nyuuzyou/wikis huggingface dataset:
Incineroar (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)	1-20
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Incineroar (SSBU)
Category:Edge attacks (SSBU)
Incineroar (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	8-10
Late hit 	11-14
Ending autocancel 	46-
Interruptible 	45
Animation length 	65
|-
===Landing lag===
Interruptible 	15
Animation length	27
Category:Incineroar (SSBU)
Category:Forward aerials (SSBU)
Incineroar (SSBU)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
The move has a different animation starting on frame 24 if it hits an opponent, which is longer, but has the same interruptibility.
Charges between 	1-2
Hitboxes 	16-18
Interruptible 	54
Animation length (miss)	99
Animation length (hit) 	108
!Miss 
|-
!Hit 
Category:Incineroar (SSBU)
Category:Forward smashes (SSBU)
Incineroar (SSBU)/Forward throw

Incineroar forward throw hurtbox and hitbox visualization	Incineroar forward throw hurtbox and hitbox visualization	Incineroar forward throw hurtbox and hitbox visualization	Incineroar forward throw hurtbox and hitbox visualization	Incineroar forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-58
Collateral hit 	24-32, 33-41, 42-47, 48-56
Throw release 	58
Interruptible 	82
Animation length	111
|-
Category:Incineroar (SSBU)
Category:Forward throws (SSBU)
Incineroar (SSBU)/Forward tilt

Incineroar forward tilt hitbox visualizations	Incineroar forward tilt hitbox visualizations	Incineroar forward tilt hitbox visualizations	Incineroar forward tilt hitbox visualizations	Incineroar forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A powerful thrust move that can be angled upwards or downwards with a semi-spike angle. It is Incineroar's slowest-available tilt attack, but compensates with its extreme KO power, being the single most powerful forward tilt in the game, and long range (even possessing a slight disjoint), as well as surprising safety. These attributes make it one of the most reliable combo finishers Incineroar has access to at the ledge, most notably in his infamous to forward tilt KO confirm on opponents hanging at the ledge.
Most notably if Incineroar is buffed with Revenge, forward tilt is granted exceptional amounts of shield stun, becoming as safe as +9 on shield, not only making this attack unpunishable out of shield, but also giving Incineroar frame advantage over his opponent.
Overall, this move acts as a low-risk, high-reward KO option with unusual amounts of range for Incineroar.
==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Interruptible 	37
Animation length	53
Category:Incineroar (SSBU)
Category:Forward tilts (SSBU)
Incineroar (SSBU)/Grab

==Overview==
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-9
Interruptible 	38
Animation length	48
===Dash grab===
Grab 	11-13
Interruptible 	46
Animation length	51
===Pivot grab===
Grab 	12-14
Interruptible 	44
Animation length	52
Category:Incineroar (SSBU)
Category:Grabs (SSBU)
Incineroar (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Wide Chop 	
Neutral attack 2 	Kneebutt 	
Neutral attack 3 	Elbow Smash 	
Forward tilt 	Throat Chop 	
Forward tilt (up) 	Throat Chop 	
Forward tilt (down) 	Throat Chop 	
Up tilt 	Jumping Headbutt 	
Down tilt 	Surface Kick 	
Dash attack 	Jumping Kneebutt 	
Forward smash 	Medullary Strike 	
Up smash 	Hammer Knuckle 	
Down smash 	Body Press 	
Neutral aerial 	Flying Body Attack	
Forward aerial 	Drop Kick 	
Back aerial 	Sobat 	
Up aerial 	Wheel Kick 	
Down aerial 	Meteor Somping 	
Neutral special grounded	Darkest Lariat 	
Neutral special aerial 	Darkest Lariat 	
Side special grounded 	Alolan Whip 	
Side special aerial 	Alolan Whip 	
Side special (failure) 	Alolan Whip 	
Side special (early) 	Alolan Whip 	
Side special (success) 	Alolan Whip 	
Up special (ascent) 	Cross Chop 	
Up special (descent) 	Cross Chop 	
Up special (landing) 	Cross Chop 	
Down special 	Revenge 	
Down special (hit) 	Revenge 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Tiger Swing 	
Back throw 	German Suplex 	
Up throw 	Tiger Bridge 	
Down throw 	Chokeslam 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Incineroar (SSBU)
Category:Hitboxes (SSBU)
Incineroar (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	5-7
Late hit 	8-25
Ending autocancel 	36-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Interruptible 	12
Animation length	23
Category:Incineroar (SSBU)
Category:Neutral aerials (SSBU)
Incineroar (SSBU)/Neutral attack

==Overview==
Incineroar's neutral attacks consist of a knifehand strike, a knee lift and an elbow uppercut. It does 12.0% in total.
For the technical data of each individual hit, see:
*Incineroar (SSBU)/Neutral attack/Hit 1
*Incineroar (SSBU)/Neutral attack/Hit 2
*Incineroar (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	5-6
Jab 2 	11-12
Jab 3 	23-24
Interruptible 	24, 39, 57
Animation lengths (missed)	42, 58, 72, 94
|-
|-
|-
Category:Incineroar (SSBU)
Category:Neutral attacks (SSBU)
Incineroar (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-6
Continuability window	8-24
Interruptible 	24
Animation length 	42
|-
Category:Incineroar (SSBU)
Category:Neutral attacks (SSBU)
Incineroar (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==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 	4-5
Continuability window	13-32
Interruptible 	32
Animation length 	51
|-
Category:Incineroar (SSBU)
Category:Neutral attacks (SSBU)
Incineroar (SSBU)/Neutral attack/Hit 3

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move has a different animation starting on frame 14 if it hits an opponent, which is longer, but has the same interruptibility.
Hitboxes 	4-5
Interruptible 	38
Animation length (miss)	53
Animation length (hit) 	75
!Miss 
|-
!Hit 
Category:Incineroar (SSBU)
Category:Neutral attacks (SSBU)
Incineroar (SSBU)/Neutral special

Incineroar neutral special hitbox visualizations	Incineroar neutral special hitbox visualizations
Grounded 	Aerial
 	 
==Overview==
Incineroar uses his arms to spin around to attack the opponent while on one foot. During the period the hitbox is active (50 frames), his arms are invincible, making the attack somewhat disjointed only happening on the ground. His full body is also invincible (2 frames) at the start of the move, on the frame after his head is invincible (1 frame).
==Update history==
 
*
*
*
==Hitbox data==
===Grounded===
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===Aerial===
|}
==Timing==
Invincibility (grounded only)	5-57
Clean hit 	5-6
Early hits 	9-10, 15-16
Mid hits 	23-24, 29-30
Late hits 	37-38, 42-44
Latest hits 	50-51, 56-57
Interruptible 	85
Animation 	118
!Hitboxes 
|-
!Full body 
|-
!Head/Arms 
|-
!Arms 
==Trivia==
*The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters or items. The hitbox's size is also changed to 0.1.
Category:Incineroar (SSBU)
Category:Neutral special moves (SSBU)
Incineroar (SSBU)/Side special

==Overview==
==Update history==
 
*
*
==Hitboxes==
===Grounded===
|}
|}
===Aerial===
|}
|}
===Failure===
|}
|}
===Early===
|}
|}
===Lariat===
|}
|}
==Timing==
===Grab===
Windbox (early, late)	13, 14-15
Grab 	16-32
Interruptible 	58
Animation length 	109
===Failure===
Heavy Armor 	1-3
Hitbox 	1-2
Throw 	6
Interruptible 	33
Animation length	65
|-
===Early===
Heavy Armor 	1-42
Hitbox 	8-17
Throw 	16
Interruptible 	43
Animation length	75
|-
===Lariat===
Heavy Armor 	1-57
Hitbox 	9-19
Throw 	14
Interruptible 	48
Animation length	91
|-
Category:Incineroar (SSBU)
Category:Side special moves (SSBU)
Incineroar (SSBU)/Up aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 56.
Initial autocancel	1-5
Hitboxes 	7-11
Ending autocancel 	26-
Interruptible 	32
Animation length 	56
|-
===Landing lag===
Interruptible 	9
Animation length	31
Category:Incineroar (SSBU)
Category:Up aerials (SSBU)
Incineroar (SSBU)/Up smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
The move has a different animation starting on frame 24 if it hits an opponent, which is longer, but has the same interruptibility.
Charges between 	5-6
Hitboxes 	13-18
Lower arms intangible 	13-18
Interruptible 	48
Animation length (miss)	71
Animation length (hit) 	76
!Miss 
|-
!Hit 
|-
!Lower arms 
Category:Incineroar (SSBU)
Category:Up smashes (SSBU)
Incineroar (SSBU)/Up throw

Incineroar up throw hurtbox visualization	Incineroar up throw hurtbox visualization	Incineroar up throw hurtbox visualization	Incineroar up throw hurtbox visualization	Incineroar up throw hurtbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw Data==
|}
==Timing==
During frame 25, the move inflicts 14 frames of hitlag to both Incineroar and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-27
Throw Release 	27
Interruptible 	56
Animation length	79
|-
Category:Incineroar (SSBU)
Category:Up throws (SSBU)
Incineroar (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Head intangible 	6-11
Hitboxes (early, late)	6-8, 9-11
Interruptible 	35
Animation length 	53
!Hitboxes 
|-
!Head 
Category:Incineroar (SSBU)
Category:Up tilts (SSBU)
Indian Power Rankings

The Indian Power Rankings are the power rankings for the Asian country of India.
==Super Smash Bros. Ultimate==
These power rankings were conducted by the Smash community in India.
===Summer 2024===
Graphic
|}
Honorable Mentions: , , 
===Summer 2023 https://twitter.com/SSBMIndia/status/1664102052556079106===
|}
===Winter 2020 https://twitter.com/SSBMIndia/status/1257057478832820224===
|}
*Played multiple Fire Emblem characters
==References==
Category:Asian Power Rankings
Indiana/Kentucky Power Rankings

The Indiana/Kentucky Power Rankings were rankings of the top 10 Brawl players (and 5 honorable mentions) in the Indiana/Kentucky region. It was started after the panelists on both sides decided that their own states' Brawl communities were too small for individual power rankings.http://www.smashboards.com/showthread.php?t=255344 Following the growth of the Brawl community in the both states, Indiana and Kentucky now have their own separate power rankings, and the creators have no intention of updating these rankings.http://smashboards.com/threads/indiana-kentucky-official-pr-brawl-as-of-7-18-10.255344/page-27#post-12474058
==The IN/KY Commission==
*TheBlueBlade (Muncie, IN)
*Count (Indianapolis, IN)
*Th3 Master Composer (Bloomington, IN)
*Hilt (Louisville, KY)
*Xisin (Morehead, KY)
==Criteria of Power Ranking==
*While tournament placings were important, just as important (if not more so) were player matchups.
*Over time, if one constantly places in the same spot, their movement will be limited, depending on who the smasher played against to warrant said placing.
*The size of the tournaments was also a factor. Small local tournaments had little effect on placing, while large regional tournaments had a large impact on rankings.
*Brackets > Pools > Money-Matches > Friendlies
==Final Power Rankings==
Final rankings released December 6th, 2009
|}
===Honorable mentions===
Player 	Location	Character
Airborne	Kentucky	
Calic 	Kentucky	
Excel 	Kentucky	
Soldier2	Kentucky	
TTar 	Kentucky	
==References==
Category:American Power Rankings
Category:Discontinued Power Rankings
Indiana Power Rankings

The Indiana Power Rankings are the power rankings for the state of Indiana.
==Super Smash Bros. Ultimate Rankings==
===Q4 2024===
|}
===Q3 2024===
Announcement Tweet
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===Q2 2024===
Announcement Tweet
|}
===Q1 2024===
Announcement Tweet
|}
===Q4 2023===
Announcement Tweet
|}
Note: 'QuickSylvr' changed his tag to 'yash'
===Q3 2023===
Announcement Tweet
|}
Note: 'Gromp' changed his tag to 'Grompy00'
===Q2 2023===
Announcement Tweet
|}
===Q1 2023===
|}
===Q4 2022===
|}
===Q3 2022===
Announcement tweet. Graphic
|}
Note: 'Apple' changed his tag to 'Grease All Mighty'
===Q2 2022===
Announcement tweet
|}
===Q1 2022===
Announcement tweet. Graphic
|}
Note: Because of an error in data collection, Foxguy6 was added as a 6th honorable mention as opposed to the usual 5.
===Q4 2021===
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===Q1 2020===
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===Q4 2019===
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Note: Israel --> Megalo, Sells --> Jesse, SSJB --> Exalted, TriVium --> triv
===Q2 2019===
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Note: Benson Obama --> Israel, Amadeus --> Deus, Krow --> Mr. Work, Vorst --> Johann
===Q1 2019===
|}
==Super Smash Bros. Ultimate Youth Rankings==
The Super Smash Bros. Ultimate Youth Rankings is intended to showcase Indiana's best players that still attend middle/high school. 
===Q1 2024===
Announcement post
|}
===Q4 2023===
|}
==Super Smash Bros. Melee Rankings==
===Jan-Apr 2024===
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===Sep-Dec 2023===
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===Jan-Apr 2023===
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===2nd Half of 2022===
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===1st Half of 2022===
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===Fall/Q4 2021===
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===Summer/Q3 2021===
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===Spring/Q2 2021(Online)===
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===Winter 2020-21(Online)===
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===July/August 2020 "Hitlist"(Online)===
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===Q1 2020===
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===2nd Half of 2019===
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===1st Half of 2019===
|}
===Q4 2018===
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===Q3 2018===
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===1st Half of 2018===
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===2017===
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===Fall 2016===
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===Summer 2016===
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===Spring 2016===
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===Winter 2015===
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==Super Smash Bros. 64 Rankings==
===Spring 2018===
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===Winter 2017===
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===Fall 2017===
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===Spring 2017===
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===2016===
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===2015===
|}
==Super Smash Bros. for Wii U Rankings==
===Q1 2018===
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Note: Due to a backroom error, this season had 6 Honorable Mentions instead of the usual 5.
===Q4 2017===
|}
Note: During this season Krow went by the tag Zymi Smilez.
===Q3 2017===
|}
Note: During this season Krow went by the tag Zymi Smilez.
===Q2 2017===
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===Q1 2017===
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===Q4 2016===
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===Q3 2016===
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===Q2 2016===
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===Q1 2016===
|}
===Q4 2015===
|}
Category:American Power Rankings
Inert

The inert effect is used by a small amount of attacks in the series. Inert hitboxes are used for hit detection where a normal hitbox would be unsuitable, usually dealing no damage or knockback on their own. For example, the starting portion of Captain Falcon's Raptor Boost uses inert hitboxes to detect a target; contact with an enemy does no damage itself but initiates the damage-dealing uppercut portion of the attack.
The inert effect was introduced in Melee, and it has appeared (though remained rare) in every game since.
==List of attacks with inert hitboxes==
Character 	Move 	Games
Captain Falcon 	Raptor Boost 	
Captain Falcon 	Heavy Raptor Boost 	
Captain Falcon 	Wind-up Raptor Boost	
Dark Pit 	Electroshock Arm 	
Dark Pit 	Electrocut Arm 	
Dark Pit 	Quickshock Arm 	
Ganondorf 	Gerudo Dragon 	
Ike 	Quick Draw 	
Ike 	Close Combat 	
Ike 	Unyielding Blade 	
Mii Brawler 	Onslaught 	
Mii Swordfighter	Airborne Assault 	
Peach 	Peach Bomber 	
Pit 	Upperdash Arm 	
Pit 	Interception Arm 	
Pit 	Quickdash Arm 	
Steve 	Down aerial (anvil) 	
Steve 	Down throw (anvil) 	
Category:Effects
Infantry and Tanks

Infantry and Tanks (, Tanks & Infantry) is an Assist Trophy in Super Smash Bros. Brawl and Super Smash Bros. 4, taken from the series. They form the bulk of the player's fighting force in every game in which they appear.
They were first confirmed as an Assist Trophy in a gameplay video from Nintendo, but were later confirmed on 14th March 2008 on the Smash Bros. DOJO!!.
==Origin==
 and s are the basic direct combat ground units seen in all Nintendo Wars games. Infantry have the least amount of power and low mobility, but can capture enemy properties. Tanks have more power and mobility than Infantry, but are weaker than other vehicles such as the and .
The Assist Trophy's units are part of the army, evident by their titular coloration. Their appearance is based on the map sprites used in , , and .
The sound that plays when Infantry and Tanks are summoned first appeared in the intro for .
==In Super Smash Bros. Brawl==
===As an Assist Trophy===
Infantry & Tanks is one of six Assist Trophies that needs to be unlocked before it can be used. When summoned, the units emerge and fire 3D bullets and missiles, which will damage any opposing players. While the Assist Trophy is active, an air raid siren will sound. Much like Excitebikes and Lakitu & Spinies, this Assist Trophy is represented by sprites from a game they appeared in other than Brawl.
====How to Unlock====
Play a total of 300 matches of Brawls or related modes.
===Trophy===
The Japanese version of Brawl lists the Infantry and Tanks' other game appearance as Game Boy Wars Advance 1+2.
==In Super Smash Bros. 4==
===As an Assist Trophy===
The Infantry and Tanks return as an Assist Trophy and are functionally the same as in Brawl; however, they are now available from the start of the game.
===Trophy===
Infantry & Tanks' trophy appears in both versions. In it is part of the NES .
==In Super Smash Bros. Ultimate==
Infantry and Tanks do not return as an Assist Trophy. However, they do have a spirit based upon their appearance in .
===Spirit===
Tank & Infantry appear as an Advanced-class support spirit.
Tank & Infantry did not initially have a Spirit Battle, but gained one via the The More the Merrier Spirit Board event.
Tank & Infantry's Spirit Battle use a Metal Iggy Koopa puppet fighter and two minions respectively and are fought on the Gerudo Valley stage. During the battle, Iggy favors his Clown Cannon move, referencing the missiles the Tank shoots from its cannon.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,134	 	 	★★ 	2 	Super Scope Equipped	Famicom Wars Series	
==Gallery==
Infantry and Tanks Brawl.jpg|Artwork of Infantry and Tanks in Brawl.
==Names in other languages==
==Trivia==
*Despite an being featured in the Infantry & Tanks artwork on the DOJO!! and in their trophy in Brawl, it is absent in the Assist Trophy.
*Infantry and Tanks are one of 5 Assist Trophies to have appeared since Brawl, but are absent in Ultimate.
==External links==
*Confirmation
*DOJO!! Page, with Spoilers
==References==
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Nintendo Wars universe
Category:Spirits
es:Infantería y tanques
Infinite (disambiguation)

*Infinite, a technique that allows player to deal infinte damage.
*Infinite chain grabs, in which the thrown character can be regrabbed while still in hitstun (the most famous example being 's down throw).
*Infinite Dimensional Cape
*Donkey Kong's infinite throw trap
*Waveshine infinite
*The wobble
Infinite may also refer to:
*, a competitive player formerly named InfiniteNumbers.
*Infinite, a character and a spirit in Ultimate.
Category:Advanced techniques
Infinite Assist Trophy glitch

The infinite Assist Trophy Glitch was a glitch in early versions of Super Smash Bros. Ultimate that caused to repeatedly summon Assist Trophies, with no control over this action until she got hit. 
In order to perform the glitch, two players must be playing as Isabelle and use Fishing Rod at the same time to grab on to an Assist Trophy. If the glitch is performed correctly (one Isabelle will reel in the Assist Trophy while the other's line is still hooked onto it), the player that grabbed a hold of the Assist Trophy will continuously summon that Assist Trophy until they get hit, pushed into a blast zone, or the animation is cancelled in some other way. Surprisingly, there have been very few recorded instances of the game crashing while this glitch is being performed despite the massive amount of objects on screen, especially with larger Assist Trophies like Rathalos. However, there are certain Assist Trophies that cause framerate issues during the glitch, usually due to generating lots of visual effects and utilizing randomness that the game needs to process all at once. If one player is significantly farther or closer to the Assist Trophy than the other player, the glitch will not work. Additionally, certain Assist Trophies do not spawn more than once, such as the Squid Sisters, instead the summoner will continuously perform the summon animation with no Assist Trophy appearing.
The glitch also works with a handful of other items: for example, Warp Stars will cause the player who picked it up to be stuck grabbing on to it, and no attacks will damage them, while Hammers or Golden Hammers will function as normal but will deal no damage, and the player will not be KO'd by the bottom blast line. The only way to get rid of this glitch is by hitting the player summoning all the assist trophies, ending the match, or resetting positions if the glitch is done in Training Mode.
The glitch was patched with update 2.0.0.
==Gallery==
So-many-waluigis.original.jpg|The Infinite Assist Trophy glitch spawning infinite Waluigis.
Isabelle glitch.jpeg|Isabelle summoning a horde of Ghirahims.
Glitched Assist Trophy.jpg|The glitched Assist Trophy, lacking the sprite seen in the item.
==Video==
Category:Glitches (SSBU)