nyuuzyou/wikis huggingface dataset:
Byleth (SSBU)/Neutral special

==Overview==
Byleth pulls out the Hero's Relic Failnaught to fire an arrow. He can charge it for more speed and damage, change directions while charging (including B-reversing in the air), and can charge-cancel with a shield until a certain duration. Charging at its maximum duration will fire a powerful arrow that has a similar animation and range to the staff item. A fully charged arrow can nearly break full shields. It must be charged a bit before it can be fired, similarly to how Bullet Climax cannot be shield-canceled instantaneously and must charge first. Byleth may occasionally say "Failnaught!" while using this move. The fully charged version pushes Byleth back and up when used in the air. Deals 12% when using a normal shot and 29% when fully charged.
==Hitboxes==
|}
==Timing==
===Phase 1===
Arrow 	45-61
Interruptible 	81
Animation length	107
|-
===Phase 2===
Phase 2 spawns its arrow and it travels 300 units on the next frame. It will stop once it collides with something, preventing it from hitting multiple opponents like Light Arrow, unless they were hit right next to each other.
Arrow 	114
Interruptible 	161
Animation length	184
|-
Category:Byleth (SSBU)
Category:Neutral special moves (SSBU)
Byleth (SSBU)/Pummel

==Overview==
Byleth's Pummel possesses slow frame data overall, making it somewhat unrewarding and risky relative to most of the cast. Damage output is above average, but this does not compensate for its drawbacks.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	16
Category:Byleth (SSBU)
Category:Pummels (SSBU)
Byleth (SSBU)/Side special

==Overview==
Byleth lunges forward while swinging the Hero's Relic Areadbhar upward with impressive horizontal and vertical range. If the move is smash-inputted, Byleth lunges forward farther, further improving its range. The aerial version has him spin it in an arc around him, covering an area that his aerial attacks cannot, but at expense of lag. Areadbhar possesses a sweetspot on its blade, as opposed to the weaker shaft. Byleth may occasionally say "Areadbhar!" while using this move.
==Update History==
 
*
*
==Hitboxes==
===Grounded===
! Shieldstun
|—
|1.7x
|1.7x
|1.7x
|1.7x
|—
|—
|—
|1.7x
|1.7x
|1.7x
|1.7x
|—
|—
|—
|}
===Aerial===
! Shieldstun
|2x
|2x
|—
|—
|}
==Timing==
Grounded (early, mid, late)	20, 21, 22-24
Aerial 	21-24
Interruptible (ground, air)	66, 62
Animation length 	86
|Grounded 
|-
|Aerial 
Category:Byleth (SSBU)
Category:Side special moves (SSBU)
Byleth (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 74.
Initial autocancel	1-3
Multihits 	10-19 (rehit rate: 5)
Final hit 	20-23
Ending autocancel 	48-
Interruptible 	49
Animation length 	79
|-
===Landing lag===
Interruptible 	15
Animation length	45
Category:Byleth (SSBU)
Category:Up aerials (SSBU)
Byleth (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Multihits (early, mid)	13, 14-16 (rehit rate: 7)
Multihits (late) 	17-27 (rehit rate: 4)
Final hit 	28-29
Interruptible 	58
Animation length 	81
==Trivia==
*The late multihits' ID 0 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.
Category:Byleth (SSBU)
Category:Up smashes (SSBU)
Byleth (SSBU)/Up special

Byleth Up Special Hitbox Visualizations.	Byleth Up Special Hitbox Visualizations.	Byleth Up Special Hitbox Visualizations.	Byleth Up Special Hitbox Visualizations.	Byleth Up Special Hitbox Visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
Byleth whips the Sword of the Creator upward, acting as a tether recovery similar to 's Grappling Hook in function. It can also attach to walls and allow Byleth to jump off, up to three times consecutively without landing. If it connects with an opponent, Byleth latches onto the opponent before footstooling them, dealing damage based on how far away the opponent was; if their percentage is at least 50% when they are footstooled, it becomes an untechable meteor smash. This footstool has only one frame of ending lag, allowing Byleth to immediately follow up with any of his aerials or special moves, with combos into moves such as neutral aerial (though this particular combo is only effective against ), back aerial, and reverse-inputted side special. Against grounded opponents, the move first launches them up with the sword to allow Byleth to latch onto them. When activated in the air, it instantly cancels all of Byleth's knockback, which can improve his survivability.
==Update History==
 
*
*
==Hitboxes==
! 
|7
|3
|0
|2
|0
|0
|0
|0
|0
|}
==Throws==
These throws have their damage increased depending on the distance between Byleth and their opponent at the moment the grab connects. They deal the most damage when the opponent is far from Byleth.
|}
==Timing==
===Attack===
Sword of the Creator uses hitboxes that act as grabs. as such, it cannot grab shielding opponents.
Launcher (grounded only) 	9
Grab (early, mid, late, latest)	10-11, 12, 13, 14-17
Interruptible 	47
Animation length 	64
|Grounded 
|-
|Aerial 
Category:Byleth (SSBU)
Category:Up special moves (SSBU)
Byleth (SSBU)/Up throw

Byleth up throw hurtbox and hitbox visualization	Byleth up throw hurtbox and hitbox visualization	Byleth up throw hurtbox and hitbox visualization	Byleth up throw hurtbox and hitbox visualization	Byleth up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Byleth shoves the opponent upward with the Sword of the Creator. This move can combo into an up aerial and up special at low percentages, but these combos can be easily DI'd.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	14
Throw Release 	15
Interruptible 	38
Animation length	82
|-
Category:Byleth (SSBU)
Category:Up throws (SSBU)
Bytan

Bytans (, Bitan) are enemies in Super Smash Bros. Brawls Adventure Mode: The Subspace Emissary. They first appear at The Ruined Zoo.
==Description==
Bytans are spherical and limbless creatures. The lower half of their body is colored white and the upper half comes in nine different colors – red, orange, yellow, green, blue, purple, pink, brown and black, making them resemble Poké Balls or the Pokémon, Voltorb, and its evolved form, Electrode. A red and cycloptic eye that bulges whenever they are about to multiply appears on their upper half, while a gaping smile bearing sharp teeth and a representation of the Subspace Army's insignia appears on the front and back of the bottom half, respectively.
==In Super Smash Bros. Brawl==
===As enemies===
Bytans first appear at The Ruined Zoo. They can multiply within seconds by producing another Bytan from their eyes, forcing the player to destroy them quickly before things get out of hand; they attack more on lower difficulties while multiplying faster on higher ones. They often appear in ambushes, so that they can multiply more often and make it harder for the player to dispatch them. They attack with a charging headbutt and their attacks are telegraphed by them rolling.
There are also giant-sized Bytans, which are about four times larger and have roughly three times more health. These Bytans are far less likely to multiply than the ordinary ones are.
===Damage taken===
===Trophy===
==In Super Smash Bros. for Nintendo 3DS==
Although they do not appear as enemies in , Bytans do make an appearance in that game as a trophy.
===Trophy===
==In Super Smash Bros. Ultimate==
===Spirit===
Bytan appears in Super Smash Bros. Ultimate as a Novice-class primary spirit.
Bytan's Spirit Battle uses an army of puppet fighters and is fought on the Kongo Falls stage's Ω form. During the battle, Ball items will appear, referencing the Bytan's spherical appearance.
No. 	Image	Name	Type	Class	Slots	Base	Max	Base	Max	Base	Max 	Ability 	Series
1,110	 	 	★ 	0 	1080 	5400	486	2430	594	2970	No Effect	Super Smash Bros. Series	
==Gallery==
bytan.jpg|A Bytan.
GiantBytan.jpg|A giant Bytan.
BytanCharge.jpg|The Bytan's charge attack.
GiantBytanDuplicating.jpg|A giant Bytan about to multiply.
==Names in other languages==
==Trivia==
*No matter what size and color they are, Bytans will always transform into the same trophy upon being captured by a Trophy Stand.
Category:Super Smash Bros. universe
Category:Common enemies
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Spirits
CCSC Power Rankings

The CCSC Power Rankings was a list of the top 25 players across the Central Canada Smash Circuit region, comprising the provinces of Alberta, Saskatchewan and Manitoba. The list was initially drafted and released on July 21, 2007 after much speculation from the CCSC Panelists involved. 
Maintenance of this list subsided upon the competitive retirement of its primary panelist, . A current list representing this region is no longer actively sustained, but a selective list of players from Edmonton and surrounding regions can be found at Alberta Power Ranking (notably excluding the Calgary area from its first several revisions).
== Final Rankings==
These are the final CCSC Power Rankings, released on October 24th, 2007.
 
	
 
|}
== Panelists ==
The Central Canada Smash Panel was of regional representatives from across the atypically vast geographical expanse of the area. The panel consisted of the following 4 members:
* - Calgary, AB
* - Edmonton, AB
* - Edmonton, AB
*nYo - Winnipeg, MB
== See also ==
*Pro Impact BI-WEEKLY Smash
*At Melee's End: Pro Impact CCSC Championship
== External links ==
*CCSC Power Rankings @ www.proimpact.ca
*SSBM Top Rankers - Winnipeg's Gamer Rankings
*CCSC Power Rankings - Official Thread
*The Official Central Canada Thread
Category:Discontinued Power Rankings
Category:Canadian Power Rankings
CD Factory

A CD Factory is a custom stage that is designed to assist in the collection of CDs and stickers in Super Smash Bros. Brawl. While the design of a CD Factory can be changed by the designer, it generally involves the use of conveyor belts running against one another to trap Sandbag and its contents.
For a variety of reasons, CD Factories cannot exist in Super Smash Bros. 4, most prominently because Sandbag can no longer drop CDs. CDs were removed in Super Smash Bros. Ultimate.
==Operation==
The idea behind a CD Factory involves setting all items to off with the exception of Sandbag. In doing so, Sandbag becomes the only item that spawns on the stage; hitting the item ordinarily causes it to release further items per its base behaviour, but as all other items are off, Sandbag is instead forced to drop stickers and CDs. The intent of the conveyor belts is to keep Sandbag in place as it is attacked, as well as to potentially corral other Sandbags into the area between the two belts.
In addition to standard one-player variants, CD Factories can take on other forms, including forms intended for two or more players. The use of hacks can also allow players to make the conveyor belts move more quickly.
==External links==
*Smashboards.com CD factory guide
*Basic CD factory
*2 Player CD factory
*Advanced CD factory (using wavebird controller)
Category:Stages
Category:Stage Builder
C button

The C button can refer to the four directional buttons on the top right area of the Nintendo 64 controller or a button on the back of the Nunchuk. The Nintendo 64 C buttons are yellow, while the Nunchuk C button matches the color of the Nunchuk shell.
==Overview== 
All four of the Nintendo 64 C buttons on the N64 controller are used for jumping when fighting, and are used to change costumes on the character selection screen.
A single C button is present on the Nunchuk, which is made compatible with Super Smash Bros. Brawl and . This button is used to jump by default, but this can be changed in the controls menu.
A Nintendo 64 controller was created for Nintendo Switch Online subscribers, and is compatible with Super Smash Bros. Ultimate. However, this is a Nintendo 64 controller in design only, as it has the internal components of a Nintendo Switch Pro Controller. The C buttons on this controller are set to the C-stick option by default, but this can be altered in the controls menu.
==C-Stick==
The Nintendo GameCube controller's equivalent of the N64's C buttons is the C-Stick, which is used in Super Smash Bros. Melees VS. Mode and if playing on a GC controller in Super Smash Bros. Brawl to activate uncharged smash attacks. If playing in single player in Melee, it adjusts the camera zoom. The Classic Controller, Wii U GamePad, Wii U Pro Controller, Joy-Cons, and Nintendo Switch Pro Controller have an equivalent to the C-stick with a right analog stick that have identical functionality to the GameCube C-stick.
==Gallery==
C-stick.jpg|GameCube C-Stick
Nunchuk_C_button.png|Nunchuk C button
Category:Game controls
Calling All Supports

Calling All Supports! was a Spirit Board event that gave triple SP and an All Supports item. It ran from 6 a.m. on April 23, 2021 to 6 a.m. on April 26, 2021 ().
==Description==
:Win any battle on the Spirit Board during this event and you'll earn the All Supports item, plus triple the usual SP!Event page
==Names in other languages==
==References==
Cancel (disambiguation)

Cancel or canceling is, in general, the act of interrupting something before it finishes. Cancels include:
*Crouch canceling
*Dash-canceling
*Double jump canceling
*Double jump cancel counter
**Double jump cancel fast fall l-cancel
*Drop canceling
*Frame canceling
*Hitstun canceling
*Jump-canceling
*L-canceling
*Momentum canceling
*Short hop fast fall l-cancel
*Taunt canceling
*Teeter canceling
*Space Jump
*Special move canceling
Category:Advanced techniques
Cannon Uppercut

Cannon Uppercut () is one of three up special moves usable by s in Super Smash Bros. 4.
==Overview==
When used, the Gunner fires a concussive blast, then propel themselves with the arm cannon while punching into the air. The concussive blast can meteor smash opponents, similarly to Palutena's Rocket Jump. The move can hit twice (the blast and the Mii's fist) and is fairly strong, but as a recovery, it does not cover much distance.
In Ultimate the move is now revised to be Cannon Jump Kick. The move is functionally identical to Cannon Uppercut, but it uses a kick instead of an uppercut to deal damage.
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Category:Up special moves
Category:Super Smash Bros. universe
Category:Mii Gunner (SSB4)
Category:Mii Fighter
Cappy

Cappy (, Cappy) is a character in the series.
==Origin==
Cappy made his debut as Mario's companion in . He is a ghostly white top hat with large eyes with red irises and a ghostly tuft of hair.
Cappy is a member of the hat-like Bonneter ghost race. Prior to the events of Super Mario Odyssey, Bowser invaded the Cap Kingdom and kidnapped his younger sister, to be used as Princess Peach's headdress for their forced wedding. After witnessing Mario's defeat at the hands of Bowser (which destroyed his signature hat in the process), Cappy found Mario unconscious in the Cap Kingdom and nudged him awake. Cappy and Mario teamed up to rescue both damsels in distress, travelling around the entire world aboard the airship, the , and collecting enough Power Moons to progress to the next kingdom.
Cappy's signature ability is notably to be thrown around at his own will, and allows Mario to possess several entities in the Mario universe. He can either be fully part of Mario's abilities or be separately controlled by a second player. He also changes his appearance with the hat of Mario's choice, with his eyes appearing in the center to show off that he's there.
==In Super Smash Bros. Ultimate==
===As a moveset element===
Cappy appears cosmetically within 's moveset while using up special, Super Jump Punch. When he appears, the coins that appear change to that of the regional coins from New Donk City. He also appears as Mario's side taunt, where Mario throws him with Cappy circling around him once before Mario catches him and puts him back onto his head. In both instances that he appears, he retains the appearance of Mario's hat.
===As a Mii Costume===
Cappy (in his Mario Cap form) serves as the basis of the Cappy Hat default headgear for the s.
===Spirit===
Cappy also appears as an Advanced-class support spirit.
In Adventure Mode: World of Light, Cappy is presumably one of the countless spirits captured by Galeem during his takeover of the universe. Cappy's spirit is located in the cloud section of The Light Realm.
Cappy uses a puppet fighter and is fought on the Rainbow Cruise stage. During the battle, the Boomerang item appears, referencing how Cappy is thrown like a boomerang, while Mario turns invisible, referencing how Cappy takes the form of hats and appears invisible to the naked eye.
Cappy can be summoned with the cores of and .
No.	Image	Name	Type	Class	Cost 	Ability 	Series
78 	 	 	★★ 	1 	Strong Throw	Super Mario Series	
==Names in other languages==
Category:Characters
Category:Mario universe
Category:Spirits
Cappy (disambiguation)

Cappy is a shared name for characters from both the series and series appearing as:
*Cappy from the series
*Cappy from the series
**A trophy in Brawl
**A trophy in Super Smash Bros. for Wii U
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Kirby universe
Captain Falcon (SSB)/Back aerial

==Overview==
Captain Falcon throws a backfist behind him, dealing 16% damage and reasonable knockback. Unlike most other back aerials, it does not have a weaker late hit although its hitboxes do decrease in size after the move's first two active frames. A fairly safe move to use, considering its large disjoint. It is useful for edgeguarding and can space well. While it has somewhat high landing lag under normal circumstances, this issue can easily be avoided via Z-cancelling. It is also very useful in combos at low to moderate percentages, being able to lead into another back aerial (a wall of pain variation), a reverse back aerial, or a (for a variation of the Ken Combo) at low to moderate percentages. A down aerial used on a grounded opponent can also combo into a back aerial at percentages around 140%, which is usually enough to KO. The move can also be used during soft platform landings and drops to mix up Falcon's aerial game on stages such as .
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	7-8
Late hit 	9-18
Ending autocancel 	28-
Animation length 	35
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Captain Falcon (SSB)
Category:Back aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Captain Falcon (SSB)/Back throw

==Overview==
Captain Falcon kicks the opponent back, dealing 16%. This throw has much more knockback than his but is generally not used for combos. The most common use is to edgeguard after a quick ledge snap, especially against and at higher percents, though, at lower percents, forward throw is better as it leads to better edgeguard scenarios. The other use is to back throw someone onto a platform leading to a free up smash.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	4-19
Hitbox 	12-19
Throw Release 	20
Animation length	43
|-
Category:Captain Falcon (SSB)
Category:Back throws (SSB)
Captain Falcon (SSB)/Dash attack

==Overview==
Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly punishable however, meaning it isn't very reliable. Is punishable on hit at low percents. This move is considered to be Captain Falcon's worst move.
==Hitboxes==
|}
==Timing==
Clean hit 	7-10
Late hit 	11-26
Animation length	40
Category:Captain Falcon (SSB)
Category:Dash attacks (SSB)
Captain Falcon (SSB)/Down aerial

==Overview==
Captain Falcon stomps below him, dealing 14% damage. The move's hitbox lasts a very long time, but it has very quick startup. The move functions as a meteor smash, striking airborne opponents downwards when they are hit by the move. The move's reach is also extended by a small hitbox above Captain Falcon's legs. The move is a powerful meteor smash (even if it hits during the latter frames), and it can KO at moderately low percentages offstage. Due to the move having high power throughout the entire duration, it can easily be used after an edge drop and a midair jump to cover the area around Falcon, being very difficult for most recovering characters to get past. If the move is used on a grounded opponent, it produces very weak knockback that only just lifts them off the ground at around 80-90%, though at around 80% it can lead into an to get the opponent into the air, and at around 100-150% (depending on the falling speed of the opponent) it can lead straight into a or occasionally a for a KO. Used on a grounded opponent at lower to moderate percentages, it can also tech-chase rather easily. This can be performed out of a short hop or after an aerial down aerial onstage. In addition to this, it can be used effectively with the help of platforms; for example, Falcon can use it almost immediately after dropping through a soft platform. Additionally, a down aerial can be used on a grounded opponent right next to the edge of the stage to combo into another down aerial, a , or even a .
Captain Falcon can also perform a Ken Combo variation by jumping, using his back aerial (at lower percentages) or (at moderate percentages), jumping again and using a down aerial to meteor smash the opponent. A down aerial can also be used to finish a string of s. According to himself, the Ken Combo was initially developed in Smash 64 using an up aerial → down aerial combo with Captain Falcon.
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-6
Hitboxes 	7-24
Ending auto-cancel 	25-
Animation length 	39
|-
===Landing lag===
Animation length 	28
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Captain Falcon (SSB)
Category:Down aerials (SSB)
Category:Meteor smashes (SSB)
Category:Normal attacks (SSB)
Category:Stomps (SSB)
Category:Aerial attacks (SSB)
Captain Falcon (SSB)/Down smash

==Overview==
Captain Falcon crouches and kicks on both sides of himself while spinning, dealing 16% and average to below average knockback. If the attack connects closer to the body, the opponent will be sent upwards at a slight angle. If it connects with the tip, the opponent will be sent on a more horizontal trajectory. The move has a somewhat short duration for a move of this criteria, but is somewhat awkward compared to Falcon's other moves. The front hitbox does more knockback than the back. The move has high range along the ground, being able to hit characters hanging on the edge. However, the move cannot combo well, has low knockback (cannot KO reliably until above 150%), and is generally not recommended for most situations.
==Hitboxes==
|}
==Timing==
Hit 1 	8-12
Hit 2 	19-22
Animation length	49
==Similar moves==
*
Category:Captain Falcon (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)