nyuuzyou/wikis huggingface dataset:
Forest Hill

Forest Hill (, Forest Hill) is a sub-world found in The Light Realm within Adventure Mode in Super Smash Bros. Ultimate. It is located on the southeast of the map. It is based on the Forest and Hills area from the original Monster Hunter. Rathalos is fought here, and Toon Link is captured here. Rathalos will move around on the map, and will go to the plateau where he can be fought once approached from behind. The area's background music is .
==Spirits==
The spirits found here are generally characters found in grassy areas; the majority are animals, reflecting the Monster Hunter series. Several spirits also have wings, much like Rathalos himself.
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Universe 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
363 	 	Kirby Series 	• Team ×4 	 	1,800 	 	N/A 	•The enemy favors side specials in the air 	(Green Greens) 	
405 	 	Star Fox Series 	• 	 	1,600 	Garden of Hope (Battlefield form) 	•Earthquake 	•Periodic earthquakes will shake the stage 	 	
504 	 	Pokémon Series 	• 	 	3,900 	Spear Pillar (hazards off) 	•Attack Power ↑ 	•The enemy has increased attack power after a little while•The enemy has increased move speed	 	
219 	 	The Legend of Zelda Series 	• 	 	1,900 	Garden of Hope (Battlefield form) 	N/A 	•The enemy favors down specials 	 	
349 	 	Kirby Series 	•Giant 	 	2,200 	The Great Cave Offensive (Battlefield form)	•Item: Pitfall 	•The enemy is giant 	 	
957 	 	Xenoblade Chronicles Series	• • 	 	4,200 	Gaur Plain (Battlefield form) 	•Hazard: Poison Floor 	•The floor is poisonous•The enemy's magic attacks have increased power 	 	
579 	 	EarthBound Series 	• 	 	1,600 	Distant Planet 	•Item: Ramblin' Evil Mushroom	•The enemy starts the battle with a Ramblin' Evil Mushroom 	 	
455 	 	Pokémon Series 	• 	 	3,800 	Gerudo Valley 	•Uncontrollable Speed 	•The enemy is very fast and can't stop quickly•The enemy can deal damage by dashing into you 	 	
150 	 	Donkey Kong Series 	• 	 	9,100 	Kongo Falls (Ω form) 	N/A 	•The enemy can deal damage by dashing into you 	 	
238 	 	The Legend of Zelda Series 	• (50 HP)• (60 HP)• (30 HP)• (60 HP)• (50 HP)• (50 HP)	 	9,200 	Great Plateau Tower 	N/A 	•Stamina battle•Reinforcements will appear after an enemy is KO'd•Defeat an army of fighters 	 	
===Boss spirit===
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,295	 	 	★★ 	1 	Air Attack ↑	MONSTER HUNTER Series	
==Boss==
The boss of this sub-world is Rathalos. Defeating him grants players the Rathalos spirit as well as destroying the pillars obstructing the blue warp pipes allowing them to be used.
Image	Name 	Type	Power	Stage	Music
 	Rathalos	 	??? 	??? 	
==Captured Fighter==
Toon Link can be freed here by pressing a button to form a bridge.
No.	Image	Name	Type	Power	Stage 	Music
43 	 	 	 	7,500	Wuhu Island	
==Names in other languages==
Category:Monster Hunter universe
Category:Super Smash Bros. Ultimate
Four Swords Adventures

Four Swords Adventures is a single-player event match in unlocked by completing the previous event, The Original Heavyweights. In it, the player controls , and must defeat three other Toon Links in a stamina match.
== Progression ==
This event is unlocked by clearing The Original Heavyweights. Completing the event unlocks the up path.
* Up path: Awards the Sword Kirby trophy. Leads to Playing Tricks.
Completing the event on normal or hard difficulty within 45 seconds awards a Steel Sword equipment.
== Trivia ==
* The music used in this event, , normally plays on Skyloft, rather than Wuhu Island.
* The stage is likely a reference to the islands in Four Swords Adventures.
* The event's name and description refer to , a game in which four different Links could be controlled at once. Additionally, the four Links in the event are the same colors as the Links in Four Swords Adventures.
** Additionally, this event is similar to Brawl's Co-Op Event 15: Four Swords Brawl as they both reflect the theme of The Legend of Zelda: Four Swords sub-series.
Fox-trotting

Fox-trotting is the technique in all five Super Smash Bros. games that consists of moving along the ground by repeatedly executing characters' initial dash animation, as opposed to using their full dash. Since some characters' initial dash animations move them faster than their full dash, these characters are able to run faster with the use of fox-trotting. Fox trotting is predominately used in Super Smash Bros. Melee, Smash 4, and Super Smash Bros. Ultimate, and characters with which the technique is most commonly executed are Fox, Captain Falcon, Roy, Marth, Little Mac and Incineroar.
One way of performing a fox-trot is by flicking or tapping the control stick sideways to perform an initial dash, returning the stick to a neutral position to cancel the onset of the full run, and then tapping the stick sideways again to perform another initial dash. This sequence can be repeated to move the character along the ground, and the timing of each character's fox-trot is different. In Super Smash Bros. Brawl, there is a small possibility that characters will trip during their initial dash animation, thus making fox-trotting risky. 
In Super Smash Bros. Melee, fox-trotting can also be performed by jump-canceling a dash into a wavedash, then dashing again, or by dash-canceling a full dash into another dash.
Fox-trotting in Smash 4 is close to the same as in Brawl, but without the chance of tripping. Smash 4 does tend to maintain more slide momentum during each dash brake animation (the period after letting go of the stick during each fox-trot), which allows for longer and more variable back-and-forth dancetrots than Brawl. A fox-trot can be performed on frame 16 of every dash if the character has not entered their run animation, which means characters with an initial dash animation length of 16 or 17 frames have an easier time fox-trotting than other characters.
In Ultimate, all characters have significantly higher initial dash speeds, making the technique much more effective than in previous games.
Fox-trotting is considered slightly more difficult to perform consistently in Smash 64 due to the differences with the initial dash animations.
==Dash-sliding==
Dash-sliding, a term coined by Clan, Hoboking, and Legend of Brawlcentral, is a variant of fox-trotting, and is described as a constant state of dashing. It is done by mashing the control stick in a direction, and then returning it to neutral, then repeating, similar to a fox-trot. It differs from a fox-trot in that when doing a fox-trot, a dash-dance was needed to change directions. In a dash-slide, it is possible to shield cancel out of it. Also, since most characters hunch over in the animation, the player is a smaller target for an added bonus. This can be used as a mindgame, or as a speed advantage over the player's opponent. 
==Videos==
Fox (SSB)/Back aerial

==Overview==
Fox kicks behind himself while looking back, doing 12% damage and low knockback. It is a sex kick, so the move gets slightly weaker the longer it's out (though to a lesser extent compared to most sex kicks in the game), and has a high duration, yet comes out quickly (having fast startup). A combo-orientated move, being usable in many aerial and offstage combos, and a decent move for edgeguarding. Usually, it's used after an , or as a reverse back aerial after a . It can also chain into itself and finish off with a or . Additionally, the late hit can be used in a short hop or after another aerial to setup a jab, up tilt, or . It can also space to some extent if used on its own out of a short hop.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-27
Ending autocancel 	28-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Fox (SSB)
Category:Back aerials (SSB)
Category:Normal attacks (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Fox (SSB)/Back throw

==Overview==
Fox rolls back with the opponent and then throws them away, dealing 15% damage and decent horizontal knockback (although it is weak for a back throw), while also launching them into the air slightly. It can be followed up with a short hop double laser to rack up some damage, and at low percentages, the move can lead into a →→aerial, , or short hopped as a quick combo, or a to get the opponent offstage quickly. The move can also be used in conjunction with his to chaingrab in the "Tent" portion of Hyrule Castle. This can rack up damage quickly and easily, and it can easily lead into aerials, including an at high percentages for an easy KO.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	4-12
Hitbox 	11-18
Throw Release 	19
Animation length	39
|-
Category:Fox (SSB)
Category:Back throws (SSB)
Fox (SSB)/Dash attack

==Overview==
Fox kicks while leaping forward, dealing 10% damage and low horizontal knockback, sending opponents at a moderately low angle. Compared to dash attacks such as , it doesn't have as much ending lag, though if shielded correctly, it still isn't too difficult for the opponent to shield grab Fox out of. The move can combo into a at moderate to high percentages. On stages like , it is easy to chain multiple dash attacks into each other while running across the stage to rack up damage, then end with a forward smash near the edge for a KO, or at least an edgeguard setup. While Fox usually has better options for combos, the move isn't too shabby in terms of combo ability.
==Hitboxes==
|}
==Timing==
Clean hit 	5-8
Late hit 	9-24
Animation length	40
Category:Fox (SSB)
Category:Dash attacks (SSB)
Category:Normal attacks (SSB)
Fox (SSB)/Down aerial

==Overview==
Fox spins very quickly whilst airborne, doing a drill downwards. This attack has 7 hits, each doing 2% damage for a maximum of 14% damage, and is an extremely weak meteor smash. It can be useful for positioning opponents for combos and various setups, including being able to cover certain options from the opponent, such as rolls and tech options. If Fox lands whilst using a down aerial to do so, it is possible to followup with most of Fox's grounded moves. Like all of the drills in the game, it can be SDI'd out of, though if it is spaced properly, it can still be difficult for enemies to punish. The move is overall useful in most situations if it is utilized properly.
==Hitboxes==
|}
==Timing==
Initial auto-cancel	1-3
Hits 	4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
Ending auto-cancel 	24
Animation length 	49
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Fox (SSB)
Category:Down aerials (SSB)
Category:Normal attacks (SSB)
Category:Meteor smashes (SSB)
Category:Aerial attacks (SSB)
Fox (SSB)/Down smash

==Overview==
Fox does a split kick, covering the front and back at the same time, doing 14% damage and decent horizontal knockback that also sends opponents on a favourable semi-spike trajectory. Its fast start-up makes it a pretty good finisher, as well as having some moderate range, and low ending lag. Similar to his , the shine, its said semi-spike trajectory makes his down smash a effective edge-guarding move. Fox also has some ways to combo into a down smash. Like his other two smashes, he can hit the opponent lightly with the first hit of his (at under around 90%; above will send the opponent too far up), or an up tilt (at very low percentages) to put them under hitstun, then use his down smash as a finisher when near the edge, or at least get them offstage.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Legs intangible 	1-6
Hitboxes 	6-10
Animation length	49
|Hitboxes 
|-
|Legs 
Category:Fox (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)
Category:Semi-spikes (SSB)
Fox (SSB)/Down tilt

==Overview==
Fox sweeps his tail along the ground in front of himself, dealing 12% damage and vertical knockback. A useful combo move that can also KO at very high percentages. At very low percentages, it can lead into a or , and at moderately low to moderately high percentages, it can easily lead into a , that can also combo into a down tilt to continue the chain of d-tilt→dair→d-tilt→dair and so on, until an can be used after a dair at KO percentages. Also, a dair may instead lead into an combo at moderate percentages. In certain situations, it can also combo into a at low percentages, which when used near the edge, can set up a shine spike (usually used against characters with linear recoveries such as ). Additionally, the move has good range in front of Fox, though unspectacular. The move is considered more effective on floaty characters.
Notably, if Fox uses the move while standing close enough to the edge, the hitbox will extend below the edge slightly, meaning it can hit characters within the range (regardless of whether they're hanging on the edge or not), though the mostly vertical knockback of the move, along with the fact that it isn't much of a reliable KO move (even when in this position), means this isn't too useful.
In the Japanese version, down tilt is much weaker, dealing less damage and knockback. This makes down tilt a worse KO move as well as a worse combo move at very low percents. However, it is a much more effective combo tool at higher percents, being able to directly lead into up smash for a KO confirm at certain percents.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
**
==Timing==
Hitbox 	6-9
Animation length	29
Category:Fox (SSB)
Category:Down tilts (SSB)
Category:Normal attacks (SSB)
Fox (SSB)/Forward aerial

==Overview==
Fox does a feet-first kick forward, with a very similar animation to his , though it's obviously performed in the air instead, and he doesn't move any distance forward while using it. It does 12% damage – its knockback is below average (it cannot KO reliably onstage even at very high percentages), though it has decent combo ability and edgeguarding potential. It has high ending lag and landing lag if not Z-cancelled, however. It can combo into a reverse , a at higher percentages (more effective on floaty characters), or after a late-hitting forward aerial, as well as being a way to set up ground moves at moderate percentages on characters with fast or close to fast falling speeds, due to sending opponents on a below average angle; being able to lead into a jab or . Its decent range also makes it a usable spacing tool, mostly used out of short hops in conjunction with back aerial.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-9
Late hit 	10-23
Ending autocancel 	24-
Animation length 	39
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Fox (SSB)
Category:Forward aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Fox (SSB)/Forward smash

==Overview==
Fox does a feet-first lunge forward, dealing 17% damage, and moving Fox a considerable distance forward. It has decent KO power, being a somewhat reliable KO move, but is mostly used to intercept predictable and/or linear recoveries, along with his . The move, however, does have some lag, and is unreliable to use in the middle of combos, with a lack of any widely used ways to combo into it or followup from it.
==Hitboxes==
|}
==Timing==
Clean hit 	12-16
Late hit 	17-24
Animation length	51
Category:Fox (SSB)
Category:Forward smashes (SSB)
Category:Normal attacks (SSB)
Fox (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Body Blow 	
Neutral attack infinite 	Rapid Kick 	
Forward tilt 	Fox Whip H 	
Forward tilt mid up 	Fox Whip H 	
Forward tilt up 	Fox Whip H 	
Forward tilt mid down 	Fox Whip H 	
Forward tilt down 	Fox Whip H 	
Up tilt 	Fox Whip V 	
Down tilt 	Fox Tail 	
Dash attack 	Jump Side Kick 	
Forward smash 	Striking Drill 	
Up smash 	Flip Kick 	
Down smash 	Ground Kick 	
Neutral aerial 	Fox Kick 	
Forward aerial 	Air Drill H 	
Back aerial 	Reverse Spin Kick	
Up aerial 	McCloud Flip 	
Down aerial 	Air Drill V 	
Neutral special 	Blaster Shot 	
Up special 	Fire Fox 	
Down special 	Reflector 	
Down special (initial hitbox)	Reflector 	
Grab 	 	
Forward throw 	Leg Shoot 	
Back throw 	Reverse Leg Shoot	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Fox (SSB)
Category:Hitbox repositories
Category:Hitboxes (SSB)
Fox (SSB)/Neutral aerial

==Overview==
Fox does a normal sex kick, dealing 14% damage and decent knockback when it first comes out. It has alright range, albeit not much of a spacing move, and due to its knockback, it can usually be used as a combo finisher, such as after a series of s or s. However, it is rarely enough to KO, only being usable as a KO move for edgeguarding, while the generally low knockback of Fox's aerials outside of mean it is more suited as a gimping move, though inferior to his forward and back aerials due to its ending lag. Fox's neutral aerial also has limited ability to be used in combos with other moves. Despite its weaknesses, though, it is a solid defensive move and can be used in short hops repeatedly to throw off the opponent.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-31
Ending autocancel 	32-
Animation length 	49
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Fox (SSB)
Category:Neutral aerials (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Fox (SSB)/Neutral attack

==Overview==
Fox does two quick, generic paw jabs, then a series of rapid kicks. First and second hits deal 4% damage each, while the kicks deal 1% each.
The first hit does extremely little knockback that is noticeable at percentages around 100% and above, but at such percentages, it can be followed up with a variety of moves outside the following hits of the jab, thanks to the hitstun it produces. It can easily lead into an at around 100% to secure a KO (anywhere on the stage), as well as a at around 120% (anywhere on the stage, but much more effective near the edge), and a at around 90% (near the edge), being an effective way to set up the semi-spike edgeguard. Against floaty characters or characters with close to floaty falling speeds, an can also be used at around 130% for a KO, as well as a short hopped to start some sort of combo. Additionally, at low to high percentages, the move can jab cancel into itself and the second hit repeatedly to rack up damage and/or set up a grab. At percentages just under KO percentages, it can combo the opponent while walking when used repeatedly (in a similar way to a lock in Brawl, but the opponent is under hitstun instead), then lead straight into the usual up smash for a KO. The move isn't easy to land against an opponent playing defensively due to its rather short range (as with most jabs in the game), though if one can land it, it proves to be an effective way to combo straight into a KO move or a move to get the opponent offstage.
The second hit is faster than the first, but it's usefulness is almost nullified by the first hit being more useful in almost every other aspect. Generally, only the first hit is used for combos, though as explained above, the first and second hits can jab cancel into themselves repeatedly to rack up damage and/or set up a grab.
The looping infinite is generally not used competitively, due to being laggy, dealing very minimal damage, being very easy to punish, and having almost no followup options.
For technical data of each individual hit, see:
*Fox (SSB)/Neutral attack/Hit 1
*Fox (SSB)/Neutral attack/Hit 2
*Fox (SSB)/Neutral attack/Infinite
Category:Fox (SSB)
Category:Neutral attacks (SSB)
Category:Natural combos
Fox (SSB)/Neutral attack/Infinite

:For an overview of the overall natural combo, see here.
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	10-11, 17-18, 24-25, 31-32, 38-39...
Animation length (ending)	14
Category:Fox (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)
Fox (SSB)/Neutral special

==Overview==
Fox shoots a pink laser that travels slower than a Ray Gun shot from his Blaster, doing 5%-6% damage per shot, along with producing some hitstun on the opponent. When the Blaster is used when Fox is airborne, he can pull his blaster out much quicker, greatly reducing start-up and ending lag, as well as having a faster firing rate. Using the effective short hop techniques available, including short hop laser and short hop double laser, will make the Blaster an effective asset, especially in conjunction with ledgehopped double lasers and Blaster followups. However, using the laser twice in one short hop requires pretty fast reflexes.
Competitive players consider the Blaster as one of the best projectiles in the game. The hitstun of the blaster is effective for camping, helping to make opponents struggle to approach Fox, and can also lead into combos from moves such as an , setup moves such as a jab, or KO moves such as an . At higher percentages, the blaster is often very useful to extend a combo if a move has too much knockback to followup reliably. Hyrule Castle is an excellent stage for him, as he dominates via the great projectile camping ability of his Blaster. However, it is less effective on , due to having less space to laser camp, though it is still highly used.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
*
==Timing==
===Ground===
Shot 	25
Repeat window 	29-54
Animation length	54
|-
===Air===
Shot 	15
Repeat window 	15-44
Animation length	44
|-
Category:Fox (SSB)
Category:Neutral special moves (SSB)
Fox (SSB)/Up aerial

==Overview==
Fox flips while airborne and uses his two feet to kick upwards, doing 2% damage and very low set knockback on the first hit and 13% damage and fairly high knockback on the second hit. It is one of Fox's most reliable vertical finishers along with his , especially against floaty characters such as and , and is also an excellent and very versatile comboing and juggling move against floaties and fastfallers alike. On grounded opponents, it can setup almost any move at very low percentages, and at mid to high percentages, it can combo into itself or other aerials. On stages such as , the move is even more versatile due to the platforms aiding it, allowing it to also setup grounded moves.
Hitting with the first part of the move only can also be used in combos and juggles to some extent. Against floaty characters, its set knockback is made significantly higher, to the point where it can almost bounce them up from the bottom of Dream Land to the top platform. Against fastfallers, the set knockback is very low, though this means it can be chained into itself and setup any move at any percentage, and even has the potential to be used as an infinite. However, SDI makes this technique less effective, as the opponent can SDI off of the stage, into a wall, or low towards the ground to escape Fox's reach, as well as into the second hit of the move to prevent the infinite from going any further. Additionally, hitting with the first part of the move only is very difficult to perform consistently, and is overall rather situational.
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-5
Hit 1 	6-11
Hit 2 	12-13
Ending auto-cancel 	14-
Animation length 	39
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Fox (SSB)
Category:Up aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)