
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.
Category:Falco (SSBU)
Category:Down tilts (SSBU)
Falco (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)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Falco (SSBU)
Category:Edge attacks (SSBU)
Falco (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Multihits 	7-25 (rehit rate: 4)
Final hit 	26-27
Ending autocancel 	42-
Interruptible 	50
Animation length 	62
|-
===Landing lag===
Hitboxes 	1
Interruptible 	16
Animation length	23
Category:Falco (SSBU)
Category:Forward aerials (SSBU)
Falco (SSBU)/Forward tilt

Falco forward tilt hitbox visualizations.	Falco forward tilt hitbox visualizations.	Falco forward tilt hitbox visualizations.	Falco forward tilt hitbox visualizations.	Falco forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	25
Animation length	39
Category:Falco (SSBU)
Category:Forward tilts (SSBU)
Falco (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	49
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	47
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	46
Category:Falco (SSBU)
Category:Grabs (SSBU)
Falco (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Wing Chop 	
Neutral attack 2 	Reverse Chop 	
Neutral attack rapid jab 	Gyro Cutter 	
Neutral attack rapid jab finisher	Finish Kick 	
Forward tilt (mid) 	Bird Whip 	
Forward tilt (high) 	Bird Whip 	
Forward tilt (low) 	Bird Whip 	
Up tilt 	Flap Upper 	
Down tilt 	Tail Cutter 	
Dash attack 	Jump Side Kick 	
Forward smash 	Wing Edge 	
Up smash 	Double Somersault Kick 	
Down smash 	Ground Kick 	
Neutral aerial 	Spinning Falco Chop 	
Forward aerial 	Beak Drill 	
Forward aerial (landing) 	Beak Drill 	
Back aerial 	Reverse Spin Kick 	
Up aerial 	Reverse Overhead 	
Down aerial 	Corkscrew Meteor 	
Neutral special 	Blaster 	
Side special (ground) 	Falco Phantasm 	
Side special (air) 	Falco Phantasm 	
Up special 	Fire Bird 	
Down special 	Reflector 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Smash Elbow 	
Back throw 	Close Range Blaster H 	
Up throw 	Close Range Blaster V 	
Down throw 	Close Range Blaster Down	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Falco (SSBU)
Category:Hitboxes (SSBU)
Falco (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hits 1-3 	3-5, 6-9, 10-13
Hit 4 	17-18
Ending autocancel 	41-
Interruptible 	47
Animation length 	58
|-
===Landing lag===
Interruptible 	10
Animation length	15
Category:Falco (SSBU)
Category:Neutral aerials (SSBU)
Falco (SSBU)/Neutral attack

==Overview==
Falco's neutral attack consists of 3 slashes from his wings followed by a flurry of spinning slashes ending with a downwards heel kick.
For the technical data of each individual hit, see:
*Falco (SSBU)/Neutral attack/Hit 1
*Falco (SSBU)/Neutral attack/Hit 2
*Falco (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2
Jab 2 	7-8
Rapid jab 	13, 15, 17, 19, 21, 23, 25, 27
Rapid jab finisher	32-33
Interruptible 	23, 30, 68
Animation lengths 	36, 42, 77
|-
|-
Category:Falco (SSBU)
Category:Neutral attacks (SSBU)
Falco (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	3-4
Continuability 	Pressed repeatedly	5-25
Continuability 	Held on hit 	7
Interruptible 	Interruptible 	26
Animation length	Animation length 	38
|-
Category:Falco (SSBU)
Category:Neutral attacks (SSBU)
Falco (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|5x
|—
|—
|—
|—
|—
|—
|}
==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 	2-3, 19-20
Rapid jab 	5, 7, 9, 11, 13, 15, 17, 19
Finisher 	5-6
Interruptible 	41
Animation length	50
Category:Falco (SSBU)
Category:Neutral attacks (SSBU)
Falco (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
===Grounded===
Loop points 	3-4, 29-30 (loop frames: 26)
Repeat window 	2-17
Laser 	8-34
Interruptible (from release) 	42 (13)
Animation length (from release)	63 (34)
|-
|-
===Aerial===
Loop points 	3-4, 26-27 (loop frames: 23)
Repeat window 	2-15
Laser 	7-33
Interruptible (from release) 	39 (13)
Animation length (from release)	60 (34)
|-
|-
===Differences for 's Copy Ability===
*
**
==Parameters==
These parameters also apply to the lasers fired from Falco's , , and , with the only difference being the trajectories they are fired at.
Laser offsets 	[6, 1]
Travel speed 	4.6
Lifetime 	27 frames
Friction 	0
Initial length 	3
Maximum length throughout travel	11.25
Can pierce opponents? 	No
Category:Falco (SSBU)
Category:Neutral special moves (SSBU)
Falco (SSBU)/Side special

==Overview==
==Update History==
 
*
*
==Hitboxes==
The hitbox is attached to the afterimages, which are considered a non-reflectable projectile that trails behind Falco. As a result, he does not experience hitlag from hitting an opponent with it, and it can clang with aerial attacks.
===Grounded===
|}
===Aerial===
|}
==Timing==
When hitting a shield, in addition to stopping Falco's movement, the move skips to frame 19 (24 in the air) on the next frame if the hit happened beforehand, cutting off at most 5 frames.
===Grounded===
Jostling is disabled during frames 12-30.
Clean hit 	13-15
Late hit 	16-22
Interruptible 	51
Animation length	71
|-
===Aerial===
The move enables ledge grabs starting on frame 18 from the front, and frame 23 from behind. Jostling is also disabled during frames 17-35.
Hitboxes 	18-27
Interruptible 	67
Animation length	89
|-
===Landing===
Interruptible 	17
Animation length	65
==Parameters==
Horizontal speed multiplier on startup 	1.5
Acceleration on startup 	0.05
Period before applying startup gravity 	10 frames
Startup gravity 	0.017
Speed at the end of the dash 	2.2
Friction at the end of the dash 	0.11 (grounded)0.05 (aerial)
Speed after hitting a shield 	0.5
Air acceleration multiplier for aerial ending	0.8
Air speed multiplier for aerial ending 	0.5
Period before applying ending gravity 	5 frames
Ending gravity 	0.08
Illusion lifetime 	10 frames (8.0.0 onward)7 frames (before 8.0.0)
Category:Falco (SSBU)
Category:Side special moves (SSBU)
Falco (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	7-11
Ending autocancel 	23-
Interruptible 	34
Animation length 	43
|-
===Landing lag===
Interruptible 	10
Animation length	29
Category:Falco (SSBU)
Category:Up aerials (SSBU)
Falco (SSBU)/Up smash

==Overview==
==Update History==
 
*
*
*
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 (early, late) 	7, 8-12
Right leg intangible	7-12
Hit 2 (early, late) 	13-14, 15-20
Left leg intangible 	13-20
Interruptible 	50
Animation length 	63
!Hitboxes 
|-
!Right leg 
|-
!Left leg 
Category:Falco (SSBU)
Category:Up smashes (SSBU)
Falco (SSBU)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
The move enables ledge grabs from both sides starting on frame 44.
Start up 	20, 22, 24, 26, 28, 30, 32
Hits 1-8 	43-46, 47, 49, 51, 53, 55, 57, 59
Hit 9 	61
Animation length	85
===Bounce off ground===
Animation length	13
===Landing===
Interruptible 	19
Animation length	25
==Parameters==
Horizontal speed multiplier on startup 	1
Friction on startup 	0.02
Period before applying startup gravity 	15 frames
Startup gravity 	0.016
Frame to decide dash angle 	30
Dash duration 	24 frames
Initial speed 	4.2
Period before applying dash friction 	4 frames
Dash friction 	0.17
Minimum angle difference to bounce off ground	20°
Bounce-off horizontal speed multiplier 	0.8
Bounce-off friction 	0.05
Bounce-off vertical speed 	3
Bounce-off gravity 	0.3
Helplessness air speed multiplier 	0.8
Landing lag 	18 frames
Category:Falco (SSBU)
Category:Up special moves (SSBU)
Falcon Flyer

The Falcon Flyer is a ship which Captain Falcon mostly uses to complete his bounty hunter missions. 
==Origin==
The Falcon Flyer is first seen in the F-Zero instruction manual and makes further appearances in various comic book adaptations of the series. It is described as a large, high-tech mothership that carries the Blue Falcon. Captain Falcon uses it to travel the galaxy in search of his next bounty hunter mission. Despite its prominence to the story, Falcon Flyer has never appeared in an F-Zero game. Its first appearance in any video game was Super Smash Bros. Melee as a trophy and as a stage element in Big Blue.
==In Super Smash Bros. Melee==
===As a stage element===
Falcon Flyer is prominently featured as a moving platform in Big Blue. This is officially its first appearance in a video game.
===Trophy===
==In Super Smash Bros. Brawl==
===As a stage element===
Falcon Flyer returns as a stage element in Big Blue. It has received a visual update to match the aesthetic of this game.
===In Subspace Emissary===
The Falcon Flyer appears in Adventure Mode: The Subspace Emissary, summoned by to escape from the doomed Isle of the Ancients; then he, , , , , and must face Meta Ridley on top of the Falcon Flyer. After Meta Ridley's defeat, the Flyer (piloted by Captain Falcon)—along with the Halberd—lands where the rest of the heroes are and helps in the assault to stop the Subspace Gunship.
===Trophy===
==In Super Smash Bros. 4==
===Trophy===
==In Super Smash Bros. Ultimate==
===As a stage element===
Falcon Flyer returns as a stage element in Big Blue. It has received a visual update to match the aesthetic of this game.
==Trivia==
*During the Meta Ridley battle, the Falcon Flyer is technically considered an enemy; its object name in the game files is "EmnFalconflyer" and it produces hitboxes in conjunction with some of Meta Ridley's attacks.
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:F-Zero universe
Fall Break

:Not to be confused with teching, which is officially known as "breaking your fall" in Smash 4 and "fall break" in Ultimate.
Fall Break is an attribute present in certain moves that makes a character briefly cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but have this effect only once even if hit afterward (with a few exceptions). This is refreshed when landing on the ground. Most often these are used as mix up tools for recovering, approaching, landing, etc.
==Moves with Fall Breaks==
Character 	Move
All applicable characters	Counterattacks
All applicable characters	Tether Recoveries (excluding Z-airs and aerials)
Mario 	Cape
Samus 	Bomb
Dark Samus 	Bomb
Yoshi 	Egg Throw
Kirby 	Any neutral special move listed here through copy ability
Fox 	Reflector
Ness 	PK Flash
Ness 	PSI Magnet
Zelda 	Nayru's Love
Zelda 	Din's Fire
Dr. Mario 	Super Sheet
Mewtwo 	Confusion
Mewtwo 	Disable
Mr. Game & Watch 	Oil Panic
Lucas 	PK Freeze
Lucas 	PSI Magnet
Lucario 	Down Air
Wolf 	Reflector
Greninja 	Water Shuriken
Pac-Man 	Fire Hydrant
Ryu 	Focus Attack
Ken 	Focus Attack
Cloud 	Blade Beam
Cloud 	Cross Slash
Bayonetta 	Forward Air
Bayonetta 	Bullet Climax
Simon 	Cross
Richter 	Cross
Incineroar 	Darkest Lariat
Piranha Plant 	Ptooie
Piranha Plant 	Poison Breath
Piranha Plant 	Long-Stem Strike
Joker 	Gun
Hero 	Kafrizz
Hero 	Kazap
Banjo & Kazooie 	Rear Egg
Terry 	Power Wave
Kazuya Mishima 	Devil Blaster
Byleth 	Areadbhar
==Pseudo Fall Breaks==
There are some moves that have similar properties of a fall break, but not officially recognized due to the technical details of the move. Pseudo fall breaks consist of the following:
*All Special Moves that travel in a set trajectory such as 's Bouncing Fish, 's Fox Illusion, or 's Witch Twist and After Burner Kick, to name a few examples.
*All Special Moves that lead to free fall.
*Some Special Moves cancel some or all momentum, such as up special, neutral special and side special, but are moves that:
**Make the stall serve a purpose in the animation.
**Are meant to lead into another action.
**Themselves can only be used once until landing.
**Cause free fall.
==Notable Fall Breaks==
*In Melee, the first hit of Marth’s Dancing Blade is a crucial recovering tool, as it causes a fall break that stalls to improve his horizontal distance.
*In Brawl, Fox’s Reflector had no limit to how many times the move would cancel falling, making it notorious for its uses in landing and stalling.
*Kirby's floaty physics cause some Copy Ability fall breaks to be noticeably strengthened, such as Greninja's Water Shuriken.
Category:Game physics
Category:Character attributes
Family Ties

Family Ties is a single-player event match in . In it, the player controls , helped by a Giant , and must defeat and in a stock match.
== Progression ==
This event is unlocked by clearing The King Strikes Back. Completing the event unlocks the left path.
* Left path: Awards a Crazy Orders pass. Leads to Yellow Devils.
Completing the event on normal or hard difficulty within 30 seconds awards a Bob-omb Drill equipment.
== Trivia ==
* The music used in this event, , normally plays on Mushroom Kingdom U, rather than Mario Galaxy.
* This event is similar to Brawls Event 22: Monkeys Unite, both of which involve the playable character's giant relative assisting the player in defeating two opponents.
Feint Jump

Feint Jump (, Inversion Kick) is one of the three down special moves usable by Mii Brawlers.
==Overview==
The Brawler does a jump similar to both Zero Suit Samus's Flip Jump, and Sheik's Bouncing Fish. Pressing the attack button after the jump causes the Mii to perform a dive kick, either in the opposite or the same direction of the first part depending on what direction is pressed. It can thus serve as a pseudo-counter, although it has long landing lag. It is most commonly used as a recovery move, especially if the Brawler is running Helicopter Kick for their up special, due to both the move's jump and dive kick granting the Brawler a significant horizontal distance. The move is also useful for quickly dodging attacks; using the jump alone can vault the Mii over incoming attacks, and should they accidentally jump into an attack with it, they can also use the kick to quickly launch back in order to dodge it as well. This move is again similar to Bouncing Fish in that it can be used to bounce off some walls (albeit by pressing the Jump button or up on the Control Stick when touching the wall). A unique property that this move possesses is its ability to phase the Brawler through soft platforms during its descent, allowing them an alternate means of escaping danger, but also hindering them, should the soft platform be above an abyss.
In Ultimate, the move was nerfed overall. While its meteor smashing properties have become automatic, its ability to ledge cancel has been removed, and the kick travels at a more downward angle, slightly reducing its horizontal recovery potential.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Head-On Assault 	2. Feint Jump 	3. Counter Throw
 	 	
"Jumps up using both feet, then falls down headfirst. Opponents in the air are launched downward."	"Leaps out of danger, with invincibility. Can combo into a mighty kick."	"Grabs opponents that strike with high attacks and then slams them down into the ground."
==Gallery==
PikachuandMiiFinalDestination.png|In 
FeintJumpJumpSSB4.jpg|Feint Jump's jump in .
Mii Brawler SSBU Skill Preview Down Special 2.png|Feint Jump as shown by the Move List in Ultimate.
==Names in other languages==
Category:Down special moves
Category:Super Smash Bros. universe
Category:Mii Fighter
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Category:Mii Brawler (SSB4)
Category:Mii Brawler (SSBU)
Felyne

Felyne (, Airou) are background characters in the Capcom franchise .
==Origin==
Felyne are a member of the Lynian class, which consist of monsters that resemble cats. Felyne are bipedal and are capable of human language, which allows them to enter a human village and assimilate themselves into the community. Felyne take on a variety of jobs in the village, such as a chef that cooks food for hungry citizens, as well as joining hunters on their journeys as a companion; Felynes who partner with a hunter are known as Palicoes and wear miniature suits of armor.
A specific Felyne with a more cartoonish design, the one in which the Mii headgear is based, is the main character of the Felyne Village series of spin-offs.
==In Super Smash Bros. Ultimate==
===As a costume===
Felyne was announced as a hat on March 4th, 2021, and was released later that day, alongside and . In its reveal trailer, the Felyne Mii can be seen throwing a and using Shot Put, referring to the throwables that they will toss at monsters to aid the hunter during quests. Additionally, the Felyne Mii is seen fighting a blue referencing Arzuros, a large bear-like Fanged Beast originating in Monster Hunter Portable 3rd. They are also seen running from the Peckish Aristocrab, which references the Daimyo Hermitaur, a large crab-like monster known as a Carapaceon introduced in Monster Hunter 2.
===Spirit===
A Palico companion, based on its design from , was added to the game as a spirit as part of the MONSTER HUNTER RISE spirit event.
No. 	Image	Name	Class	Cost 	Ability 	Series
1,468	 	★ 	1 	Ramblin' Evil Mushroom Equipped	MONSTER HUNTER Series	
==Names in other languages==
==External links==
*Article on Monster Hunter Wiki
Category:Third-party characters
Category:Monster Hunter universe
Category:Capcom
Female Wire Frame (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hitboxes 	5-8
Ending autocancel 	26-35
Interruptible 	33
Animation length 	35
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Female Wire Frame (SSBM)
Category:Back aerials (SSBM)
Female Wire Frame (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	14-17
Ending autocancel	40-
Interruptible 	43
Animation length 	43
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Female Wire Frame (SSBM)
Category:Down aerials (SSBM)
Female Wire Frame (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	20-39
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Female Wire Frame (SSBM)
Category:Forward aerials (SSBM)
Female Wire Frame (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	11-12
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Female Wire Frame (SSBM)
Category:Grabs (SSBM)
Female Wire Frame (SSBM)/Hitboxes

==Hitboxes==
Move 	Name	Hitbox
Neutral attack 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast)	 	
Ledge attack (slow)	 	
Category:Hitbox repositories
Category:Female Wire Frame (SSBM)
Category:Hitboxes (SSBM)
Female Wire Frame (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hitboxes 	6-7, 10-11, 14-15, 18-19, 22-23, 26-27
Ending autocancel 	38-49
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
==Similar moves==
*
*
Category:Female Wire Frame (SSBM)
Category:Neutral aerials (SSBM)
Female Wire Frame (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-15
Hitbox 	16-17
Ending autocancel 	33-
Animation length 	54
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Female Wire Frame (SSBM)
Category:Up aerials (SSBM)