nyuuzyou/wikis huggingface dataset:
Robin (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 	68
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Robin (SSBU)
Category:Edge attacks (SSBU)
Robin (SSBU)/Forward aerial

==Overview==
==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Levin Sword===
If the Levin Sword runs out of durability after the attack, Robin throws it away on frame 28, using X and Y offsets [6, 15] for its release point. If he lands before then, he throws it after landing lag instead.
Initial autocancel 	1-3
Clean hit 	12-15
Late hit 	16-19
Levin Sword disposal	28
Ending autocancel 	28-
Interruptible 	34
Animation length 	40
|-
===Bronze Sword===
Initial autocancel	1-3
Hitboxes 	12-15
Ending autocancel 	27-
Interruptible 	34
Animation length 	40
|-
===Landing lag===
Interruptible 	12
Animation length	17
Category:Robin (SSBU)
Category:Forward aerials (SSBU)
Robin (SSBU)/Forward smash

==Overview==
==Update History==
 
*
==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Levin Sword===
If the Levin Sword runs out of durability after the attack, Robin throws it away on frame 38, using X and Y offsets [1, 8] for its release point.
Charges between 	6-7
Clean hit 	16-18
Late hit 	19-27
Levin Sword disposal	38
Interruptible 	58
Animation length 	74
===Bronze Sword===
Charges between 	6-7
Hitboxes 	16-18
Interruptible 	58
Animation length	74
Category:Robin (SSBU)
Category:Forward smashes (SSBU)
Robin (SSBU)/Forward throw

Robin forward throw hurtbox visualization	Robin forward throw hurtbox visualization	Robin forward throw hurtbox visualization	Robin forward throw hurtbox visualization	Robin forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	32
Animation length	57
|-
Category:Robin (SSBU)
Category:Forward throws (SSBU)
Robin (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	40
Animation length	49
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	59
===Pivot grab===
Grab 	11-12
Interruptible 	43
Animation length	56
Category:Robin (SSBU)
Category:Grabs (SSBU)
Robin (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Right Chop 	
Neutral attack 2 	Combination Chop 	
Neutral attack 3 	Fire 	
Neutral attack rapid jab 	Wind 	
Neutral attack rapid jab finisher	Wind Finish 	
Forward tilt 	Front Hack 	
Up tilt 	Upper Swing 	
Down tilt 	Leg Cutter 	
Dash attack 	Short Stab 	
Forward smash levin 	Neck Striker 	
Forward smash bronze 	Neck Striker 	
Up smash levin 	Spinning Sword 	
Up smash bronze 	Rising Thrust 	
Down smash levin 	Earth Shocker 	
Down smash bronze 	Earth Knock 	
Neutral aerial levin 	Double Chop 	
Neutral aerial bronze 	Double Chop 	
Forward aerial levin 	Air Upper Swing 	
Forward aerial bronze 	Air Upper Swing 	
Back aerial levin 	Backhand Slash 	
Back aerial bronze 	Backhand Slash 	
Up aerial levin 	Arc Slash 	
Up aerial bronze 	Arc Slash 	
Down aerial levin 	Undercut 	
Down aerial bronze 	Undercut 	
Neutral special 	Thunder 	
Neutral special 	Elthunder 	
Neutral special 	Arcthunder 	
Neutral special 	Arcthunder 	
Neutral special 	Thoron 	
Side special 	Arcfire 	
Side special (hit) 	Arcfire 	
Up special 	Elwind 	
Down special (grounded) 	Nosferatu 	
Down special (aerial) 	Nosferatu 	
Levin Sword 	 	
Book 	 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Force Attack	
Forward throw 	Force Kinesis 	
Back throw 	Reverse Kinesis 	
Up throw 	Launch Kinesis 	
Down throw 	Pressure Kinesis 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Robin (SSBU)
Category:Hitboxes (SSBU)
Robin (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Levin Sword===
If the Levin Sword runs out of durability after the attack, Robin throws it away on frame 40, using X and Y offsets [-3, 17] for its release point. If he lands before then, he throws it after landing lag instead.
Initial autocancel 	1-3
Hit 1 	7-10
Hit 2 (clean, late) 	20-23, 24-28
Levin Sword disposal	40
Ending autocancel 	40-
Interruptible 	48
Animation length 	65
|-
===Bronze Sword===
Initial autocancel	1-3
Hit 1 	7-10
Hit 2 	20-23
Ending autocancel 	32-
Interruptible 	48
Animation length 	65
|-
===Landing lag===
Interruptible 	12
Animation length	17
Category:Robin (SSBU)
Category:Neutral aerials (SSBU)
Robin (SSBU)/Neutral attack

==Overview==
Robin's neutral attack consists of 2 slashes from the Bronze Sword followed by either a fiery blast or a flurry of wind-based slashes.
For the technical data of each individual hit, see:
*Robin (SSBU)/Neutral attack/Hit 1
*Robin (SSBU)/Neutral attack/Hit 2
*Robin (SSBU)/Neutral attack/Hit 3
*Robin (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.
The move cannot transition into the third jab if Robin's Fire tome has no durability left, and cannot transition into the rapid jab if the Wind tome has no durability left. 
Jab 1 	4-5
Jab 2 	13-14
Jab 3 	22-23
Rapid jab 	25, 28, 31, 34, 37, 40, 43, 46, 49, 52
Rapid jab finisher	57-58
Interruptible 	32, 43, 52, 100
Animation lengths 	40, 50, 59, 99
|-
|-
|-
Category:Robin (SSBU)
Category:Neutral attacks (SSBU)
Robin (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 2 hitbox, but it applies to all hitboxes due to a glitch.
! Hitstun
|—
|—
|+2 frames
|—
|—
|—
|}
==Timing==
Hitboxes 	Hitboxes 	4-5
Continuability 	Held on hit or tapped	9-30
Continuability 	Held without hitting 	17
Interruptible 	Interruptible 	32
Animation length	Animation length 	40
|-
Category:Robin (SSBU)
Category:Neutral attacks (SSBU)
Robin (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 2 hitbox, but it applies to all hitboxes due to a glitch.
! Hitstun
|—
|—
|+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.
The move cannot transition into the third jab if Robin's Fire tome has no durability left, and cannot transition into the rapid jab if the Wind tome has no durability left.
Hitboxes 	Hitboxes 	5-6
Continuability 	Rapid jab 	7-9
Continuability 	Jab 3 	9-30
Interruptible 	Interruptible 	35
Animation length	Animation length	42
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Robin (SSBU)
Category:Neutral attacks (SSBU)
Robin (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
The move uses 0.5 durability points from Robin's Fire tome upon initiation, out of 6 total.
Hitboxes 	6-7
Interruptible 	36
Animation length	43
Category:Robin (SSBU)
Category:Neutral attacks (SSBU)
Robin (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|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.
The move uses one durability point from Robin's Wind tome upon initiation, then one point for every 60 frames the rapid jab's animation plays, including its finisher (but discounting hitlag). As a result, it always uses a minimum of 2 Wind durability points, out of 10 total.
Loop points 	8-9, 38-39
Rapid jab 	11, 14, 17, 20, 23, 26, 29, 32, 35, 38
Finisher 	5-6
Interruptible 	48
Animation length	47
Category:Robin (SSBU)
Category:Neutral attacks (SSBU)
Robin (SSBU)/Neutral special

==Overview==
==Update History==
 
*
 
*
 
*
==Hitboxes==
! 
|0
|0
|0
|0
|4
|4
|4
|5
|5
|4
|4
|}
==Timing==
===Thunder/Elthunder/Arcthunder===
Charges between 	7-8
Thunder 	15-29
Elthunder 	15-56
Arcthunder 	15, 16-86
Interruptible (Thunder) 	39
Interruptible (Elthunder/Arcthunder)	45
Animation length 	59
|Thunder 
|-
|Elthunder 
|-
|Arcthunder 
|-
|Thunder 
|-
|El/Arcthunder 
===Arcthunder Multihits===
Multihits	1-15
Final hit	16
===Thoron===
Thoron 	23-92
Interruptible 	75
Animation length	114
|Thoron 
|-
|Robin 
Category:Robin (SSBU)
Category:Neutral special moves (SSBU)
Robin (SSBU)/Side special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
! 
|0
|8
|8
|8
|8
|8
|0
|}
==Timing==
Projectile 	17-76
Interruptible 	64
Animation length	83
|-
Category:Robin (SSBU)
Category:Side special moves (SSBU)
Robin (SSBU)/Up aerial

==Overview==
==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Levin Sword===
If the Levin Sword runs out of durability after the attack, Robin throws it away on frame 28, using X and Y offsets [-4.5, 9] for its release point. If he lands before then, he throws it after landing lag instead.
Initial autocancel 	1-4
Clean hit 	10-13
Late hit 	14-23
Levin Sword disposal	28
Ending autocancel 	28-
Interruptible 	46
Animation length 	58
|-
===Bronze Sword===
Initial autocancel	1-4
Hitboxes 	10-13
Ending autocancel 	27-
Interruptible 	46
Animation length 	58
|-
===Landing lag===
Interruptible 	12
Animation length	18
Category:Robin (SSBU)
Category:Up aerials (SSBU)
Robin (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Levin Sword===
If the Levin Sword runs out of durability after the attack, Robin throws it away on frame 39, using X and Y offsets [1.5, 22] for its release point.
Charges between 	5-6
Clean hit (early, late)	12, 13-16
Late hit 	17-32
Levin Sword disposal 	39
Interruptible 	53
Animation length 	76
===Bronze Sword===
Charges between 	5-6
Hitbox (early, late)	12, 13-16
Interruptible 	53
Animation length 	76
Category:Robin (SSBU)
Category:Up smashes (SSBU)
Robin (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Elwind 1 	8, 9-12, 13-31
Elwind 2 	28, 29-37, 38-55
Animation length	85
|Elwind 1 
|-
|Elwind 2 
|-
|Robin 
Category:Robin (SSBU)
Category:Up special moves (SSBU)
Robin (SSBU)/Up throw

Robin up throw hurtbox visualization	Robin up throw hurtbox visualization	Robin up throw hurtbox visualization	Robin up throw hurtbox visualization	Robin up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-15
Throw Release 	15
Interruptible 	48
Animation length	69
|-
Category:Robin (SSBU)
Category:Up throws (SSBU)
Robin (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-14
Interruptible 	33
Animation length	54
==Utility==
Robin's up tilt attack hits in a generous arc over their head. The move is known to be inconsistent - it has 3 different hitboxes varying in knockback and hitstun. At low percents, any hitbox can combo into another Up Tilt or an Up Smash; around 90%, the tipper hitbox will combo into Up Smash, while the late hitboxes will combo into Up Air.
Category:Robin (SSBU)
Category:Up tilts (SSBU)
Robot Kit

Robot Kit (, Robot Kit) is a kit of Nintendo Labo.
==Origin==
The Robot Kit is the second installment in the series, released alongside the Variety Kit. In it, players construct a wearable Toy-Con consisting of a visor and a backpack with string-connected hand and foot grips, and use it to control a giant robot (likely recycled from the Project Giant Robot tech demo for the Wii U) with their own motions. In-game tasks include destroying a city, completing challenges, and battling other players.
==In Super Smash Bros. Ultimate==
===As a costume===
Nintendo Labo Robot Kit appears in Super Smash Bros. Ultimate as a Mii Costume for the .
===Spirit===
No. 	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
1,317	 	 	★★★ 	3 	2881 	8647	1760	5280	1011	3035	Fist Attack ↑	Nintendo Labo Series	
==Trivia==
*In the Mii costume trailer, the Mii Brawler in the Nintendo Labo costume is seen taunting in sync with a giant Mii Brawler in the Mecha Suit, referencing how the player's movements match those of the robot they control in-game.
*The Nintendo Labo Variety Kit features a small cardboard man that can have a Joy-Con controller attached to him; the cardboard man became the subject of many memes, but, perhaps most famously, was given a Super Smash Bros. moveset animation concept from Twitter user JavedLSterritt shortly after Ultimate's announcement.
* Due to the Toy-Con's scale being adjusted for Miis' proportions, the left Joy-Con attached to the visor is several times larger than the right Joy-Con attached to the backpack.
==External links==
Official Video
Category:Spirits
Robotic Rampage

Robotic Rampage is a single-player event match in . The player controls , helped by 2 other s, must defeat a giant metal It is similar to Brawls Event 15: The Hammer of the King, where the player joins forces with two other characters to defeat a giant metal enemy.
== Progression ==
This event is unlocked by unlocking and clearing Bounty Hunter Clash. Completing the event unlocks the left path.
* Left path: Awards the Fire Hydrant trophy. Leads to Unwavering Chivalry.
Clearing the event within 70 seconds awards an Item-Hurler Block equipment.
==Trivia==
* The music used in this event, , normally plays on Mario Galaxy, rather than Delfino Plaza.
Robots vs. Dragons

Robots vs. Dragons (known as Robots vs Reptiles in PAL versions of the game) is a co-op event match in . Player 1 controls while player 2 controls The players must initially defeat Giant , Giant , and Ridley in a 200 HP battle. 
== Progression ==
This event is unlocked by unlocking and clearing Solidarity. Completing the event does not unlock any further paths.
Completing the event within 70 seconds awards a Double-Jump Boost Helmet equipment.
== Trivia ==
* Despite the NTSC name of this Event Match, both of the non-boss opponents involved are not consistently considered to be dragons:
** lacks the “Dragon” Pokémon elemental type unless Mega Evolved into Mega Charizard X despite being based on a European dragon. 
** is generally (and inconsistently) considered a dinosaur rather than a dragon in his home series. An update on the Smash Bros. DOJO!! (now changed) once read:
::It’s tough to know what to call Yoshi—some call him a dragon, others a dinosaur. Some people don’t know WHAT he is. But whatever you call him, Yoshi’s true power will be seen here! 
*This is one of only four events in Wii U to have a stage boss for an opponent. The others are Galactic Avenger, Mechanical Menace and Yellow Devils.
**It is also the only Co-Op event to have a stage boss.
***Ironically, this is also the only event to have both opponents in Mechanical Menace as playable fighters.
Rock (disambiguation)

Rock can refer to:
*Stone, Kirby's down special move which one of its form take place as an rock that Kirby can normally transform into in his games. It has been also referred to as Rock Shield in Super Smash Bros.
*Rock Smash, Charizard's side special move in Super Smash Bros. Brawl and down special move in Super Smash Bros. 4.
*Mega Man, whose Japanese name is Rockman
**, whose Japanese name is Rockman X
**MegaMan Volnutt, whose Japanese name is Rockman Volnutt or Rock Volnutt
**MegaMan.EXE, whose Japanese name is Rockman.EXE or sometimes simply Rock.
**Star Force Mega Man whose Japanese name is Shooting Star Rockman.
Rocket (disambiguation)

Rocket can refer to:
*Skull Bash, called Rocket Headbutt in Japanese.
*Green Missile, called Luigi Rocket in Japanese.
*Rocketbarrel Boost, Diddy Kong's up special move.
*Rocketbarrel Barrage, Diddy Kong's Final Smash.
*Rocket Belt, an item from the series.
*Lloid Rocket, 's side special move.
*Rocket Jump, one of 's alternate up special moves.
==See also==
*Missile (disambiguation)
Rocket Belt

The Rocket Belt (, Rocket Belt) is an item from the universe that appears in Super Smash Bros. 4 and Super Smash Bros. Ultimate. 
==Overview==
When equipped, the user can use the Rocket Belt to fly around the stage, notably for recovery. After being equipped for a certain amount of time, the Rocket Belt will detach from the user and fly beyond the top of the screen or into a ceiling and explode, damaging anyone near it. A unique ability of the Rocket Belt is its random chance of cancelling the hitstun from the knockback its user receives, falling off of the user in the process. The Rocket Belt is more likely to cancel hitstun from an attack with high hitlag, though it still occasionally cancels hitstun from weaker attacks such as jabs, throws, or the initial hits of trapping final smashes. In the background of the Wuhu Island portion of Pilotwings, Miis can be seen flying around wearing them. The Rocket Belt is also one of the items that can be obtained in Smash Tour, allowing the user to start a battle with one equipped.
==Technical details==
The Rocket Belt has 200 frames worth of fuel, regaining 1 frame of fuel for every frame spent on the ground. When boosting with the Rocket Belt, fighters are accelerated upward at a rate of 0.13 units/frame², up to a maximum speed of 1.25 units/frame. The first time the Rocket Belt is activated per time leaving the ground, it brings fighters up to this max speed instantly. Once the Rocket Belt's jets have been activated once, all characters have fixed air mobility stats, until they land, or use an aerial, special or airdodge. The stats are as follows:
Base air acceleration	Air speed	Gravity	Fall speed
0.025 	1.3 	0.05 	1.5
==Origin==
The Rocket Belt is an aircraft vehicle in the Pilotwings series, where one can complete various missions using the Rocket Belt. It is available at the start of the game, along with the plane and the hang glider.
==Trophy==
==Spirits==
Equipping the Kalypso, Gyrowing, Baxter & Forthington, or Russ support spirits will give the player a Rocket Belt at a start of a match.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
168 	 	 	★ 	1 	Rocket Belt Equipped	Donkey Kong: Barrel Blast 	
394 	 	 	★ 	1 	Rocket Belt Equipped	Star Fox Series 	
1,199	 	 	★ 	1 	Rocket Belt Equipped	Rhythm Heaven Series 	
1,263	 	 	★ 	1 	Rocket Belt Equipped	Dillon's Dead-Heat Breakers	
==Gallery==
SSB4 Ike Rocket Belt.jpg| using the Rocket Belt in .
File:RocketBeltWiiU.png|Little Mac wearing a Rocket Belt in Super Smash Bros. for Wii U.
==Names in other languages==
==Trivia==
*When a player equips a Rocket Belt and a Super Leaf at the same time, the Rocket Belt takes priority, and the Super Leaf cannot be used until the Rocket Belt is lost, even when the belt runs out of fuel.
*Even when tap jump is disabled, tapping up while in midair can still be used to fly upwards with the Rocket Belt.
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Smash Tour items
Rocket Jump

Rocket Jump (, Rocket Jump) is one of 's alternate up special moves in Super Smash Bros. 4
==Overview==
When using this move, Palutena launches herself upward while creating an explosion beneath her. The amount of height she gains is low, but the explosion caused knocks back any opponents nearby, inflicting 12% when used on the ground and 10% when used in the air. It's also possible to meteor smash any opponents underneath her when initiating this move.
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
==Gallery==
Rocketjump_Meteorsmash.JPG|The meteor smash effect upon activation.
==Origin==
Rocket Jump is a movement power that Pit or a can equip in Kid Icarus: Uprising. Using this move allows the user to propel themselves upwards while damaging any surrounding foes. These traits from Uprising carry over into the series.
==Names in other languages==
Category:Kid Icarus universe
Category:Palutena
Category:Palutena (SSB4)
Category:Up special moves
Rocketbarrel (disambiguation)

Rocketbarrel may refer to:
*Rocketbarrel Pack, Diddy Kong's jetpack from Donkey Kong 64, which is used in his special moves and also appears as:
**A trophy in Super Smash Bros. Brawl
**A trophy in Super Smash Bros. 4
*Rocketbarrel Boost, Diddy Kong's up special move
*Rocketbarrel Barrage, Diddy Kong's Final Smash in Super Smash Bros. Brawl and Super Smash Bros. 4
*Hyper Rocketbarrel, Diddy Kong's Final Smash in Super Smash Bros. Ultimate
Rocketbarrel Barrage

Rocketbarrel Barrage (, Barrel Jet Panic) is Diddy Kong's Final Smash in Super Smash Bros. Brawl and Super Smash Bros. 4.
==Overview==
When activated, Diddy Kong will be able to fly around with his Rocketbarrel Pack and fire powerful shots from his Peanut Popguns. Each peanut does 8% /5% damage, while making contact with the Rocketbarrel itself causes 18% /12% damage and has more knockback than the peanuts; the final explosion does 20%.
While using the Final Smash, Diddy Kong only shoots downwards and falls very slowly. Similar to Super Sonic, Diddy Kong cannot fly past blast lines. Moving around causes Diddy Kong to angle himself, allowing different shooting angles depending on his flight path; however this usually amounts to Diddy Kong moving and shooting in opposite directions. Therefore, it is difficult to keep an opponent in Diddy Kong's attack range for very long.
When the attack ends, Diddy Kong's Rocketbarrel Pack violently explodes, sending the Rocketbarrels flying in different directions. This deals no damage to Diddy Kong but just flings him into the air, which also causes helplessness in Brawl. Some peanuts left over from the attack can be consumed for a small amount of health recovery. Sakurai suggested not to fire randomly because opponents can also eat any peanuts that miss and heal themselves, although the peanuts heal very little damage compared to the damage they inflict.
==Instructional quotes==
==Trophies==
===In Super Smash Bros. Brawl===
===In ===
==Origin==
Rocketbarrel Barrage comes from as an exclusive move for Diddy Kong. When Diddy Kong jumps into a barrel that has his face on it, he bursts out of the barrel with a barrel jet pack, and two peanut popguns. Diddy Kong could fly around the area, and shoot at enemies with his peanut popguns. However, this special ability runs off of s, and when the Crystal Coconuts run out, Diddy Kong's special ability disappears. Diddy Kong also uses this move to help defeat King K. Rool by shooting at spotlights to make them fall on him.
==Gallery==
Rocketbarrel Barrage SSB4.png|Rocketbarrel Barrage in .
Rocketbarrel Barrage SSB4 WiiU.jpeg|Rocketbarrel Barrage in .
==Names in other languages==
==Trivia==
*Rocketbarrel Barrage is one of the only Final Smashes that appears in the Subspace Emissary. Diddy Kong used it on the Smash Skiff carrying Donkey Kong's trophy, clearing the six Primids off.
*When Diddy Kong is using Rocketbarrel Barrage on Pirate Ship, he is able to fly underneath the ship.
*Rocketbarrel Barrage is the only Final Smash that leaves the user helpless in Brawl, unless End of Day (which causes a unique state similar to helplessness) is counted.
**Triforce Slash can also leave or helpless by using a glitch, though it does not normally cause helplessness.
==External links==
*Diddy Kong's DOJO page
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Donkey Kong universe
Category:Diddy Kong
Category:Diddy Kong (SSBB)
Category:Diddy Kong (SSB4)
Category:Final Smashes (SSBB)
Category:Final Smashes (SSB4)