nyuuzyou/wikis huggingface dataset:
Smoke Ball

The Smoke Ball (, Smoke Ball) is an item in Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate. 
==Origin==
While the Smoke Ball is original to the Smash series, it shares similarities with the real life , which is also meant to create a large smoke cover.
==Overview==
When thrown, the ball emits smoke which steadily changes color (remains grey in ), making it hard to see any actions being performed within the area. If thrown at an opponent, it may attach itself to them and do a small amount of damage. When not attached to a player, the Smoke Ball can be picked up. When a player holds an activated Smoke Ball, it will continue to release smoke until it is released or eventually disappears. The Smoke Ball produces more vision-obscuring smoke in Super Smash Bros. 4.
==Damage==
Action 	Brawl	SSB4	Ultimate (no 1.2x multiplier)
Throw 	10% 	10% 	
Drop 	N/A 	N/A 	
Forward tilt throw 	10% 	10% 	
Up tilt throw 	10% 	12% 	
Down tilt throw 	10% 	12% 	
Dash attack throw 	12% 	13% 	
Forward smash throw 	13% 	14% 	
Up smash throw 	10% 	15% 	
Down smash throw 	11% 	15% 	
Aerial throw 	8% 	9% 	
Aerial drop 	8% 	10% 	
Aerial forward tilt throw 	7% 	10% 	
Aerial up tilt throw 	10% 	12% 	
Aerial down tilt throw 	10% 	13% 	
Aerial forward smash throw	9% 	10% 	
Aerial up smash throw 	10% 	12% 	
Aerial down smash throw 	10% 	13% 	
==Trophies==
===In Super Smash Bros. Brawl===
===In Super Smash Bros. 4===
==Gallery==
SmokeBall-SSB4.jpg|Smoke Ball in action in Super Smash Bros. 4.
SSBUWebsiteIncineroar5.jpg|Incineroar with a Smoke Ball in Ultimate.
SmokeBallSSBU.png|Offical render of a Smoke Ball from Ultimate.
==Trivia==
*If uses Negative Zone while holding an activated Smoke Ball, the smoke's color will not be affected.
*If uses Grenade Launcher while an activated Smoke Ball is attached to him, the Smoke Ball will still release smoke even while he is in the foreground, which can cover the entire screen.
*Any existing smoke will instantly vanish when its parent Smoke Ball disappears (instead of fading away).
==Names in other languages==
==External links==
*Confirmation
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Misc. items
Category:Items
Category:Items (SSBB)
Snag the Trophies

Snag the Trophies (フィギュア ゲット！, Get the Figurines!), written in-game as Snag trophies!, and called Grab a Trophy in PAL regions, is a Bonus Stage exclusive to Super Smash Bros. Melee, introduced to tie into the game's then-new trophy-collecting aspect. The player appears on a specialized stage that consists of a 'container' in the middle and three trophies falling from the sky. Players, in a two minute time limit, must use any attacks they need to knock the trophies into the container; completing will grant the players these trophies, and collecting all three gives the player a bonus at the end of the game. Like all bonus games, this is optional to successfully complete. Self-destructing or having the last trophy fall off the bottom of the stage will end the game.
==See also==
*Trophy Collector, the stage this bonus game takes place in.
Category:Bonus Games
Snake (SSBB)/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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Snake (SSBB)
Category:Back throws (SSBB)
Snake (SSBB)/Dash attack

==Overview==
Snake does a sommersault forwards, the move is really quick at frame 5, whit the move having a lot of range and great momentum for dacus, the move has intangibility on front of snake and has a decent amount of kill power, it also has a 6 frame window for dacus, which is the most generous in the game. Overall, jt's arguably one of if not the best dash attacks in brawl
==Hitboxes==
|}
==Timing==
Clean hit 	5-6
Late hit 	7-12
Arms intangible 	5-12
DACUS window 	3-8
Boost grab window	2-3
Animation length 	41
!Hitboxes 
|-
!Arms 
|-
!DACUS 
|-
!Boost grab 
|-
Category:Snake (SSBB)
Category:Dash attacks (SSBB)
Snake (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1
Hit 1 	3-4
Hit 2 	14-15
Hit 3 	25-26
Hit 4 	36-37
Animation length 	59
Ending autocancel 	63-
|-
===Landing lag===
Animation length	30
Category:Snake (SSBB)
Category:Down aerials (SSBB)
Snake (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox for claymore comes out 70 frames after generation.The claymore has a detection hitbox that comes out 1 frame before the actual hitbox.
Charges between 	19-20
Claymore generated	61
Animation length 	76
Category:Snake (SSBB)
Category:Down smashes (SSBB)
Snake (SSBB)/Down throw

==Overview==
Snake puts the opponent in a sleeper hold, while gently laying them down on the floor. This throw leaves the opponent in a knocked down state, regardless of their damage, while dealing 12% in damage. Once the throw ends, the opponent and Snake can act instantly. A very effective tech chase move, that deals high damage for a throw, while putting the opponent in a vulnerable position where Snake can successfully followup anything they do if he can read them. Snake can easily regrab the opponent if he successfully reads their getup option, where he can use down throw on them again, creating a pseudo-chain throw. If the player can read their opponent's every action out of down throw, they can potentially infinite the opponent.
Down throw can also be easily followed up by other moves. A common followup is to simply the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt fresh, this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to the opponent, which can easily cover any getup option outside a roll away from Snake, while KOing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then pressure them into acting how they want the opponent to act, leading to an even easier read to followup down throw.
If used on an opponent who is offstage as the throw ends, they simply immediately go into a falling state, completely free to act.
With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best throws in Brawl. The move is an important part of Snake's metagame, where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his matchup against and , two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw.
==Throw data==
|}
==Timing==
Invincibility 	1-8
Throw 	59
Animation length	59
|-
==Trivia==
*If this move is performed on a CPU while near the edge of the stage's platform, they will always roll towards the nearest edge the instant they can act. This results in it being extremely easy to infinitely chain throw them near the edge with this move, which can easily be done until they reach KO percentage, where they can then be simply up tilted for the KO.
Category:Snake (SSBB)
Category:Down throws (SSBB)
Snake (SSBB)/Down tilt

==Overview==
Snake sweeps his leg across the ground while in a crawling position. The move deals 10% and high vertical knockback, with the move's power varying depending on where Snake's leg connects. The move KOes on Final Destination at 133% at the foot, 140% if the opponent is very close and at 121% at the middle of Snake's leg. The move comes out fairly fast on frame 6 and the move has a good amount of horizontal range, with the move having a disjoint (albeit to a lesser extent than Snake's other tilts although its lateral horizontal range is similar to forward tilt). Snake also stays quite low to the ground which can allow him to avoid various attacks while using the move. All these factors combined make down tilt a solid KO option at higher percents, especially when his other KO options are stale. Repeatedly using down tilt additionally causes Snake to move slightly forward with each down tilt.
Down tilt does have fairly high ending lag however, with the move having 34 total frames. This makes down tilt fairly punishable when it does not hit as well as preventing Snake from having any followups out of the move when it connects although the move does have high knockback at lower percents, making it safe on hit. The biggest detriment to down tilt however is the fact that it is possessed by Snake, whose other tilts outclass it. comes out faster, it can deal a lot more damage, it can KO earlier depending on the opponent's stage position and it is more disjointed. comes out just as quickly as down tilt, it is much stronger, it is more disjointed and it can hit opponents above Snake. This heavily limits down tilt's use as in most situations where down tilt can be useful, Snake is usually better off using one of his other tilts. The only advantage down tilt has over Snake's other two tilts is that Snake low profiles while using it but even then, Snake low profiles less than when he is simply crouching or crawling. 
Overall, Snake's down tilt is a solid move due to its good speed, range and power although it is easily the least effective tilt Snake possesses. The move is fairly solid on paper but due to how incredible Snake's other tilts are, down tilt is not a highly useful move overall. 
==Hitboxes==
|}
==Timing==
Hitboxes 	6-9
Interruptible 	35
Animation length	42
Category:Snake (SSBB)
Category:Down tilts (SSBB)
Snake (SSBB)/Forward smash

==Overview==
Snake aims and fires an rocket launcher into the ground in front of himself, causing an explosion. The move sports disjointed range and is the second-slowest forward smash in the game, taking 80 frames to complete. However, it is one of the most powerful smash attacks in Brawl, dealing massive damage and knockback; fully charged, it deals 30.8% damage and is capable of OHKOing every character except if used at one of the edges of , provided the opponent does not DI.
Because using the move is impractical in most situations and Snake is likely to be attacked or punished for attempting to use it, his forward smash is best suited as a punishing option or used after a hard read.
==Hitboxes==
|}
==Timing==
Charges between 	39-40
Hitboxes 	41-43
Interruptible 	80
Animation length	79
Category:Snake (SSBB)
Category:Forward smashes (SSBB)
Snake (SSBB)/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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Snake (SSBB)
Category:Forward throws (SSBB)
Snake (SSBB)/Forward tilt

==Overview==
Snake strikes with his knee and follows up with a downwards swing of his fists.
For the technical data of each individual hit, see:
*Snake (SSBB)/Forward tilt/Hit 1
*Snake (SSBB)/Forward tilt/Hit 2
==Quickest loop==
Hit 1 	4-5
Hit 2 	17
Interruptible 	N/A, 42
Animation lengths	31, 56
|-
Category:Snake (SSBB)
Category:Forward tilts (SSBB)
Snake (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Grab===
Grab 	8-9
Animation length	29
===Dash grab===
Grab 	11-12
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	29
Category:Snake (SSBB)
Category:Grabs (SSBB)
Snake (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 1 	 	
Forward tilt 2 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Hand Grenade 	
Side special 	Remote Missile 	
Up special 	Cypher 	
Down special 	C4 	
Final Smash 	Grenade Launcher	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front)	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Snake (SSBB)
Category:Hitboxes (SSBB)
Snake (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	10-13
Hit 2 	22-25
Hit 3 	34-37
Hit 4 	44-46
Ending autocancel 	50-
Animation length 	67
|-
===Landing lag===
Animation length	30
Category:Snake (SSBB)
Category:Neutral aerials (SSBB)
Snake (SSBB)/Neutral attack

==Overview==
Snake's neutral attacks consist of 2 jabs and a sideways kick.
For the technical data of each individual hit, see:
*Snake (SSBB)/Neutral attack/Hit 1
*Snake (SSBB)/Neutral attack/Hit 2
*Snake (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Jab 2 	10-11
Jab 3 	22-25
Interruptible 	16, N/A, 59
Animation lengths	22, 30, 62
|-
|-
Category:Snake (SSBB)
Category:Neutral attacks (SSBB)
Snake (SSBB)/Up smash

==Overview==
==Hitboxes==
===Launcher===
|}
===Mortar explosion===
|}
==Timing==
The mortar has a detection hitbox that comes out 1 frame before the actual hitbox.
Hitboxes 	11-12
Charges between 	24-25
Mortar generated	30
Animation length	51
Category:Snake (SSBB)
Category:Up smashes (SSBB)
Snake (SSBB)/Up 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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Snake (SSBB)
Category:Up throws (SSBB)
Snake (SSBB)/Up tilt

==Overview==
Snake kicks one leg up vertically. Has low start-up, great vertical reach, and notoriously disjointed horizontal reach with an invisible hitbox that appears before Snake's leg is even extended. It is a move with great vertical knockback, and is capable of KOing lightweights at around 100%, middleweights at around 115%, and heavyweights at around 130% with proper DI (when sweetspotted). It has higher knockback when the hit connects earlier on in the attack, though the sourspot will still reliably KO under 150%.
Due to its sheer damage output, speed, knockback, and range, it is considered to be one of the best up tilts in the game, on par with . In any competition or situation, players fear this move when approaching Snake because it is commonly used for its raw KO power. This move has garnered Snake much criticism in the Brawl community due to its nonsensically huge horizontal disjoint, having more safe horizontal reach than most intentionally-disjointed attacks (such as swords) despite the animation suggesting very minimal such reach.
The move is arguably Snake's best KO move, as it complements his already-strong ground game and lets Snake launch even airborne opponents from a safe distance due to its massive range. The up tilt is a common follow-up to an accurate read of the opponent's movements after Snake's , a devastating move that forces opponents into a tech chase. It is also an excellent finisher to Snake's combos or a mixup involving a jab cancel or the first hit of Snake's . This move is good for juggling floaties and lightweights, being able to KO the latter most of the time. It is also able to stop most projectiles in their paths before they reach Snake. Most of the time, this attack can hit an enemy who has just jumped up from a ledge if timed correctly.
==Hitboxes==
|}
==Timing==
Clean hit 	6-7
Late hit 	8-13
Animation length	37
Category:Snake (SSBB)
Category:Up tilts (SSBB)
Snake (SSBU)/Back aerial

==Overview==
Snake does a kick backwards in the air while in a plank position. Commonly known as the Sleeping Bag by the Snake community, it has fast startup at frame 7 and possesses large, disjointed hitboxes that give the move very good range. The clean hit deals high damage and excellent knockback, easily being able to KO at high percentages, especially if it connects with the sweetspot located on Snake's feet. The late hit deals far less knockback but still sends the opponent decently far away. Its speed and power make it a useful approach option if used in a reverse aerial rush, as well as a useful edgeguarding option. 
The attack also has a very large amount of active frames, making it a potential landing option, as the late hit can act as a "get off me" option as Snake is attempting to land. 
It does have some flaws, however. The most noteworthy is its high landing lag, and while it autocancels in a full hop, it does not in a short hop. As a result, it is unsafe on shield and easy to punish if it whiffs, much like Snake's other aerials. 
Overall, back aerial is a a highly rewarding move due to its speed, power, range and long lasting duration, making it useful both offensively and defensively. However, it must not be used carelessly as to not leave Snake vulnerable to punishment.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Clean hit 	7-9
Late hit 	10-26
Ending autocancel 	40-
Interruptible 	43
Animation length 	47
|-
===Landing lag===
Interruptible 	20
Animation length	31
==Trivia==
*The startup of the move shifts Snake upwards slightly, and thus if he performs a full hop beneath a platform on Battlefield and does a back aerial at the peak of the jump, he will land on the platform, while his full hop normally does not go high enough to land on the platform.
Category:Snake (SSBU)
Category:Back aerials (SSBU)
Snake (SSBU)/Back throw

Snake back throw hurtbox visualization	Snake back throw hurtbox visualization	Snake back throw hurtbox visualization	Snake back throw hurtbox visualization	Snake back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-20
Throw Release 	20
Interruptible 	31
Animation length	43
|-
Category:Snake (SSBU)
Category:Back throws (SSBU)
Snake (SSBU)/Dash attack

==Overview==
Snake does a somersault forwards and strikes the opponent. It has very fast startup at frame 5, grants Snake arm intangibility throughout the entire hitbox duration, and has high damage and base knockback, making it an extremely effective burst option. It is one of Snake's most useful approaching options, as it propels him a good distance forward and allows him to contest with and beat out options used by the opponent. If dash attack connects with its early hit, it can cross-up shields, making it difficult for the opponent to punish, and its high base knockback and low angle lets it setup edgeguards. Finally, it is a potential KO option near the ledge at very high percents, and it can used to allow Snake to go into his crouching position at the end of the move, making him capable of low profiling certain attacks including grabs and potential out of shield options. 
In spite of its immense utility, the move does have a few downsides. It can be called out by opponents if they dash back and punish its ending lag and despite its ability to cross-up shields, it is extremely unsafe on shield if it is misspaced, as its late hit often leaves Snake in a very vulnerable position if it fails to cross-up. Its frequent use in neutral also makes it susceptible to overuse, allowing opponents to evade and punish the attack if they catch on to the user's pattern of use. 
In the end, Snake's dash attack is one of the best of its kind due to its speed, intangibility, high power, cross-up potential, and ability to set up edgeguards. It is one of the most reliable burst options in the game, allowing Snake to quickly launch the opponent away if they manage to close the distance on him. However, players must remain unpredictable when using it to avoid punishment by the opponent. Nonetheless, it is an invaluable tool in Snake's moveset.
==Hitboxes==
|}
==Timing==
Arms intangible 	5-12
Clean hit 	5-8
Late hit 	9-12
Interruptible 	42
Animation length	55
!Hitboxes 
|-
!Arms 
==Trivia==
*Uniquely, Snake's dash attack transitions into his crouching state after its animation is finished, and can also be interrupted by a crouch without the startup, much like a down tilt. It is the only dash attack in the game with this property, which is carried over from Brawl.
Category:Snake (SSBU)
Category:Dash attacks (SSBU)
Snake (SSBU)/Down smash

==Overview==
Snake performs a double sided kick. The first hit has fast startup at frame 8, making it Snake's fastest smash attack, and is a strong semi-spike that launches opponents at a direction that is very difficult to recover from. The back hit, while difficult to land at times, is much more powerful than the front and is relatively safe on shield (-14 on shield). In addition to this, both hits have great range as the disjointed hitbox reaches far beyond Snake's feet, giving the move reliable edgeguarding and 2-framing potential. Lastly, due to hitting on both sides, it can be used to punish rolls and provides good coverage to Snake's sides should his opponent become unpredictable. 
Although it lacks any serious glaring flaws, it does have a few worth mentioning. While its back hit is difficult to punish on shield, its front hit is very unsafe and easily punishable if used on shield. Its back hit is also difficult to connect, while its front hit does not have reliable KO potential until high percents despite its edgeguarding potential. Thus, it is an overall situational and niche move that is best suited for reads when not used for edgeguards.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	8-10
Hit 2 	20-22
Interruptible 	45
Animation length	50
Category:Snake (SSBU)
Category:Down smashes (SSBU)
Snake (SSBU)/Down throw

==Overview==
==Throw Data==
The amount of frames the opponent is immobilized by the throw before they can use a getup option is equal to 3 + p/17, with a minimum of 3 frames and a maximum of 13, where p is the opponent's percent after damage from the throw. As a result, the immobility duration starts increasing at 17% and caps at 170%, with both percents being counted after the throw's damage, so they are affected by factors such as the 1v1 multiplier and stale-move negation.
|}
==Timing==
Invincibility 	1-35
Throw Release 	35
Interruptible 	42
Animation length	46
|-
Category:Snake (SSBU)
Category:Down throws (SSBU)
Snake (SSBU)/Down tilt

==Overview==
Snake performs a low sweep kick. It has fast startup at frame 6, deals high damage for an attack of its type, and possesses a large disjointed hitbox that goes beyond Snake's feet, making it a excellent poking tool in the neutral, even being safe on shield if it is spaced. It also sends the opponent directly upwards and can set up potential combos into grenades. Additionally, it causes Snake to go into his crouching position on the first frame of the move, making it an excellent option for lowering Snake's hurtbox and avoiding certain attacks. Like his other tilt attacks, Snake can also use this move to pick up shield dropped grenades. Overall, an excellent tool and one of Snake's best ground moves.
==Hitboxes==
|}
==Timing==
Clean hit 	6
Late hit 	7
Interruptible 	31
Animation length	41
Category:Snake (SSBU)
Category:Down tilts (SSBU)
Snake (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 	69
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Snake (SSBU)
Category:Edge attacks (SSBU)