nyuuzyou/wikis huggingface dataset:
Samus (SSB4)/Up special/Custom 1

==Hitboxes==
! 
|3
|3
|3
|3
|}
==Timing==
===Grounded===
Intangibility 	5-13
Multihits 	11-23
Final hit 	25
Animation length	63
|-
===Aerial===
Intangibility 	5-10
Multihits 	11-23
Final hit 	25
Animation length	61
|-
Category:Samus (SSB4)
Category:Up special moves (SSB4)
Category:Custom moves
Samus (SSB4)/Up special/Custom 2

==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Intangibility 	8-14
Hit 1 	15
Hit 2 	25-27
Animation length	59
|-
===Aerial===
Intangibility 	9-12
Hit 1 	15
Hit 2 	26-27
Animation length	37
|-
Category:Samus (SSB4)
Category:Up special moves (SSB4)
Category:Custom moves
Samus (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitboxes===
Hitbox loops five times.
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Samus (SSB4)
Category:Up throws (SSB4)
Samus (SSBB)/Back aerial

==Overview==
 turns and kicks behind her. A good spacer, with KO potential if hit at the tiny sweetspot at the edge of her foot. It has potential to combo into an , more back aerials, and sometimes a if hit at the leg hitbox. It has humongous reach, due to Samus' giant limbs. On certain stages, such as , this can be used after an edge drop →wall jump to fight off edgeguarders.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Hitbox 	9-10
Ending autocancel 	32-
Animation length 	39
|-
===Landing lag===
Animation length	12
|
Category:Back aerials (SSBB)
Category:Samus (SSBB)
Samus (SSBB)/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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Samus (SSBB)
Category:Back throws (SSBB)
Samus (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	8-10
Late hit 	11-16
DACUS window 	3
Boost grab window	2-3
Interruptible 	38
Animation length 	38
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Samus (SSBB)
Category:Dash attacks (SSBB)
Samus (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitbox 	18-22
Ending autocancel 	34-
Interruptible 	49
Animation length 	54
|-
===Landing lag===
Animation length	9
Category:Samus (SSBB)
Category:Down aerials (SSBB)
Samus (SSBB)/Edge attack (slow)

==Overview==
==Hitboxes==
|}
*Due to sharing its ID with the following hitbox, the first hitbox with an ID of 2 gets overridden and never appears.
==Timing==
Intangible 	1-41
Hitboxes 	38-41
Animation length	68
|
|-
|
Category:Samus (SSBB)
Category:Edge attacks (SSBB)
Samus (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	7-8
Hits 2-4 	13-14, 19-20, 25-26
Hit 5 	30-31
Ending autocancel	47-
Interruptible 	56
Animation length 	59
|-
===Landing lag===
Animation length	9
Category:Samus (SSBB)
Category:Forward aerials (SSBB)
Samus (SSBB)/Forward smash

Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitboxes 	10-11
Animation length	43
Category:Samus (SSBB)
Category:Forward smashes (SSBB)
Samus (SSBB)/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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Samus (SSBB)
Category:Forward throws (SSBB)
Samus (SSBB)/Forward tilt

Samus forward tilt hitbox visualizations	Samus forward tilt hitbox visualizations	Samus forward tilt hitbox visualizations	Samus forward tilt hitbox visualizations	Samus forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	32
Animation length	39
Category:Samus (SSBB)
Category:Forward tilts (SSBB)
Samus (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
The arm cannon grabbox is only active for the first 3 frames.
Grab 	17-19, 20-30
Animation length	93
===Dash grab===
The arm cannon grabbox is only active for the first 3 frames.
Grab 	17-19, 20-30
Animation length	73
===Pivot grab===
Grab 	19-21, 22-32
Animation length	95
Category:Samus (SSBB)
Category:Grabs (SSBB)
Samus (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Grab aerial 	 	
Neutral special 	Charge Shot 	
Side special 	Missile 	
Up special 	Screw Attack (ground)	
Up special 	Screw Attack (air) 	
Down special 	Bomb 	
Final Smash 	Zero Laser 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Samus (SSBB)
Category:Hitboxes (SSBB)
Samus (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	5-8
Late hit 	9-24
Ending autocancel 	35-
Interruptible 	46
Animation length 	49
|-
===Landing lag===
Animation length	9
Category:Samus (SSBB)
Category:Neutral aerials (SSBB)
Samus (SSBB)/Neutral attack

==Overview==
Samus's neutral attacks consist of a straight jab followed by downward arm cannon swing.
For the technical data of each individual hit, see:
*Samus (SSBB)/Neutral attack/Hit 1
*Samus (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	3-4
Jab 2 	16-18
Interruptible 	18, N/A
Animation lengths	21, 41
|-
Category:Samus (SSBB)
Category:Neutral attacks (SSBB)
Samus (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hit 1 	5-6
Hits 2-5 	8-9, 11-12, 14-15, 17-18
Hit 6 	20-21
Ending autocancel 	34-
Interruptible 	40
Animation length 	53
|-
===Landing lag===
Animation length	9
Category:Samus (SSBB)
Category:Up aerials (SSBB)
Samus (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hit 1 	11-13
Hit 2 	15-17
Hit 3 	19-21
Hit 4 	23-25
Hit 5 	27-28
Interruptible 	57
Animation length	58
Category:Samus (SSBB)
Category:Up smashes (SSBB)
Samus (SSBB)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Intangible 	3-4
Hit 1 	5-6, 7-8
Hits 2-3 	9-10, 11-12
Hits 4-11 	13-14, 15-16, 17-18, 19-20, 21-22, 23-24, 25-26, 27-28
Hit 12 	29-30
Animation length	49
|
|-
|
===Aerial===
Intangible 	3-4
Hits 1-3 	5-6, 7-8, 9-10
Hits 4-11 	11-12, 13-14, 15-16, 17-18, 19-20, 21-22, 23-24, 25-26
Hit 12 	27-28
Animation length	47
|
|-
|
Category:Samus (SSBB)
Category:Up special moves (SSBB)
Samus (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Hits 1-5 	14, 16, 18, 20, 22
Throw Release 	28
Animation length	41
|-
!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||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Baseline 
|-
==Trivia==
Against most lightweight characters (who are lighter than ), some of the hitboxes won't come out, with the move only having three or four hits (instead of five), depending on the character. This is because the throw is weight dependent and the hitboxes are only active for one frame. Against characters with specific weight values, the throw plays at a speed where a frame or even two frames where a hitbox comes out is skipped completely. This causes the throw to only deal 7% or 8% to some characters, rather than 9%. 
This list shows the characters affected by it:
3 hits	4 hits
 	
Category:Samus (SSBB)
Category:Up throws (SSBB)
Samus (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-8
Hitbox 	9-12
Ending autocancel 	31-
Interruptible 	37
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Samus (SSBM)
Category:Back aerials (SSBM)
Samus (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:Samus (SSBM)
Category:Back throws (SSBM)
Samus (SSBM)/Down aerial

Down aerial
==Overview==
Samus sweeps her arm cannon underneath her. A Meteor Smash, this attack does 16% and has a large hitbox, both quite wide and large. This makes it a popular option for controlling space in the air and for applying pressure to a grounded opponent. It is also very safe on block, at best +2, making it a common choice against shielding opponents if Samus has committed to a jump. However, it has a long 17 frame startup window, which, coupled with Samus's high shorthop, makes the move highly reactable and risky to put out against opponents who have not committed to shielding or who haven't whiffed a move. Due to its good properties against shield and Meteor Smash properties, it is a committal but rewarding opener. On hit, it is a great combo starter which can directly combo into several of Samus's strongest KO moves, such as Charge Shot, and her best combo starters, like Up tilt.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitbox 	18-22
Ending autocancel 	34-
Interruptible 	49
Animation length 	54
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Samus (SSBM)
Category:Down aerials (SSBM)
Samus (SSBM)/Down smash

==Overview==
Samus does sweeping kicks either side of her. With low startup, very high base knockback, and a launch angle that sends opponents behind Samus, this is one of the best moves in the game to use following a successful Crouch Cancel or wavedash back, where opponents holding forward will be launched at a low angle, frequently offstage. It can also combo into her aerials against fastfallers, and can be confirmed into from up-tilt or down air at low percents. At high percents, it has notably lacking KO potential with correct DI, as the knockback scaling is fairly low. Altogether one of the most feared smash attacks in Melee and an excellent defensive option.
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	6-8
Hit 2 	14-16
Interruptible 	45
Animation length	48
Category:Samus (SSBM)
Category:Down smashes (SSBM)
Samus (SSBM)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
The explosion frames shown here is as if it's left alone. If the move is initiated while crouching, it will be performed two frames faster.
Bomb 	10-82
Explosion 	83-93
Partial intangibility 	10-42
Cancellable with crouching	46
Animation length 	53
|Bomb 
|-
|Lag 
|-
|Non chest hurtboxes 
Category:Samus (SSBM)
Category:Special moves (SSBM)
Category:Down special moves (SSBM)
Samus (SSBM)/Down 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:Samus (SSBM)
Category:Down throws (SSBM)
Samus (SSBM)/Forward aerial

==Overview==
Samus shoots fire from her arm cannon in an arc downwards. With multiple hits that do 5% each, it can lead to very large amounts of damage should all the hits connect. Due to its fairly small hitboxes and low initial knockback, forward air is typically used at high percents as an air-to-air or combo tool, by which point the individual hits serve as very effective launchers. Overall a move that has good niche uses at high percent, but at lower percents, neutral air and up air perform the same functions better.
==Hitboxes==
|}
==Timing==
Hit 1 	4-5
Hit 2 	11-12
Hit 3 	18-19
Hit 4 	25-26
Hit 5 	30-31
Ending autocancel	47-
Interruptible 	50
Animation length 	55
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Samus (SSBM)
Category:Forward aerials (SSBM)
Samus (SSBM)/Forward smash

==Overview==
Samus punches forwards with her arm cannon. With decent range, solid knockback, and fairly average startup and endlag, this is one of Samus's most reliable KO options. Can be combo'd into from several moves, such as up tilt, forward air, and down air. A simple to use option that does what you'd expect a Forward Smash to do.
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hitbox 	10-13
Animation length	43
Category:Samus (SSBM)
Category:Forward smashes (SSBM)
Samus (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:Samus (SSBM)
Category:Forward throws (SSBM)
Samus (SSBM)/Forward tilt

Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
One of the most prototypical pokes in Melee. With its fairly short 5 frame startup and long reach, this is one of Samus's most useful grounded moves and is an excellent low-risk, medium reward move at mid-percents and up. Whilst technically -16 on block, the enormous range of the move will usually make it safe when spaced on shield. A great option for checking people dashing forwards towards Samus, and at higher percents it serves as a solid tech-chase starter. It can also be angled upwards and downwards, the latter serving as a good option for poking at ledge during edgeguarding.
==Hitboxes==
|}
==Timing==
Hitbox 	6-8
Interruptible 	30
Animation length	31
Category:Samus (SSBM)
Category:Forward tilts (SSBM)
Samus (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
The hand grabbox is only active for the first 3 frames.
===Standing grab===
Grab 	18-20, 21-37
Animation length	94
===Dash grab===
The hand grabbox is only active for the first 3 frames.
Grab 	18-20, 21-33
Animation length	74
Category:Samus (SSBM)
Category:Grabs (SSBM)
Samus (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Straight 	
Neutral attack 2 	Cannon Hammer 	
Forward tilt 	Spin Kick 	
Forward tilt (angled up) 	Spin Kick 	
Forward tilt (angled down) 	Spin Kick 	
Up tilt 	Heel Kick 	
Down tilt 	Earth Blaster 	
Dash attack 	Shoulder Tackle 	
Forward smash 	Cannon Lunge 	
Up smash 	Cover Fire 	
Down smash 	Spinning Leg Sweep	
Neutral aerial 	Chozo Kick 	
Forward aerial 	Aerial Fire 	
Back aerial 	Flying Back Kick 	
Up aerial 	Drill Kick 	
Down aerial 	Meteor Cannon 	
Grab aerial 	Grapple Beam 	
Neutral special (uncharged) 	Charge Shot 	
Neutral special (charged) 	Charge Shot 	
Side special (homing, ground)	Missile 	
Side special (homing, aerial)	Missile 	
Side special (super, ground) 	Missile 	
Side special (super, aerial) 	Missile 	
Up special (ground) 	Screw Attack 	
Up special (aerial) 	Screw Attack 	
Down special 	Bomb 	
Grab 	Grapple Beam 	
Dash grab 	Grapple Beam 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Samus (SSBM)
Category:Hitboxes (SSBM)
Samus (SSBM)/Neutral aerial

==Overview==
Samus performs a flying sex kick. This attack deals 14% with good knockback. This attack, due to Samus's long legs, has great reach compared to other sex kicks. Therefore, not only is it good at KO'ing foes under 150%, but it is a great defensive maneuver, usable for spacing and the like. It is rather good at comboing opponents if they DI wrong, despite being a sex kick, which normally lacks combo ability. It has excellent knockback scaling, but very low base knockback, making it an efficient combo finisher. It is also quite safe on block when SHFFLd (at best +1), but due to Samus's high short hop it is generally difficult to employ it in this manner. This sex kick is one of the best, if not the best, sex kicks in the game.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-8
Late hit 	9-29
Ending autocancel 	35-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Samus (SSBM)
Category:Neutral aerials (SSBM)
Category:Sex kicks (SSBM)
Samus (SSBM)/Neutral attack

==Overview==
Samus performs a straight with her regular arm followed by a downwards swing from her arm cannon.
For the technical data of each individual hit, see:
*Samus (SSBM)/Neutral attack/Hit 1
*Samus (SSBM)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	3-4
Jab 2 	16-18
Animation lengths	17, 41
|-
Category:Samus (SSBM)
Category:Neutral attacks (SSBM)
Samus (SSBM)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
===Minimum charge===
This data is from charge release. Start up animation is 13 frames. and put in front of the shooting animation in the frame strips.
Hitbox 	2-71
Animation length	30
|-
===Maximum charge===
This data includes the start up as it is unlikely to release the Charge Shot at maximum charge from the charge animation
Hitbox 	15-84
Animation length	43
|-
Category:Samus (SSBM)
Category:Special moves (SSBM)
Category:Neutral special moves (SSBM)
Samus (SSBM)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
===Missile===
Missile (grounded)	22-132
Missile (aerial) 	24-134
Animation length 	59
|Grounded 
|-
|Aerial 
|-
|Lag 
===Super Missile===
Super Missile (grounded)	22-97
Super Missile (aerial) 	15-90
Animation length 	49
|Grounded 
|-
|Aerial 
|-
|Lag 
Category:Samus (SSBM)
Category:Special moves (SSBM)
Category:Side special moves (SSBM)
Samus (SSBM)/Up aerial

==Overview==
Samus spins as she kicks upwards. Mostly used as a multi-hit air-to-air move, but due to the low knockback of the individual hits opponents will often fall out before its final, stronger hit. Will often win trades with other aerial moves, but generally has a low reward.
This move has a notable use as Samus's main method of doing an Aerial Interrupt, as the early frames of the move can be cancelled when coming back onto stage for some grounded actionable invincibility, or when short hopping under a side platform to immediately land on it with very little lag. As such, it is often utilised more for its utility in getting onto stage and for general movement than its other properties.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hit 1 	5-6
Hit 2 	8-9
Hit 3 	11-12
Hit 4 	14-15
Hit 5 	17-18
Hit 6 	20-21
Ending autocancel 	34-
Interruptible 	39
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Samus (SSBM)
Category:Up aerials (SSBM)
Samus (SSBM)/Up smash

==Overview==
Samus shoots 5 bursts of fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with a moderate amount of start-up lag, and it can deal serious damage if all hits connect. However it's nearly impossible to land all its hits without the opponent intentionally SDIing to get hit, as not only is it easy to SDI out of the attack, but the hits don't deal fixed knockback (which leads to the attack hitting opponents out of it on its own at even moderate damage), and their trajectories don't hit the opponent properly towards the next hit. The last hit produces rather weak knockback for a smash attack, so it also can't KO reliably. Additionally, while it has a moderate amount of ending lag, its hitboxes being almost strictly above Samus and its long duration make it easy to punish. The move sees some usage in competitive play as an effective anti-air attack due to its long duration and wide coverage angle (though its followup options are limited), but overall it is a really poor move on its own and is arguably Samus's worst attack, with it having little practical use for about any situation.
===Post hit data===
Hitbox 	 	
Hit 1 	59.84 	0.21
Hit 2 	44.84 	0.21
Hit 3 	34.84 	0.21
Hit 4 	40.225	0.245
Hit 5 	75.632	0.672
All hits	87.056	0.672
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Hitboxes 	12-14, 16-18, 20-22, 24-26, 28-29
Interruptible 	58
Animation length	59
Category:Samus (SSBM)
Category:Up smashes (SSBM)
Samus (SSBM)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Intangibility 	1-5
First hit 	4-5
Hits 2-4 	6-7, 8-9, 10-11
Hits 5-12 	12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27,
Final hit 	28-29
Animation length	53
|-
===Aerial===
Intangibility 	1-3
Hits 1-3 	4-5, 6-7, 8-9
Hits 4-11 	10-11, 12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25
Final hit 	26-27
Animation length	49
|-
===Landing lag===
Animation length	24
Category:Samus (SSBM)
Category:Special moves (SSBM)
Category:Up special moves (SSBM)
Samus (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:Samus (SSBM)
Category:Up throws (SSBM)
Samus (SSBM)/Up tilt

==Overview==
A fairly tall and long reaching axe-kick that serves as one of Samus's most versatile grounded moves. This attack has different properties against airborne and grounded opponents: against the former it launches them away at a low-horizontal angle, making it an effective KO and edgeguarding tool; against the latter it is a Meteor Smash, easily combo'ing into her Smash Attacks and Neutral Air at various percents. With decent vertical and horizontal reach it makes for a good (albeit somewhat slow) poke and a moderately effective anti-air. It can also reach through some low side-platforms, such as on Fountain of Dreams and Yoshi's Story, giving it some niche applications for platform tech chasing.
==Hitboxes==
|}
==Timing==
Hitbox 	14-17
Interruptible 	35
Animation length	39
Category:Samus (SSBM)
Category:up tilts (SSBM)
Samus (SSBU)/Back aerial

==Overview==
Samus throws a powerful kick behind herself with her right leg. It's strongest on the foot.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Clean hit 	9-10
Late hit 	11-14
Ending autocancel 	42-
Interruptible 	42
Animation length 	57
|-
===Landing lag===
Interruptible 	15
Animation length	36
Category:Samus (SSBU)
Category:Back aerials (SSBU)
Samus (SSBU)/Back throw

Samus back throw hurtbox visualization	Samus back throw hurtbox visualization	Samus back throw hurtbox visualization	Samus back throw hurtbox visualization	Samus back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-12
Turnaround 	12
Throw Release 	12
Interruptible 	50
Animation length	62
|-
Category:Samus (SSBU)
Category:Back throws (SSBU)