nyuuzyou/wikis huggingface dataset:
Maxim Tomato

:Not to be confused with the Japanese player Smasher: Tomeito, who's tag is sometimes translated as Tomato
The Maxim Tomato (, Maxim Tomato), sometimes known as a Tomato, is a healing item (a red tomato with a black "M" in the center) first introduced in the series, which reduces the damage percentage of the player who picks it up. It is often misnamed "Maximum Tomato" or "Tomato".
==Origin==
Maxim Tomatoes made their first appearance in Kirby's Dream Land. They completely restore Kirby's health. Maxim Tomatoes have appeared in numerous Kirby games since, and usually function identically to their first appearance. In the Super Smash Bros. games, with the exception of the original game, Maxim Tomatoes only restore fifty percent of a player's damage rather than fully restoring it. The design of the Maxim Tomato has also been retained from Kirby's Dream Land. The Maxim Tomato is a small red tomato, with a noticeable black and white M on the front.
==In Super Smash Bros.==
In Super Smash Bros., the Maxim Tomato restores 100% from a character's damage percentage. In SSB, any damage the character takes is ignored while healing.
In Super Smash Bros. consuming at least two or three Maxim Tomatoes in a match (respectively) gives the player the Vegetarian bonus, worth 9,000 points in SSB (5,000 points in the Japanese version of SSB) and 1,800 points in Melee.
Maxim Tomatoes don't spawn on Hyrule Castle. If all items aside from the Maxim Tomato are turned off, then any containers that fall onto the stage will be empty.
==In Super Smash Bros. Melee==
Beginning in Super Smash Bros. Melee, the Maxim Tomato heals 50% from a character's damage percentage, with Heart Containers taking the previous function of healing 100% damage. Also beginning in Melee, damage taken while healing will be subtracted from the amount healed by the tomato. For example, if an attack does 10% damage, the tomato will "absorb" it into its 50% recovery, and the user only recovers 40% damage.
===Trophy===
==In Super Smash Bros. Brawl==
Maxim Tomatoes return in Brawl, functioning identically to Melee.
===Trophy===
===Sticker===
Name 	Game	Effect	Fighter(s)
Maxim Tomato	 	+50 	
==In Super Smash Bros. 4==
Maxim Tomatoes reappear in SSB4; their function remains unchanged from the previous two installments.
===Trophy===
==In Super Smash Bros. Ultimate==
Maxim Tomatoes appear once again in Super Smash Bros. Ultimate, and they retain the same behavior as the previous three installments.
==Gallery==
SSBUMaximTomato.png|Artwork of a Maxim Tomato from Ultimate.
==Names in other languages==
Category:Healing items
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Kirby universe
Mechanica

Mechanica (, Mechanica) is a character and playable fighter in the Nintendo Switch game .
==Origin==
One of the playable fighters in ARMS, Mechanica is a fifteen-year-old girl and a genius inventor, a talent which she developed working in her family's . Unlike most other fighters, Mechanica does not possess the gene causing the fighters' signature stretchy ARMS; instead, she has crafted an immense robotic suit that enables her to compete. Mechanica is a huge fan of the and idolizes its fighters, especially Ribbon Girl. Her suit makes her the largest fighter in the game. Some of her blueprints were also stolen, implicitly by , to create . Her Grand Prix ending depicts her in a laboratory, excitedly explaining her mech to a group of scientists taking notes, with Biff being among the crowd. Mechanica's standard are the , the , and the ; she utilizes two Revolvers in Super Smash Bros.
==In Super Smash Bros. Ultimate==
===Assist role===
Mechanica is seen in 's Final Smash, ARMS Rush, and unleashes a flurry of punches alongside other characters from ARMS.
===As a background character===
Mechanica appears on the screen on background of Spring Stadium. She also appeared in Min Min's reveal trailer, participating in the fight for the Smash invitation.
===Spirit===
Mechanica also appears as an Advanced-class support spirit in the ARMS DLC Spirit Board.
Mechanica uses a Giant Wendy Koopa puppet fighter starting off with a Rocket Belt, referencing the hovering capabilities of Mechanica's suit, and is fought on the Spring Stadium stage. During the battle, Mechanica is equipped with slow super armor, referencing Mechanica's low speed and super armor stats.
No. 	Image	Name	Type	Class	Cost 	Ability	Series
1,416	 	 	★★ 	2 	Weapon Resist ↑	ARMS 	
==Gallery==
ARMS group shot in Min Min trailer.png|Mechanica's appearance (top row, second from left) in Min Min's reveal trailer.
Mechanica.jpg|Mechanica's cameo on Spring Stadium.
==Names in other languages==
Category:Spirits
Mechanical Menace

Mechanical Menace is a single-player event match in . In it, the player controls and must defeat Metal and Metal in a stamina battle. When the stage darkens, Metal Face appears and the player must defeat him as well. The event must be completed before the sun rises after the dark phase and Metal Face leaves. The player has 150 HP while the opponents have 200 HP.
== Progression ==
This event is unlocked by clearing Unwavering Chivalry. Completing the event unlocks the up path.
* Up path: Awards 2000G. Leads to .
Completing the event within 60 seconds awards a Shield Exploder Jacket equipment.
== Trivia ==
*This event is designed and based off Shulk's struggles against the main enemy faction of Xenoblade Chronicles, the , which are mechanical beings that have been constantly at war with the (the in-game equivalent of humans, which includes Shulk himself).
**Oddly, while the PAL description buys into this by suggesting the new foes are from , the NTSC description is much more generic.
*This is one of only four events in Wii U to have a stage boss for an opponent. The others are Galactic Avenger, Yellow Devils, and Robots vs. Dragons.
**Ironically, the playable opponents fought in this event are the same as the two playable characters in the Co-Op event Robots vs. Dragons.
Medli (disambiguation)

Medli is a character from the series and appears as:
*A trophy in Brawl
*A sticker in Brawl
*A trophy in Super Smash Bros. for Wii U
*A spirit in Ultimate
Category:Trophies (SSBB)
Category:Stickers
Category:Trophies (SSB4-Wii U)
Category:Spirits
Category:The Legend of Zelda universe
Medusa (disambiguation)

Medusa is a character from multiple franchises that are represented in Smash:
*The Medusa from the series:
**A trophy in .
**The inspiration for one of Palutena's alternate costumes in Super Smash Bros. 4 and in Super Smash Bros. Ultimate.
**Two spirits in Super Smash Bros. Ultimate
*The Medusa from the series:
**A on the Dracula's Castle stage.
**A spirit in Super Smash Bros. Ultimate
Mega (disambiguation)

Mega may refer to:
*Mega Man, a third-party fighter introduced in Smash 4
**His playable appearance in Smash 4
**His playable appearance in Ultimate
**Mega Legends, his Final Smash
**The universe
*Mega, one of the special mode settings
*, the Final Smashes for and in Smash 4
**Mega Charizard X
**Mega Lucario
**Mega Mewtwo Y, who appears in Mewtwo's Final Smash, Psystrike
*Megavitamins, a neutral special move for Dr. Mario
**Mega Capsule, an alternative neutral special for Dr. Mario
*Mega Mushroom and Mega Rush Badge, two stickers in Brawl
*, a New Jersey smasher.
Mega Evolution (disambiguation)

Mega Evolution is a mechanic introduced in . It appears as:
*Mega Charizard X, 's Final Smash in Super Smash Bros. 4.
*Mega Lucario, 's Final Smash in Super Smash Bros. 4.
*Psystrike, Mewtwo's Final Smash, which is performed as Mega Mewtwo Y.
*Aura Storm, 's Final Smash in Ultimate, which is performed as Mega Lucario.
*Mega Venusaur, Mega Blastoise, Mega Blaziken, Mega Kangaskhan and both variations of Mega Mewtwo, which appear as trophies in SSB4 (only Mega Venusaur and Mega Blastoise in ).
Mega Man (SSB4)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mega Man (SSB4)
Category:Back throws (SSB4)
Mega Man (SSB4)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mega Man (SSB4)
Category:Down throws (SSB4)
Mega Man (SSB4)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	9-11
Late hit 	12-17
Ending autocancel 	39-
Interruptible 	41
Animation length 	49
|-
===Landing lag===
Animation length	19
Category:Mega Man (SSB4)
Category:Forward aerials (SSB4)
Mega Man (SSB4)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mega Man (SSB4)
Category:Forward throws (SSB4)
Mega Man (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	31
Animation length	33
===Dash grab===
Grab 	8-9
Interruptible 	38
Animation length	40
===Pivot grab===
Grab 	9-10
Interruptible 	36
Animation length	49
Category:Mega Man (SSB4)
Category:Grabs (SSB4)
Mega Man (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Neutral attack/Forward tilt/Neutral aerial pellet	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	(unavailable)
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	(unavailable)
Up aerial 	 	(unavailable)
Down aerial 	 	(unavailable)
Neutral special 	Metal Blade 	(unavailable)
Side special 	Crash Bomber	(unavailable)
Down special 	Leaf Shield 	(unavailable)
Grab 	 	(unavailable)
Dash grab 	 	(unavailable)
Pivot grab 	 	(unavailable)
Pummel 	 	(unavailable)
Forward throw (collateral) 	 	(unavailable)
Back throw (collateral) 	 	(unavailable)
Up throw (collateral) 	 	(unavailable)
Down throw (collateral) 	 	(unavailable)
Category:Mega Man (SSB4)
Category:Hitboxes (SSB4)
Mega Man (SSB4)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	8
Hits 2-6 	11-12, 15-16, 19-20, 23-24, 27-28
Hit 7 	31
Interruptible 	69
Animation length	84
Category:Mega Man (SSB4)
Category:Up smashes (SSB4)
Mega Man (SSB4)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Mega Man (SSB4)
Category:Up throws (SSB4)
Mega Man (SSB4)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	5-7
Clean hit 	6
Late hit 	7-9
Latest hit 	10-16
Animation length (off ledge, ground level)	52, 70
|Off ledge 
|-
|Body 
|-
|Ground 
|-
|Body 
Category:Mega Man (SSB4)
Category:Up tilts (SSB4)
Mega Man (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	4-5
Hit 2 	7-8
Hit 3 	10-11
Ending autocancel 	40-
Interruptible 	45
Animation length 	47
|-
===Landing lag===
Interruptible 	21
Animation length	32
Category:Mega Man (SSBU)
Category:Back aerials (SSBU)
Mega Man (SSBU)/Back throw

Mega Man back throw hurtbox visualization	Mega Man back throw hurtbox visualization	Mega Man back throw hurtbox visualization	Mega Man back throw hurtbox visualization	Mega Man back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Turnaround 	18
Throw release 	18
Interruptible 	44
Animation length	53
|-
Category:Mega Man (SSBU)
Category:Back throws (SSBU)
Mega Man (SSBU)/Dash attack

==Overview==
==Update History==
 
*
==Hitboxes==
! Shieldstun
|—
|—
|—
|2.1×
|}
==Timing==
Hits 1-7 	7, 10, 13, 16, 19, 22, 25
Hit 8 	35
Interruptible 	60
Animation length	67
Category:Mega Man (SSBU)
Category:Dash attacks (SSBU)
Mega Man (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Early hit 	23-25
Clean hit 	26-35
Ending autocancel 	55-
Interruptible 	65
Animation length 	69
|-
|-
===Landing lag===
Interruptible 	15
Animation length	30
==Hard Knuckle parameters==
Lifetime 	13 frames
Downward speed 	4.2
Lifetime when hitting ground	5 frames
==Trivia==
*Uniquely, much like Mega Man's , the clean ID 0 hitbox is coded to have the vertical component of its launch angle inverted if the projectile is reflected, causing it to launch upward instead of meteor smashing.
Category:Mega Man (SSBU)
Category:Down aerials (SSBU)
Mega Man (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Clean hit 	17
Mid hit 	18-19
Late hit 	20-33
Interruptible 	79
Animation length	79
Category:Mega Man (SSBU)
Category:Down smashes (SSBU)
Mega Man (SSBU)/Down throw

Mega Man down throw hurtbox visualization	Mega Man down throw hurtbox visualization	Mega Man down throw hurtbox visualization	Mega Man down throw hurtbox visualization	Mega Man down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 16, the move inflicts 7 frames of hitlag to both Mega Man and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-17
Throw Release 	17
Interruptible 	40
Animation length	52
|-
Category:Mega Man (SSBU)
Category:Down throws (SSBU)
Mega Man (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 3-21.
Feet intangible 	3-12
Clean hit 	5-8
Late hit 	9-21
Interruptible 	47
Animation length	54
!Hitboxes 
|-
!Feet 
==Trivia==
*The move has a 40% trip chance, but due to its launch angles and high base knockback, it can only be caused by the late hit on steep enough slopes, such as the ones in Hanenbow, and with knockback-reducing effects, such as the target being metal.
Category:Mega Man (SSBU)
Category:Down tilts (SSBU)
Mega Man (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)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mega Man (SSBU)
Category:Edge attacks (SSBU)
Mega Man (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	9-11
Late hit 	12-17
Ending autocancel 	39-
Interruptible 	41
Animation length 	49
|-
===Landing lag===
Interruptible 	12
Animation length	25
Category:Mega Man (SSBU)
Category:Forward aerials (SSBU)
Mega Man (SSBU)/Forward smash

==Overview==
==Hitboxes==
Compared to other smash attacks, Mega Man's forward smash has a lower maximum charge damage multiplier, capping at 1.3× instead of 1.4×, and can only be held for up to 60 frames after reaching full charge instead of 120 frames.
! Shieldstun
|0.32×*
|}
==Timing==
Charges between 	9-10
Hitbox (minimum charge)	19-42
Hitbox (maximum charge)	19-48
Interruptible 	55
Animation length 	84
!Minimum 
|-
!Maximum 
|-
!Mega Man 
==Charge Shot parameters==
All values except X offset scale linearly from no charge to full charge.
X offset 	8u
Lifetime 	24 to 30 frames
Size multiplier	1 to 2.7
Travel speed 	2 to 2.9
==Trivia==
*While the hitbox has a 0.32× shieldstun multiplier assigned, it never takes effect in game, instead using the projectile shieldstun multiplier of 0.29×. This is because, for smash attacks and aerial attacks that are also projectiles, the projectile shieldstun multiplier is given priority over any others, causing move-specific ones to be ignored as well. 
Category:Mega Man (SSBU)
Category:Forward smashes (SSBU)
Mega Man (SSBU)/Forward throw

Mega Man forward throw hurtbox visualization	Mega Man forward throw hurtbox visualization	Mega Man forward throw hurtbox visualization	Mega Man forward throw hurtbox visualization	Mega Man forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-10
Throw Release 	10
Interruptible 	33
Animation length	44
|-
Category:Mega Man (SSBU)
Category:Forward throws (SSBU)
Mega Man (SSBU)/Forward tilt

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
Pellet hitbox data is shared with and .
|}
==Timing==
Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, and can turn around before the ending portion. The turnaround animation lasts 13 frames, and transitions to either frame 7 or 19 of the move, depending on whether it is done before or after shooting a pellet, adding some extra frames to the move based on timing.
Compared to Mega Man's neutral attack, forward tilt has a shorter animation and can be interrupted slightly earlier, but lacks a physical hitbox on his Mega Buster.
Loop points 	5-6, 17-18
Pellet (clean, mid, late) 	7-10, 11-14, 15-30
Interruptible (ending animation) 	34 (17)
Animation length (ending animation)	33 (16)
|-
==Pellet parameters==
Lifetime 	24 frames
Travel speed 	2.5
Shot X/Y offsets	[8, 8]
Category:Mega Man (SSBU)
Category:Forward tilts (SSBU)
Mega Man (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	38
Animation length	37
===Dash grab===
Grab 	9-10
Interruptible 	46
Animation length	45
===Pivot grab===
Grab 	10-11
Interruptible 	41
Animation length	49
==Trivia==
*Mega Man's grabs are the only non-extended grabs in Ultimate to not have separate grabboxes for grounded and aerial opponents, giving them the same range against both.
Category:Mega Man (SSBU)
Category:Grabs (SSBU)
Mega Man (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Mega Buster 	
Forward tilt 	Mega Buster 	(unavailable)
Up tilt 	Mega Upper 	
Down tilt 	Sliding 	
Dash attack 	Top Spin 	
Forward smash uncharged 	Charge Shot 	
Forward smash fully charged	Charge Shot 	
Up smash 	Spark Shock 	
Down smash 	Flame Blast 	
Neutral aerial 	Mega Buster 	
Forward aerial 	Flame Sword 	
Back aerial 	Slash Claw 	
Up aerial 	Air Shooter 	
Down aerial 	Hard Knuckle 	
Neutral special 	Metal Blade 	
Side special 	Crash Bomber 	
Side special explosion 	Crash Bomber 	
Up special 	Rush Coil 	(unavailable)
Down special 	Leaf Shield 	
Down special flying 	Leaf Shield 	
Standing grab 	Super Arm 	
Dash grab 	Super Arm 	
Pivot grab 	Super Arm 	
Pummel 	Super Arm Grip 	
Forward throw 	Super Arm Throw 	
Back throw 	Super Arm Back Throw 	
Up throw 	Super Arm Top Throw 	
Down throw 	Super Arm Bottom Throw	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Mega Man (SSBU)
Category:Hitboxes (SSBU)
Mega Man (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
Pellet hitbox data is shared with and .
|}
==Timing==
Mega Man can shoot up to three pellets, causing part of the move to loop.
Unlike other aerials, this move lacks traditional landing lag or autocancels. Upon landing, Mega Man instead transitions into his neutral attack or forward tilt, which continue from the latest frame with their own properties, much like air-to-ground transitions for special moves.
Loop points 	5-6, 17-18
Mega Buster hitbox 	7-9
Pellet (clean, mid, late) 	7-10, 11-14, 15-30
Interruptible (ending animation) 	34 (17)
Animation length (ending animation)	33 (16)
|-
==Pellet parameters==
These parameters are shared with neutral attack.
Lifetime 	24 frames
Travel speed 	2.5
Shot X/Y offsets	[0, 8]
==Trivia==
*Mega Man has a landing lag value of 5 frames coded for his neutral aerial in his character files, which is never used due to its unique properties.
Category:Mega Man (SSBU)
Category:Neutral aerials (SSBU)
Mega Man (SSBU)/Neutral attack

==Overview==
Mega Man shoots energy-based pellets (often dubbed lemons, from the common nickname used by the players) from his Mega Buster, which have a long duration but deal very small knockback. Overall functions similar to 's , but the pellets travel slower compared to Falco's lasers.
==Update History==
 
*
 
*
==Hitboxes==
Pellet hitbox data is shared with and .
|}
==Timing==
Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, transitioning to his or (respectively) in the process, and can turn around before the ending portion. The turnaround animation lasts 13 frames, and transitions to either frame 7 or 19 of the move, depending on whether it is done before or after shooting a pellet, adding some extra frames to the move based on timing.
Loop points 	5-6, 17-18
Mega Buster hitbox 	7
Pellet (clean, mid, late) 	7-10, 11-14, 15-30
Interruptible (ending animation) 	36 (19)
Animation length (ending animation)	40 (23)
|-
==Pellet parameters==
These parameters are shared with neutral aerial.
Lifetime 	24 frames
Travel speed 	2.5
Shot X/Y offsets	[0, 8]
Category:Mega Man (SSBU)
Category:Neutral attacks (SSBU)
Mega Man (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Item 	16
Item (backwards) 	18
Interruptible (normal, back) 	43, 45
Animation length (normal, back)	46, 48
|Normal 
|-
|Backwards  
Category:Mega Man (SSBU)
Category:Neutral special moves (SSBU)
Mega Man (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitbox (early) 	11-18 (rehit rate: 3)
Hitbox (late) 	19-32 (rehit rate: 5)
Windbox (early) 	33-55 (rehit rate: 5)
Windbox (late) 	56-61 (rehit rate: 5)
Ending autocancel 	51-
Interruptible 	54
Animation length 	59
|-
|-
===Landing lag===
Interruptible 	21
Animation length	32
==Tornado parameters==
Lifetime 	51 frames
Initial vertical speed	0.1
Acceleration 	0.07
Maximum vertical speed	1.5
==Trivia==
*Uniquely, the late hitbox and windboxes are coded to have the vertical components of their launch angles inverted if the projectile is reflected, turning them into weak meteor smashes.
Category:Mega Man (SSBU)
Category:Up aerials (SSBU)
Mega Man (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	8
Hits 2-6 	11-12, 15-16, 19-20, 23-24, 27-28
Hit 7 	31
Interruptible 	69
Animation length	84
Category:Mega Man (SSBU)
Category:Up smashes (SSBU)
Mega Man (SSBU)/Up throw

Mega Man up throw hurtbox visualization	Mega Man up throw hurtbox visualization	Mega Man up throw hurtbox visualization	Mega Man up throw hurtbox visualization	Mega Man up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
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==Timing==
Invincibility 	1-12
Throw Release 	12
Interruptible 	40
Animation length	47
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Category:Mega Man (SSBU)
Category:Up throws (SSBU)
Mega Man (SSBU)/Up tilt

==Overview==
==Hitboxes==
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==Timing==
The move causes Mega Man to leave the ground, and has 21 frames of landing lag. Timings are shown for its use without landing (the default duration), and with a landing at ground level.
Intangibility 	5-7
Clean hit 	6
Mid hit 	7-9
Late hit 	10-16
Landing (ground level) 	50
Interruptible (off ledge, ground level) 	53, 71
Animation length (off ledge, ground level)	52, 79
!rowspan=2|Off ledge 
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!rowspan=2|Ground level 
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Category:Mega Man (SSBU)
Category:Up tilts (SSBU)