nyuuzyou/wikis huggingface dataset:
Ridley (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	4-5
Continuability 	Held on hit or tapped	7-30
Continuability 	Held without hitting 	17
Interruptible 	Interruptible 	24
Animation length	Animation length 	37
|-
Category:Ridley (SSBU)
Category:Neutral attacks (SSBU)
Ridley (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==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.
Hitboxes 	Hitboxes 	5-6
Continuability 	Rapid jab 	9-11
Continuability 	Jab 3 (held on hit or tapped)	10-30
Continuability 	Jab 3 (held without hitting) 	19
Interruptible 	Interruptible 	27
Animation length	Animation length 	39
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Ridley (SSBU)
Category:Neutral attacks (SSBU)
Ridley (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|5×
|+2 frames
|5×
|+2 frames
|5×
|—
|—
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 20-21
Rapid jab 	4, 7, 10, 13, 16, 19
Finisher 	4-5
Interruptible 	46
Animation length	45
Category:Ridley (SSBU)
Category:Neutral attacks (SSBU)
Ridley (SSBU)/Side special

==Overview==
==Grab, Throw, and Hitbox Data==
===Grab===
|}
===Drag===
 
|}
===Throw===
|}
==Timing==
===Grab===
Grab 	22-34
Earliest interruptable (ground)	78
Earliest interruptable (air) 	60
|Grounded 
|-
|Aerial 
===Drag===
Hit 1 	10
Drag 	24-...
Earliest releasable (ground)	48
Earliest releasable (air) 	43
|Grounded 
|-
|Aerial 
===Throw===
Jump throw 	2
Ledge throw 	7
Earliest interruptable (jump) 	41
Earliest interruptable (ledge)	42
|Jump 
|-
|Ledge 
Category:Ridley (SSBU)
Category:Side special moves (SSBU)
Ridley (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move disables jostling during frames 5-9.
Initial autocancel	1-3
Clean hit 	11-12
Late hit 	13
Ending autocancel 	35-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Interruptible 	15
Animation length	22
Category:Ridley (SSBU)
Category:Up aerials (SSBU)
Ridley (SSBU)/Up smash

==Overview==
Ridley performs an overhead kick, covering his entire overhead. Unlike most up smashes in the game this move begins behind Ridley, which can situationally aid with cross ups on his shield. However, its 12 frames of start up and blindspots beneath Ridley's active leg give it somewhat limited use as an out of shield option especially against smaller targets. Where this move excels however is as an anti-air or during platform tech chases - Ridley's up smash possesses a hitbox large enough to entirely cover one of the lower platforms on Battlefield or Small Battlefield if positioned correctly. Combined with its kill power and granting Ridley's leg intangibility while its hitbox is active, this makes it an especially dangerous tech chase option should the opponent end up on the platform, even being a checkmate situation on those stages if their damage is high enough. Additionally the aforementioned intangibility adds extra safety to challenging opponents descending onto Ridley or being in his general airspace.
In regards to kill power it is slightly outclassed by Down Smash and greatly outclassed by Forward Smash, killing on average at 105% on ground level. However due to its anti-air nature, Ridley players may see more uses for this move compared to the other two.
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	12-17
Lower leg intangible	12-17
Interruptible 	48
Animation length 	68
!Hitboxes 
|-
!Lower leg 
Category:Ridley (SSBU)
Category:Up smashes (SSBU)
Ridley (SSBU)/Up special

Ridley up special hitbox visualizations.	Ridley up special hitbox visualizations.	Ridley up special hitbox visualizations.	Ridley up special hitbox visualizations.	Ridley up special hitbox visualizations.
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
==Overview==
Ridley prepares a wing flap, halting his aerial movement briefly before propelling himself a long distance in the air. This move is notorious for being very restrictive in the ways Ridley can recover with it, only allowing him to travel in four possible directions depending on the player's input; straight upwards if the player holds up on the control stick, forward at a slight downward angle if the player holds forward, backwards at a slight upwards angle if the player holds back, and finally downward and slightly forwards if the player holds down. Combined with its high start-up, this makes it surprisingly easy to intercept if the opponent is able to challenge it with a disjoint or even a counter, the latter being especially dangerous for Ridley due to Wing Blitz' high, non-detoriating power. This causes the subsequent counter-attack to become untechable very early unless it possesses weak knockback, such as with 's Revenge or 's Counter/Reflect Barrier. Additionally its slow start-up makes this an unwise move to use in neutral when attempting to approach targets.
However this move does have some things going for it; firstly its aforementioned power makes it quite dangerous if it makes contact with an opponent, with the forward tackle being able to KO opponents below 130% at center stage. Aiding him in his recoveries is the intangibility present on Ridley's wings for the upward, forward and backward variations of the move, making it more difficult to directly challenge once Ridley begins his flight. The downward variation instead has him lead his flight trajectory with a downward kick, which lacks intangibility but has a powerful meteor smash effect upon connecting with a target. Due to the move's generous ledge grab range, Ridley could use this near ledge and still be able to grab the ledge afterward, making it a very feared edgeguarding option for Ridley.
Using this move into a wall or ceiling will result in Ridley bouncing off the wall/ceiling before becoming helpless. While the former could prove to be potential mix up to Ridley's recovery, provided he is close enough to ledge, setting this up on stages other than Kalos Pokémon League or Yoshi's Story is quite difficult due to the slanted undersides of other stages.
==Update history==
 
*
==Hitboxes==
===Forward===
|}
===Back===
|}
===Up===
|}
===Down===
|}
==Timing==
===Up===
Hitbox 	34-57
Intangibility	34-57
| 
|-
|Wings 
===Horizontal===
Hitbox 	36-55
Intangibility	36-55
| 
|-
|Wings 
===Down===
Hitbox 	37-59
Landing hitbox 	1-2
Earliest interruptable (landing)	37
| 
|-
|Landing 
Category:Ridley (SSBU)
Category:Up special moves (SSBU)
Ridley (SSBU)/Up throw

Ridley up throw hurtbox and hitbox visualization	Ridley up throw hurtbox and hitbox visualization	Ridley up throw hurtbox and hitbox visualization	Ridley up throw hurtbox and hitbox visualization	Ridley up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	14-15
Throw Release 	19
Interruptible 	44
Animation length	71
|-
Category:Ridley (SSBU)
Category:Up throws (SSBU)
Ridley (SSBU)/Up tilt

==Overview==
Ridley's up tilt comes out fast as he throws his wings into the air. During this, his wings are invulnerable, making it a good anti-air option. However, it has a high hitbox, making it difficult to hit grounded opponents.
==Hitboxes==
|}
==Timing==
Hitboxes (early, late) 	8-9, 10-12
Head and mouth intangible	8-9
Wing intangible 	8-12
Interruptible 	30
Animation length 	49
!Hitboxes 
|-
!Wing 
|-
!Head and mouth 
Category:Ridley (SSBU)
Category:Up tilts (SSBU)
Rival Smash

Rival Smash is a submode of Multi-Man mode in both versions of Super Smash Bros. 4.
It involves the player competing for KOs against a CPU-controlled copy of their character. The player's final score is equal to their KOs minus the rival's KOs. The round continues until the player is KO'd: if the rival is KO'd, they simply respawn with no penalty aside from being absent for a few seconds. KOing Miis will grant the player a point, but KOing the rival grants the player three points.
This is the only Multi-Man mode that is not available in co-op mode.
==Rewards==
===In Super Smash Bros. for Nintendo 3DS===
*Playing Rival Smash for the first time grants the player the Super Mushroom Hat headgear.
*Getting a score of 10 or higher grants the player KO Healer Protection Badge equipment.
*Getting a score of 50 or higher grants the player the Lv. 3 Recovery power.
===In Super Smash Bros. for Wii U===
*Getting a score of 20 or higher grants the player the Star Wolf (Star Fox: Assault) CD.
*Getting a score of 25 or higher as grants the player the Guiding Bow custom move.
*Getting a score of 85 or higher grants the player the Waluigi trophy.
*KOing the rival 2 or more times grants the player the Super Mario Bros. 3 Medley CD.
*KOing the rival 3 or more times as grants the player the Dixie Kong trophy.
*KOing the rival 4 or more times grants the player the Ice Climbers trophy.
Category:Multi-Man modes
Category:Single-player modes
Category:Modes (SSB4-3DS)
Category:Modes (SSB4-Wii U)
River City Smash

River City Smash was a Spirit Board event focused on spirits from . It ran from 6 a.m on January 24, 2020 to 6 a.m. on January 29, 2020 (). During the event, defeating spirits on the Spirit Board which were part of the event would award more than usual.
The spirits for this event were exclusive to it at the time. After April 20, 2020, these spirits became available in the Shop and on the Spirit Board like most other spirits.
==Description==
:Spirits of characters from the River City series are punching their way to the Spirit Board! Four new spirits will be available.
:Defeat them in battle to earn more gold than usual. Take a look!
:© ARC SYSTEM WORKSEvent page
==Randomly appearing spirits==
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
1,394 	 	River City Series	• (Moveset 2122, Toad Outfit)	 	9,500 	Moray Towers 	•Item Tidal Wave•Item: Battering Types	•The enemy favors neutral specials•The enemy has increased attack power•Certain items will appear in large numbers after a little while	 	
1,395 	 	River City Series	• 	 	3,600 	Saffron City (hazards off) 	•Attack Power ↑•Item: Balls 	•The enemy has increased attack power after a little while•The enemy favors neutral attacks 	 	
1,396 	 	River City Series	• • 	 	2,000 	Onett 	•Item: Battering Types 	•Defeat the main fighter to win•The enemy's side special has increased power•The enemy favors side specials 	 	
1,397 	 	River City Series	• ×2 	 	9,300 	Wrecking Crew (Battlefield form)	•Item: Killing Edge 	•The enemy's side special has increased power•The enemy favors side specials 	 	
==Names in other languages==
==References==
Roader

A Roader (, Roader) is an enemy in Super Smash Bros. Brawls Subspace Emissary mode that first appears in The Battlefield Fortress.
==Enemy description==
Roaders are one-wheeled red motorcycles with a spiked motocross helmet. They are fast, easily outrunning Sonic on most difficulties. Upon spotting the player's character, Roaders charge at top speed attempting to ram them. When near a gap, they can try to jump to the other side. Roaders cannot suffer careening as, upon defeat, their head explodes, but their wheel starts flying away for a similar effect. Its attack deals very high knockback, but has very poor traction, which causes it to slide over. It may also attempt to attack by jumping backwards.
The concept and design of the Roader might be based on the Helper form of from the Kirby series.
==Damage taken==
==Trophy==
==Gallery==
RoaderDash.jpg|Dashing.
RoaderSlide.jpg|Sliding.
RoaderTurn.jpg|Turing around.
RoaderJump.jpg|Jumping.
Roader-1-.jpg|A Roader about to ram Pit.
RoaderExplosion.jpg|A exploded Roader.
==Names in other languages==
Category:Super Smash Bros. universe
Category:Common enemies
Category:Trophies (SSBB)
Robin (SSB4)/Back aerial

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Attack===
Levin clean hit 	9-10
Levin late hit 	11-16
Bronze hit 	9-10
Ending autocancel	32-
Interruptible 	46
Animation length 	58
!Levin sword 
|-
!Bronze sword 
|-
!Autocancel 
===Landing lag===
Animation length	19
Category:Robin (SSB4)
Category:Back aerials (SSB4)
Robin (SSB4)/Dash attack

==Overview==
Robin slides forward in a kneeling position, holding his sword out above his knee. The beginning of the attack is a strong hit that sends opponents at a 45° angle, while the rest of the move is a weak hit that sends opponents at a higher angle.
==Hitboxes==
|}
==Timing==
Clean hit 	8-10
Late hit 	11-18
Interruptible 	50
Animation length	51
Category:Robin (SSB4)
Category:Dash attacks (SSB4)
Robin (SSB4)/Down aerial

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Attack===
Initial autocancel	1
Levin meteor 	13-14
Levin clean hit 	15-17
Levin late hit 	18-24
Bronze clean hit 	13-15
Bronze late hit 	16-24
Ending autocancel 	48-
Interruptible 	60
Animation length 	67
!Levin sword 
|-
!Bronze sword 
|-
!Autocancel 
===Landing lag===
Animation length	26
Category:Robin (SSB4)
Category:Down aerials (SSB4)
Robin (SSB4)/Down smash

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
Charges between 	3-4
Levin hit 	16-17
Levin sparks (clean)	20-23
Levin sparks (late) 	24-28
Bronze hit 	16-17
Interruptible 	58
Animation length 	73
!Levin sword 
|-
!Bronze sword 
Category:Robin (SSB4)
Category:Down smashes (SSB4)
Robin (SSB4)/Down special/Default

==Hitboxes==
Looping hitbox, rehits every 8 frames.
|}
==Timing==
Grab 	15-20
Intangibility 	15-18
Interruptible 	58
Animation length	65
|-
Category:Robin (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Robin (SSB4)/Down throw

==Overview==
Robin slams the opponent onto the ground, sending them upwards. It has little knockback, and is often used for comboing into jab, up tilt, and aerials. It is one of Robin's most reliable setups into up air, which can KO an opponent at proper percents. 
==Hitboxes==
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	6% 	85 	30 	88 	0 	Yes
Category:Robin (SSB4)
Category:Down throws (SSB4)
Robin (SSB4)/Down tilt

==Overview==
Robin rapidly swipes his bronze sword low against the ground, dealing low knockback. The move can be use multiple times in rapid succession, about three times a second. The move sends opponents at a low angle and can be followed up with a dash attack if the opponent does not react quickly enough. 
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	22
Animation length	51
Category:Robin (SSB4)
Category:Down tilts (SSB4)
Robin (SSB4)/Forward aerial

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
===Attack===
Initial autocancel	1-3
Levin clean hit 	12-15
Levin late hit 	16-19
Bronze hit 	12-15
Ending autocancel 	27-
Interruptible 	34
Animation length 	40
!Levin sword 
|-
!Bronze sword 
|-
!Autocancel 
===Landing lag===
Animation length	18
Category:Robin (SSB4)
Category:Forward aerials (SSB4)
Robin (SSB4)/Forward smash

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
Charges between 	6-7
Levin clean hit 	16-18
Levin late hit 	19-27
Bronze hit 	16-18
Interruptible 	58
Animation length	74
!Levin sword 
|-
!Bronze sword 
Category:Robin (SSB4)
Category:Forward smashes (SSB4)
Robin (SSB4)/Forward throw

==Overview==
Robin magically thrusts the opponent in front of him at a low angle. It lacks kill power and combo utility, though it is possible to follow up with Thoron at higher percents should the opponent not react soon enough. 
==Hitboxes==
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	8% 	45 	82 	25 	0 	Yes
Category:Robin (SSB4)
Category:Forward throws (SSB4)
Robin (SSB4)/Grab

==Overview==
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	40
Animation length	49
===Dash grab===
Grab 	8-9
Interruptible 	50
Animation length	57
===Pivot grab===
Grab 	9-10
Interruptible 	47
Animation length	54
Category:Robin (SSB4)
Category:Grabs (SSB4)
Robin (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash (bronze) 	 	
Forward smash (levin) 	 	
Up smash (bronze) 	 	
Up smash (levin) 	 	
Down smash (bronze) 	 	
Down smash (levin) 	 	
Neutral aerial 	 	
Forward aerial (bronze) 	 	
Forward aerial (levin) 	 	
Back aerial (bronze) 	 	
Back aerial (levin) 	 	
Up aerial (bronze) 	 	
Up aerial (levin) 	 	
Down aerial (bronze) 	 	
Down aerial (levin) 	 	
Neutral special 	Thunder 	(unavailable)
Side special 	Arcfire 	(unavailable)
Up special 	Elwind 	(unavailable)
Down special 	Nosferatu	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Robin (SSB4)
Category:Hitboxes (SSB4)
Robin (SSB4)/Neutral aerial

==Overview==
Robin quickly swipes his bronze sword in front of and then behind him. It is a semi-spike with low knockback, making it effective at edgeguarding. It's the only one of Robin's aerials that cannot use the Levin sword.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	9-12
Hit 2 	22-25
Ending autocancel 	34-
Interruptible 	50
Animation length 	67
|-
===Landing lag===
Animation length	18
Category:Robin (SSB4)
Category:Neutral aerials (SSB4)
Robin (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Robin (SSB4)/Neutral attack/Hit 1
*Robin (SSB4)/Neutral attack/Hit 2
*Robin (SSB4)/Neutral attack/Hit 3
*Robin (SSB4)/Neutral attack/Infinite
Category:Robin (SSB4)
Category:Neutral attacks (SSB4)
Robin (SSB4)/Neutral special/Default

==Hitboxes==
===Thunder===
|}
===Elthunder===
|}
===Arcthunder===
Looping hit rehits every 6 frames.
|}
===Thoron===
Looping hitbox, rehits every 4 frames.
|}
Category:Robin (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Robin (SSB4)/Up aerial

==Overview==
Robin performs an upward arcing slash. With the Levin Sword, the attack has massive overall range and high power, KOing at 110%. With the Bronze Sword, the attack has less range and power, but can chain into other attacks more easily.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Levin clean hit 	10-13
Levin late hit 	14-23
Bronze hit 	10-13
Ending autocancel 	27-
Interruptible 	46
Animation length 	58
!Levin sword 
|-
!Bronze sword 
|-
!Autocancel 
===Landing lag===
Animation length	18
Category:Robin (SSB4)
Category:Up aerials (SSB4)
Robin (SSB4)/Up smash

==Hitboxes==
===Levin Sword===
|}
===Bronze Sword===
|}
==Timing==
Charges between 	5-6
Levin early hit 	12
Levin clean hit 	13-16
Levin late hit 	17-32
Bronze hit 	12-16
Interruptible 	53
Animation length	76
!Levin sword 
|-
!Bronze sword 
Category:Robin (SSB4)
Category:Up smashes (SSB4)
Robin (SSB4)/Up throw

==Hitboxes==
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	9% 	93 	100 	30 	0 	Yes
==Overview==
Magically heaves the opponent upward. Like forward throw, it is only suitable for dealing damage due to its problematic knockback, which results in it being unable to KO at reasonable percentages and lacking any potential as a set-up option.
Category:Robin (SSB4)
Category:Up throws (SSB4)
Robin (SSB4)/Up tilt

==Overview==
Robin swipes his bronze sword above him. It is often used following down throw at low percents. Since the move is focused above Robin's head, it is often unable to hit short or medium characters that are standing next to him. 
==Hitboxes==
|}
==Timing==
Hitboxes 	6-13
Interruptible 	36
Animation length	54
Category:Robin (SSB4)
Category:Up tilts (SSB4)
Robin (SSBU)/Back 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 27, using X and Y offsets [-8, 14] for its release point. If he lands before then, he throws it after landing lag instead.
Clean hit 	9-10
Late hit 	11-16
Levin Sword disposal	27
Ending autocancel 	32-
Interruptible 	40
Animation length 	49
|-
===Bronze Sword===
Hitboxes 	9-10
Ending autocancel	32-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Interruptible 	12
Animation length	18
Category:Robin (SSBU)
Category:Back aerials (SSBU)
Robin (SSBU)/Back throw

Robin back throw hurtbox visualization	Robin back throw hurtbox visualization	Robin back throw hurtbox visualization	Robin back throw hurtbox visualization	Robin back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-25
Turnaround 	25
Throw release 	25
Interruptible 	45
Animation length	69
|-
Category:Robin (SSBU)
Category:Back throws (SSBU)
Robin (SSBU)/Down 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 33, using X and Y offsets [-1, 0] for its release point. If he lands before then, he throws it after landing lag instead.
Initial autocancel 	1
Early hit 	13-15
Clean hit 	16-17
Late hit 	18-24
Levin Sword disposal	33
Ending autocancel 	48-
Interruptible 	60
Animation length 	67
|-
===Bronze Sword===
Initial autocancel	1
Clean hit 	13-15
Late hit 	16-24
Ending autocancel 	48-
Interruptible 	60
Animation length 	67
|-
===Landing lag===
Interruptible 	17
Animation length	25
Category:Robin (SSBU)
Category:Down aerials (SSBU)
Robin (SSBU)/Down 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 37, using X and Y offsets [-2.5, 7] for its release point.
Charges between 	3-4
Clean hit 	16-17
Sparks 	19, 20, 21-22, 23, 24-28
Levin Sword disposal	37
Interruptible 	57
Animation length 	73
===Bronze Sword===
Charges between 	3-4
Hitboxes 	16-17
Interruptible 	57
Animation length	73
Category:Robin (SSBU)
Category:Down smashes (SSBU)
Robin (SSBU)/Down special

==Overview==
While its startup is slow and its range is unremarkable, Nosferatu has the unusual peculiarity (for a command grab) of granting 4 frames of intangibility. This means that this move can beat almost any other attack entering its range when properly timed. Be aware that connecting this move mid-air will put Robin into helplessness.
==Grabbox Data==
|}
==Timing==
Intangibility 	15-18
Grabboxes 	15-18
Interruptible 	50
Animation length	63
|-
Category:Robin (SSBU)
Category:Down special moves (SSBU)
Robin (SSBU)/Down throw

Robin down throw hurtbox visualization	Robin down throw hurtbox visualization	Robin down throw hurtbox visualization	Robin down throw hurtbox visualization	Robin down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	38
Animation length	54
|-
Category:Robin (SSBU)
Category:Down throws (SSBU)
Robin (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	22
Animation length	51
==Utility==
Robin's down tilt attack is a quick downward slash with the Bronze Sword. It is a good poking tool as it is rather quick and somewhat safe on shield for a disjointed tilt (-8/-7 when fresh), but its straight angle makes it difficult to connect with a follow-up attack. It is still positive on hit, so it can lead to 50/50 situations with either a Dash grab or a Dash attack/Aerial attack at lower percents. At very high percents (around 137%), it will put the enemy down, allowing for a tech-chase.
Category:Robin (SSBU)
Category:Down tilts (SSBU)