nyuuzyou/wikis huggingface dataset:
Ness (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ness (SSBM)
Category:Back throws (SSBM)
Ness (SSBM)/Dash attack

==Application==
Being one of the most versatile and delicate attacks in the game, Ness' dash attack has many parts that can work in concert to reach many results, but can be difficult to control. The optional combinations of hits available allow this attack to start aerial combos using the outer hit, continue aerial combos using the inner hit, start grounded combos by combining the inner and middle hits, gain stage control using all hits, or even KO at low percent using the inner hit. Although it has a major weakness in crouch cancelling it is among the best dash attacks in Melee.
==Hitboxes==
|}
==Timing==
Hit 1 	8
Hit 2 	15
Hit 3 	22
Boost grab window	2-4
Interruptible 	40
Animation length 	41
!Hitboxes 
|-
!Boost grab 
==External links==
*A short demonstration
*A KO at 0%
Category:Ness (SSBM)
Category:Dash attacks (SSBM)
Ness (SSBM)/Down aerial

==Overview==
Ness performs a stomp attack below him. The move has a decent amount of startup, somewhat high ending lag, and some landing lag (especially compared to its previous incarnation) so this can be a risky move to use. On the other hand, it autocancels the entire time there is no hitbox, which is a step above most other aerials. The down aerial functions as Ness' meteor smash to edgeguard and has very high base knockback, but has low knockback scaling, so it cannot KO until 200% on grounded opponents. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-19
Hitbox 	20-28
Ending autocancel 	29
Animation length 	59
Interruptible 	60
|-
===Landing lag===
Animation length 	28
L-cancelled animation length	14
|Normal 
|-
|L-cancelled 
Category:Ness (SSBM)
Category:Down aerials (SSBM)
Ness (SSBM)/Down smash

==Hitboxes==
Note: if up smash was charged, the charged hitbox will be used instead of the no charge hitbox.
|}
==Timing==
Startup Hitboxes	12
Charges between 	13-14
Attack Hitboxes 	13-31
Interruptible 	59
Animation length	61
|Lag 
|-
|Hitboxes 
Category:Ness (SSBM)
Category:Down smashes (SSBM)
Ness (SSBM)/Down special

==Overview==
==Timing==
Absorbs 	11-[(release*10)+20]
Animation length	[(release*10)+60]
|-
==Properties==
Absorption radius 	8.5
Absorption y position	6.5
Absorption multiplier	2.0x
Absorption lag* 	20
* 20 frames + the ending animation
Category:Ness (SSBM)
Category:Down special moves (SSBM)
Ness (SSBM)/Down throw

==Overview==
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitboxes 	10-13, 14-17, 18-21, 22-25, 26-29
Throw Release 	30
Animation length	49
|-
Category:Ness (SSBM)
Category:Down throws (SSBM)
Ness (SSBM)/Down tilt

==Application==
Ness' down tilt sees significant use for its ability to rapidly jab reset prone opponents as well as general damage-building, but unlike other attacks of the same type it also has low ending-lag giving it additional use similar to a jab as well as the ability to push away shielding opponents to limit their retaliation options.
==Hitboxes==
|}
==Timing==
Earliest continuable is for another down tilt only.
Hitbox 1 	3-5
Earliest continuable frame	8
Animation length 	13
Category:Ness (SSBM)
Category:Down tilts (SSBM)
Ness (SSBM)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-25
Back hit 	20-21
Front hit 	24-25
Animation length	49
|
|-
|
Category:Ness (SSBM)
Category:Normal attacks (SSBM)
Category:Floor attacks (SSBM)
Ness (SSBM)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-26
Front hit 	19-20
Back hit 	25-26
Animation length	49
|
|-
|
Category:Ness (SSBM)
Category:Normal attacks (SSBM)
Category:Floor attacks (SSBM)
Ness (SSBM)/Forward aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hits 1-4 	8-10, 11-13, 14-16, 17-19
Hit 5 	20-21
Ending autocancel 	30-
Interruptible 	40
Animation length 	41
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Ness (SSBM)
Category:Forward aerials (SSBM)
Ness (SSBM)/Forward smash

==Overview==
Ness brings out a baseball bat and swings it. This attack deals high knockback and the most damage of any single-hit forward smash when tipped but is among the weakest at its innermost point. The attack is unique among forward smashes in that it can reflect projectiles when timed correctly. The move does more damage the further away the opponent is, with a reasonably fast hitbox; the reflection aspect mostly goes unused in competitive play due to the lag afterwards as well as the reflector's low range and short duration. While it is often recognized as the worst reflector in the game, it is also considered one of the best forward smashes in the game due to its decent speed, good range, high disjoint, and high power in all but the sourest of hits. It sees frequent use in competitive play, for a move of its class, for its subtle rear-back and its ability to whiff-punish, especially during a pivot.
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitbox 	16-17
Reflects 	16-17
Animation length	49
Interruptible 	50
|-
==Properties==
Reflection radius 	6.5
Reflection damage 	1.5x
Reflection speed 	1.0x
Max reflectable damage	50
Category:Ness (SSBM)
Category:Forward smashes (SSBM)
Category:Reflectors
Ness (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ness (SSBM)
Category:Forward throws (SSBM)
Ness (SSBM)/Forward tilt

Ness's forward tilt hitbox visualizations	Ness's forward tilt hitbox visualizations	Ness's forward tilt hitbox visualizations	Ness's forward tilt hitbox visualizations	Ness's forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Application==
While low in range Ness' forward tilt has good knockback making it a go-to tool for pushing your opponent back and gaining stage control. The centered version works well for this in situations where forward smash would be too slow and jabs would not reach. The high and low versions of this attack have usefulness as an anti-air attack and edgeguarding tool respectively.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-11
Animation length	34
Category:Ness (SSBM)
Category:Forward tilts (SSBM)
Ness (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	8-9
Animation length	30
===Dash grab===
Grab 	10-11
Animation length	40
Category:Ness (SSBM)
Category:Grabs (SSBM)
Ness (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Hook 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Kick 	
Forward tilt 	Short Kick 	
Forward tilt (angled up) 	Short Kick 	
Forward tilt (angled down) 	Short Kick 	
Up tilt 	Push Up 	
Down tilt 	Squat Kick 	
Dash attack 	PK Shove 	
Forward smash 	Home Run Swing 	
Up smash 	Around the World	
Down smash 	Walk the Dog 	
Neutral aerial 	Ness Spin 	
Forward aerial 	Flying PK Shove 	
Back aerial 	PK Drop Kick 	
Up aerial 	Jumping Headbutt	
Down aerial 	Meteor Kick 	
Neutral special 	PK Flash 	
Side special (fire bolt) 	PK Fire 	
Side special (burning hits)	PK Fire 	
Up special (projectile) 	PK Thunder 	
Up special (attack) 	PK Thunder 	
Down special 	PSI Magnet 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Ness (SSBM)
Category:Hitboxes (SSBM)
Ness (SSBM)/Neutral aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	5-12
Late hit 	13-23
Ending autocancel 	27-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	11
|Normal 
|-
|L-cancelled 
Category:Ness (SSBM)
Category:Neutral aerials (SSBM)
Ness (SSBM)/Neutral attack

==Overview==
Ness's neutral attacks consist of 2 jabs and a kick.
For the technical data of each individual hit, see:
*Ness (SSBM)/Neutral attack/Hit 1
*Ness (SSBM)/Neutral attack/Hit 2
*Ness (SSBM)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Jab 2 	8-9
Jab 3 	16-19
Animation lengths	19, 24, 39
|-
|-
Category:Ness (SSBM)
Category:Neutral attacks (SSBM)
Ness (SSBM)/Up aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	27-
Interruptible 	42
Animation length 	45
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Ness (SSBM)
Category:Up aerials (SSBM)
Ness (SSBM)/Up smash

==Application==
While being relatively slow and easy to Crouch cancel, up smash has rare, limited potential when used as a high-percent combo starter, as an anti-air attack, and as a lingering trap to catch rapid approaches. The greater benefits of Ness' up smash come from its ability to activate the Yo-yo glitch which is commonly done from tech chase, from jab reset, and sometimes from shield poke.
==Hitboxes==
Note: if up smash was charged, the charged hitbox will be used instead of the no charge hitbox.
|}
==Timing==
Startup Hitboxes	12-14
Charges between 	13-14
Attack Hitboxes 	15-31
Interruptible 	49
Animation length	49
|Lag 
|-
|Hitboxes 
Category:Ness (SSBM)
Category:Up smashes (SSBM)
Ness (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ness (SSBM)
Category:Up throws (SSBM)
Ness (SSBM)/Up tilt

==Applications==
In high-level competitive Ness play, up tilt is frequently used as a fast option after L-cancel or Autocancel to preempt an opponent's out-of-shield action, but its high ending lag and low range can leave Ness vulnerable if the opponent opts to remain in shield. It can also be commonly seen in use for its ability to anti-air and to juggle.
==Hitboxes==
|}
==Timing==
Head intangibility	5-6
Hitboxes 	5-9
Interruptible 	32
Animation length 	39
|Hitboxes 
|-
|Head 
Category:Ness (SSBM)
Category:Up tilts (SSBM)
Ness (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Clean hit 	10-11
Late hit 	12-18
Ending autocancel 	25-
Interruptible 	36
Animation length 	49
|-
===Landing lag===
Interruptible 	11
Animation length	32
Category:Ness (SSBU)
Category:Back aerials (SSBU)
Ness (SSBU)/Back throw

Ness back throw hurtbox visualization	Ness back throw hurtbox visualization	Ness back throw hurtbox visualization	Ness back throw hurtbox visualization	Ness back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-27
Throw Release 	27
Interruptible 	53
Animation length	67
|-
Category:Ness (SSBU)
Category:Back throws (SSBU)
Ness (SSBU)/Down aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-17
Clean hit 	18-20
Late hit 	21-24
Ending autocancel 	39-
Interruptible 	53
Animation length 	57
|-
===Landing lag===
Interruptible 	13
Animation length	25
Category:Ness (SSBU)
Category:Down aerials (SSBU)
Ness (SSBU)/Down smash

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
The move and its hitboxes has some unusual properties, which are shared with Ness' :
*The yo-yo, while attached to Ness and causing him to experience hitlag alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-projectile properties; for example, they can clang with aerial attacks, and do not have their damage affected by Ness being giant or tiny.
*When shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
*Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames.
|}
==Timing==
Charges between 	11-12
Back hit 1 	12-15
Back hit 2 	17-18
Front hit 1 	23-25
Front hit 2 	31-32
Interruptible 	46
Animation length	63
==Trivia==
*On frame 26, the front hit is coded to change its hitbox to have a higher angle (35° → 90°) and set knockback (20 → 30). However, as the hitboxes are also deleted on this frame, this change never takes effect in-game.
Category:Ness (SSBU)
Category:Down smashes (SSBU)
Ness (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
Each loop lasts 20 frames, but the move can be ended as early as frame 16 since its initiation, without needing a full loop to execute. The frame strips below show the timing for both a full loop and when the move is ended as early as possible.
Upon absorbing a projectile, the move lasts an extra 16 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.
Loop points 	6-7, 26-27
Hitbox 	7-12
Absorption (shortest) 	7-26 (7-15)
Windbox (shortest) [from release] 	27-35 (16-24) [1-9]
Interruptible (shortest) [from release] 	36 (25) [10]
Animation length (shortest) [from release]	52 (41) [26]
!Hitboxes 
|-
!Absorption 
==Parameters==
===Move===
Vertical speed multiplier on startup	0.5
Period before applying gravity 	4 frames
Gravity 	0.027
Air friction 	0.018
Period before the move can be ended 	15 frames
===Absorber===
Size 	14u
Bone 	trans
Offsets 	[6.5, 0, 14]
Heal multiplier 	1.6
Maximum damage healed per absorption 	30%
Projectile capture speed 	1.2
Rotation speed for caught projectile 	9
Minimum period before a caught projectile is absorbed	6 frames
GFX size multiplier 	0.9
==Trivia==
*The rehit rate of the hitboxes (but not the ending windbox) never actually takes effect, as the move's loop instead deletes the hitbox before the rehit rate can apply, then creates it again on the following loop.
Category:Ness (SSBU)
Category:Down special moves (SSBU)
Category:Special moves (SSBU)
Ness (SSBU)/Down throw

Ness down throw hurtbox and hitbox visualization	Ness down throw hurtbox and hitbox visualization	Ness down throw hurtbox and hitbox visualization	Ness down throw hurtbox and hitbox visualization	Ness down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-27
Multihits 	6-9, 10-13, 14-17
Final hit 	26-29
Throw Release 	27
Interruptible 	50
Animation length	69
|-
Category:Ness (SSBU)
Category:Down throws (SSBU)
Ness (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
The move can loop into itself by pressing the attack button repeatedly. Upon hitting three times with the move, any subsequent hits push Ness back slightly until it is interrupted.
Hitboxes 	3-4
Earliest loop frame	6
Repeat window 	6-11
Interruptible 	12
Animation length 	26
|-
Category:Ness (SSBU)
Category:Down tilts (SSBU)
Ness (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)	1-24
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-12
Hitbox 	22-24
Interruptible 	56
Animation length 	62
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ness (SSBU)
Category:Edge attacks (SSBU)
Ness (SSBU)/Final Smash

==Overview==
Ness summons a rainstorm of meteorites with the help of Paula and Poo. Each meteorite is active for 200 frames. They rain down from the sky at an angle and can come from anywhere within the top blastzone. With Final Smash Meter on, the meteorites are slightly smaller.
==Hitboxes==
|}
Category:Ness (SSBU)
Category:Final Smashes (SSBU)
Ness (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Multihits 	8-18 (rehit rate: 5)
Final hit 	20-21
Ending autocancel 	33-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Interruptible 	13
Animation length	19
Category:Ness (SSBU)
Category:Forward aerials (SSBU)
Ness (SSBU)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Reflection 	18-30
Hitboxes 	21-22
Interruptible 	55
Animation length	63
|-
|-
==Reflector parameters==
Size 	10u
Bone 	top
Offsets 	[0, 6, 9]
Damage threshold 	80%
Damage multiplier 	2
Speed multiplier 	2.5
Lifetime multiplier	0.5
Category:Ness (SSBU)
Category:Forward smashes (SSBU)
Category:Reflectors
Ness (SSBU)/Forward throw

Ness forward throw hurtbox visualization	Ness forward throw hurtbox visualization	Ness forward throw hurtbox visualization	Ness forward throw hurtbox visualization	Ness forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-27
Throw Release 	27
Interruptible 	53
Animation length	67
|-
Category:Ness (SSBU)
Category:Forward throws (SSBU)
Ness (SSBU)/Forward tilt

Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Interruptible 	35
Animation length	52
Category:Ness (SSBU)
Category:Forward tilts (SSBU)
Ness (SSBU)/Grab

==Overview==
Ness lunges forward with both hands to grab his opponent.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	38
Animation length	49
===Dash grab===
Grab 	9-10
Interruptible 	46
Animation length	49
===Pivot grab===
Grab 	10-11
Interruptible 	41
Animation length	53
Category:Ness (SSBU)
Category:Grabs (SSBU)
Ness (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Middle Kick 	
Forward tilt (mid) 	Side Kick 	
Forward tilt (high) 	Side Kick 	
Forward tilt (low) 	Side Kick 	
Up tilt 	PK Toss 	
Down tilt 	Crouching Kick 	
Dash attack 	PK Hand Stamp 	
Forward smash 	Batter Up! 	
Up smash (charge) 	Around the World 	
Up smash 	Around the World 	
Down smash (charge) 	Walk the Dog 	
Down smash 	Walk the Dog 	
Neutral aerial 	Ness Spin 	
Forward aerial 	Aerial PK Hand Stamp	
Back aerial 	PK Drop Kick 	
Up aerial 	PK Wiper 	
Down aerial 	PK Meteor Kick 	
Neutral special 	PK Flash 	
Side special (groun) 	PK Fire 	
Side special (air) 	PK Fire 	
Side special burst 	PK Fire 	
Up special projectile 	PK Thunder 	(unavailable)
Up special pk thunder 2	PK Thunder 	
Down special 	[PSI Magnet]] 	
Down special windbox 	PSI Magnet 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab PK Shock 	
Forward throw 	PK Throw 	
Back throw 	Reverse PK Throw 	
Up throw 	Cowboy PK Throw 	
Down throw 	Rapid PK Fire 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Ness (SSBU)
Category:Hitboxes (SSBU)
Category:Hitbox repositories
Ness (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-12
Late hit 	13-15
Ending autocancel 	26-
Interruptible 	36
Animation length 	48
|-
===Landing lag===
Interruptible 	9
Animation length	30
Category:Ness (SSBU)
Category:Neutral aerials (SSBU)
Ness (SSBU)/Neutral attack

==Overview==
Ness's neutral attacks consist of 2 jabs and a kick. It does 7.5% in total.
For the technical data of each individual hit, see:
*Ness (SSBU)/Neutral attack/Hit 1
*Ness (SSBU)/Neutral attack/Hit 2
*Ness (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3
Consecutive jab 	8
Jab 2 	7
Jab 3 	15-16
Interruptible 	20, 24, 39
Animation lengths	27, 32, 56
|-
|-
Category:Ness (SSBU)
Category:Neutral attacks (SSBU)
Ness (SSBU)/Neutral special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
The projectile's true damage is determined by the formula 9 + 0.2 * 92 * (charge frames / 91), rounded down. The move charges for a minimum of 14 frames and a maximum of 91 frames, allowing it to deal between 10% and 27% damage.
|}
==Timing==
The duration shown is for the minimum charge amount.
Charges between 	12-13, 26-27
Projectile generation	13
Projectile detonation	27
Hitbox 	40-44
Interruptible 	62
Animation length 	81
!Projectile 
|-
!Ness 
==Parameters==
===Move===
Period before applying gravity while charging	10 frames
Gravity while charging 	0.017
Minimum charge time 	14 frames
Maximum charge time 	91 frames (1.1.0 onward)89 frames (before 1.1.0)
===Projectile===
Initial travel angle 	-15°
Initial speed 	1.65
Horizontal acceleration via directional input	0.02
Maximum horizontal speed 	0.85
Gravity 	0.038
Fall speed 	2
Minimum damage 	9%
Multiplier for damage added by charge 	0.2 * 92 (1.1.0 onward)0.2 * 80 (before 1.1.0)
Size multiplier 	1.05 to 1.8 (3.0.0 onward)0.9 to 1.7 (before 3.0.0)0.9 to 1.43 (before 1.1.0)
Explosion delay when released 	14 frames
Category:Ness (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Ness (SSBU)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
===Spark===
Hitbox 	18-37
Interruptible 	56
Animation length	71
|-
===Pillar===
The pillar and its hitboxes shrink over time.
Hitboxes	1-100 (rehit rate: 7)
===Landing===
Interruptible 	13
Animation length	29
==Parameters==
===Move===
Fire offsets 	[2.2, 0]
Pushback speed 	1.2 (grounded)0.6 (aerial)
Pushback friction	0.1 (grounded)0.01 (aerial)
Landing lag 	12 frames
===Projectile===
The pillar after the spark hits something has a hurtbox, which can be hit by opponents to reduce its duration.
Spark lifetime 	20 frames
Spark travel angle 	-6.6° (grounded)-43° (aerial)
Spark travel speed 	2.5 (grounded)2.8 (aerial)
Fire pillar maximum lifetime 	100 frames
Fire pillar lifetime decrease when hit	3 frames
Fire pillar Y offset 	3u
Fire pillar gravity 	0.01
Fire pillar fall speed 	0.8
Fire pillar minimum size multiplier 	0.5
Category:Ness (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Ness (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-7
Multihits 	8-14 (rehit rate: 2)
Final hit 	15-16
Ending autocancel 	34-
Interruptible 	34
Animation length 	45
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===Landing lag===
Interruptible 	9
Animation length	17
==Trivia==
*The final hit has a rehit rate of 2 like the multi-hits. However, as it lasts exactly 2 frames, it can still only hit once.
Category:Ness (SSBU)
Category:Up aerials (SSBU)
Ness (SSBU)/Up smash

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
The move and its hitboxes has some unusual properties, which are shared with Ness' :
*The yo-yo, while attached to Ness and causing him to experience hitlag alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-projectile properties; for example, they can clang with aerial attacks, and do not have their damage affected by Ness being giant or tiny.
*When shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
*Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames.
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==Timing==
Charges between 	9-10
Hitboxes 	10-32
Interruptible 	53
Animation length	61
Category:Ness (SSBU)
Category:Up smashes (SSBU)