nyuuzyou/wikis huggingface dataset:
Piranha Plant (SSBU)/Forward aerial

==Overview==
Piranha Plant swings its pot forwards from below. It possesses little combo potential due to its high base knockback and landing lag, at most being able to possibly lead to a dash grab, and struggles to kill unless used offstage, however it makes for a good spacing aerial, as it has a decently sized hitbox and is somewhat safe on shield, especially when spaced. It can also be used as a way to approach from the air, as it is one of Piranha Plant's less committal aerials, and has good range, which also makes it very good as a retreating aerial as well. Forward aerial can be used a combo finisher from Ptooie or neutral aerial's final hit. It also works as a decent edgeguard tool, being less committal then back aerial, faster and longer ranged over neutral aerial while still having a decently sized hitbox to prevent opponents recovering horizontally, and can kill well offstage, however its somewhat high endlag can lead to Piranha Plant getting punished if the move misses.
Forward aerial also possesses a sourspot up close to Piranha Plant, which has higher priority over the sweetspot, making it less useful up close and further diminishing its low kill power. Up close to Piranha Plant, the move can also whiff against skinnier characters due to having a blindspot, making this move much better suited for longer ranges overall, or as an edgeguard tool. Despite this, it makes for a great ranged air-to-air move as a rising aerial, and functions as a decent out of shield option as well, tied with up aerial and grab for its fastest at frame 10. Forward aerial is also useful from a ledge drop double jump to try return to stage, as it is one of its least committal options while having the range to punish opponents aggressively ledgetrapping, although it is still slow enough to get punished fairly easily if predicted.
==Update history==
 
*
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	7-9
Ending autocancel 	39-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Interruptible 	14
Animation length	37
==Trivia==
*The move's hitboxes are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.
Category:Piranha Plant (SSBU)
Category:Forward aerials (SSBU)
Piranha Plant (SSBU)/Forward smash

==Overview==
Piranha Plant turns into a Prickly Piranha Plant and swings its head forward. It is by far Piranha Plant's best kill option when sweetspotted, capable of killing at ~65% on the ledge of . It is disjointed due to the head intangibility provided, and is rather fast for how powerful it is, making it a great option to throw out on unsuspecting opponents, or as a hard read tool. It has a sourspot that has priority over the sweetspot, however, which makes forward smash slightly unreliable at closer ranges. It also has a somewhat large amount of endlag, being very punishable if missed or shielded. It also has Piranha Plant reel back slightly, which can cause some moves to whiff.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	16-17
Head and lips intangible	16-17
Interruptible 	52
Animation length 	57
!Hitboxes 
|-
!Head and lips 
Category:Piranha Plant (SSBU)
Category:Forward smashes (SSBU)
Piranha Plant (SSBU)/Forward throw

==Overview==
Piranha Plant headbutts the opponent away quickly. It does decent damage being the same 11% that back throw does (although consisting of the throw hitbox and throw itself instead), however cannot kill until very high percents. Its most notable use is in setting up edgeguards and ledgetraps, and usage in doubles or against Luma or Nana, utilizing the collateral hitbox.
==Throw and Hitbox Data==
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|}
==Timing==
Invincibility 	1-14
Hitbox 	13
Throw Release 	14
Interruptible 	32
Animation length	49
|-
Category:Piranha Plant (SSBU)
Category:Forward throws (SSBU)
Piranha Plant (SSBU)/Forward tilt

==Overview==
Piranha Plant performs two bites forward, with the first comboing into the second. It has low kill power at the ledge, typically killing midweights at around 160%, and deals a total 11.5% if both hits connect. Its overall range is poor, and doesn't provide better reward than jab whilst also being slower at frame 7, giving the move rare use outside of ranged punishes when jab cannot reach. The first hit has intangibility on the teeth for the frames the hitbox is active.
For the technical data of each individual hit, see:
*Piranha Plant (SSBU)/Forward tilt/Hit 1
*Piranha Plant (SSBU)/Forward tilt/Hit 2
==Quickest loop==
Hit 1 	7-8
Lips intangible 	7-8
Hit 2 	16-17
Interruptible 	28, 43
Animation lengths	47, 57
|-
|-
Category:Piranha Plant (SSBU)
Category:Forward tilts (SSBU)
Piranha Plant (SSBU)/Forward tilt/Hit 1

==Overview==
Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility during the active frames, giving it minor disjoint. It possesses less endlag over the second hit, and thus is safer on shield. However, it falls short in numerous areas due to many poor traits the move possesses. Firstly, it is much slower than jab, and the hits are less safe on shield, which means that even with proper mixups, Piranha Plant is better off using jab up close for significantly more safety. To further increase this problem, forward tilt is also unable to true combo into the second hit on select characters, such as Kazuya, as Kazuya has 1 frame of leeway to shield the second hit, then get a strong punish. This means that up close, jab is always the better option to get the opponent off or perform grounded pressure up close.
While the move does possess some range, comparable to down tilt, even that supposed strength is mitigated by an egregious hurtbox extension. Not only does the head stay out for many frames, it also comes out frame 7 with no hitbox, making it exceptionally easy to beat out, and making forward tilt very poor for poking. Thus, it is virtually always better to use down tilt in situations where forward tilt can reach, as down tilt possesses the same range, but better shield safety, better reward, and less hurtboxes to take advantage of (with the benefit of a slight low profile as well).
Despite all these glaring flaws, due to 13.0.1, forward tilt has one feature that warrants its use, being able to kill opponents at reasonable percents at the ledge (130% on Mario with no DI on Final Destination). Especially as its safest when used at ledge, this makes forward tilt useful in securing stocks as most of Piranha Plant's other horizontally-reaching kill moves are not as safe.
==Hitboxes==
|}
==Timing==
Hitbox 	7-8
Lips intangible 	7-8
Continuability window	12-27
Interruptible 	28
Animation length 	47
!Hitbox 
|-
!Lips 
|-
!Continuability 
Category:Piranha Plant (SSBU)
Category:Forward tilts (SSBU)
Piranha Plant (SSBU)/Forward tilt/Hit 2

==Overview==
Piranha Plant delivers the second bite of its forward tilt, leaning in slightly more. It has slightly more range than the first hit, and possesses much more knockback, being enough to kill midweights at ledge at around 150%. It doesn't provide the same teeth intangibility as the first hit, and has only slightly more range than the first hit, making it easy to beat out. The move possesses enough shield pushback that when combined with the first hit, prevents most characters without a tether grab to shield-grab Piranha Plant. It also possesses decent kill power due to the buffs in 13.0.1.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-6
Interruptible 	32
Animation length	46
Category:Piranha Plant (SSBU)
Category:Forward tilts (SSBU)
Piranha Plant (SSBU)/Grab

==Overview==
Piranha Plant reaches out with the leaf farthest from the camera. While it is among the fastest grabs in the game, Piranha Plant's grabs are also very short ranged, making it difficult to get grabs in neutral without conditioning an opponent to shield, and weakens its usage out of shield as well. Despite this, Piranha Plant's grabs are still important, as its down throw provides combos, its up throw can lead to kills, and both its forward and back throws are exceptional at setting up edgeguard or ledgetrap scenarios. Piranha Plant also possesses one of the best roll-cancelled boost grabs in the game, allowing dash grab to go much farther than usual, being easier to punish with or combo out of moves like forward aerial.
Piranha Plant's grabs are also important during ledgetrapping: in addition to negating shields, Piranha Plant's pummels deal additional damage when combined with Poison Breath, which can help up throws kill far earlier. While pivot grabs may not provide exceptional range, they have less end lag than dash grabs and can still be used to catch opponents who attempt to land near Piranha Plant. Its pivot grab possesses no real use due to its very short range.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	41
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	44
===Pivot grab===
Grab 	9-10
Interruptible 	37
Animation length	49
Category:Piranha Plant (SSBU)
Category:Grabs (SSBU)
Piranha Plant (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack finisher 	 	
Forward tilt 1 	Push and Pull 	
Forward tilt 2 	Push and Pull 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	Prickly Swing 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	Fire Breath 	
Up aerial 	 	
Down aerial 	Flowerpot Meteor	
Neutral special 	Ptooie 	
Side special (min charge) 	Poison Breath 	
Side special (max charge) 	Poison Breath 	
Up special 	Piranhacopter 	
Down special 	Long-Stem Strike	
Final Smash (swinging cages)	Petey Piranha 	
Final Smash (landing) 	Petey Piranha 	
Final Smash (flames) 	Petey Piranha 	
Final Smash (finishing slam)	Petey Piranha 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Footstooled attack 	 	
Category:Piranha Plant (SSBU)
Category:Hitboxes (SSBU)
Piranha Plant (SSBU)/Neutral attack

==Overview==
Piranha Plant's neutral attack consists of a jab with its leaf, then a leaf swipe, and either a headbutt or series of bites to finish off. The first hit comes out very fast at frame 2, making it effective for grounded combo breaking, quick punishes or out-framing many moves. The headbutt is useful for starting tech chases due to the Sakurai Angle and low endlag, while the bite attack is excellent for racking damage, typically dealing ~20% combined with the first 2 hits and held long enough just before it ends.
For the technical data of each individual hit, see:
*Piranha Plant (SSBU)/Neutral attack/Hit 1
*Piranha Plant (SSBU)/Neutral attack/Hit 2
*Piranha Plant (SSBU)/Neutral attack/Hit 3
*Piranha Plant (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab. 
Jab 1 	2-3
Consecutive jab 	7
Jab 2 	6-7
Jab 3 	19-20
Rapid jab 	17, 21, 25, 29
Rapid jab finisher	36-37
Interruptible 	20, 25, 38, 71
Animation lengths 	29, 37, 55, 80
|-
|-
|-
Category:Piranha Plant (SSBU)
Category:Neutral attacks (SSBU)
Piranha Plant (SSBU)/Neutral attack/Hit 1

==Overview==
Piranha Plant performs a quick jab with the leaf farthest from the camera. It is its fastest grounded move at frame 2, and has relatively low endlag. It leads into the rest of its jab combo, and is capable of locking like every other jab. It deals relatively low damage and has little range, making it harder to use at long ranges. Due to it being frame 2, it can act as a grounded combo breaker, or out-frame various moves up close, making it good for close-quarters combat. It is also possible to hold down the button to repeat the attack quickly, allowing it to stop short ranged grounded approaches or attempt to catch ledge options with little risk and timing involved.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-3
Continuability window	5-26
Consecutive jab frame	7
Interruptible 	20
Animation length 	29
|-
Category:Piranha Plant (SSBU)
Category:Neutral attacks (SSBU)
Piranha Plant (SSBU)/Neutral attack/Hit 2

==Overview==
Piranha Plant performs a sideways swipe with the leaf closest to the camera. It mainly serves as the continuation to its jab combo, and leads into rapid jab if the attack button is pressed at frame 7, or jab 3 at frames 8 and above. It possesses identical frame data to the first jab, although possessing 1 frame more endlag and 0.2% less damage. It does however have a bigger hitbox, making it slightly better to space with against shorter ranged opponents. It can also be delayed after a jab 1 to mix up, such as on shield. This can allow Piranha Plant to mix up with defensive options after jab 1 if the opponent expects a jab 2 on their shield.
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0, 1, and 2 hitboxes, but they also apply to the ID 3 hitbox due to a glitch.
! Hitstun
|+6 frames
|+6 frames
|+6 frames
|—
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	2-3
Continuability 	Rapid jab 	7-9
Continuability 	Jab 3 	8-26
Interruptible 	Interruptible 	21
Animation length	Animation length	33
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Piranha Plant (SSBU)
Category:Neutral attacks (SSBU)
Piranha Plant (SSBU)/Neutral attack/Hit 3

==Overview==
Piranha Plant performs a headbutt. It has low damage and knockback, and puts the opponent into tumble at quite early percents, and combined with the low knockback angle at early percents gives it unique use for tech chases or performing jablocks that can lead to very high damage, utilizing Poison Breath to add massive damage on (tech) rolls in or (missed) tech in place, and dash attack to cover (tech) rolls away. At higher percents, it possesses no notable kill power whatsoever, but due to the lower angle, it can put the opponent at a worse position for edgeguards. A common setup at low percents is to perform jab 3 at ledge, then run off and use down aerial for an early meteor smash KO. The low endlag of the move also makes it somewhat safe on shield, being -13. When combined with the prior hits and the ability to mix them up, this gives the move some use in scouting out of shield options. The move has somewhat low range, only slightly outranging jab 2.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	26
Animation length	43
Category:Piranha Plant (SSBU)
Category:Neutral attacks (SSBU)
Piranha Plant (SSBU)/Neutral attack/Infinite

==Overview==
Piranha Plant performs a fast flurry of bites, finishing with a stronger bite. It is capable of racking impressive amounts of damage, typically dealing up to ~20% if held and then finished just before the opponent gets out. It possesses no notable kill power, making it exclusively for dealing damage or to send offstage for an edgeguard. It also pushes back shields more than most rapid jabs. A very useful tool, coming from the frame 2 jab 1 and doing very high damage for how fast it is.
==Update history==
 
*
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+4 frames
|9×
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	3-4, 20-21
Rapid jab 	6, 10, 14, 18
Finisher 	6-7
Interruptible 	40
Animation length	49
Category:Piranha Plant (SSBU)
Category:Neutral attacks (SSBU)
Piranha Plant (SSBU)/Pummel

==Overview==
Piranha Plant quickly bites the grabbed opponent. It deals a fair amount of damage, being useful to add damage for an up throw kill, or simply just to add damage alongside forward or back throws to send the opponent offstage, giving a slightly better chance to gain a kill through edgeguards or ledgetrapping. It is also very useful in unstaling moves, especially due to the fact that Ptooie is often quite stale. Unstaling Ptooie with pummels allows Ptooie to regain its high damage output and kill power, and thus make it more threatening again, making pummeling even at up throw kill percents quite important for Piranha Plant, due to the importance of Ptooie's damage output and kill power. As with most pummels, it comes out on frame 1, and has a high hitlag multiplier.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	29
Category:Piranha Plant (SSBU)
Category:Pummels (SSBU)
Piranha Plant (SSBU)/Up aerial

==Overview==
Piranha Plant strikes above with its head. Tied with forward aerial for its fastest aerial in terms of startup with faster endlag, autocancel and landing lag, making it a good move to purposely whiff to get reactions from opponents, as most of Piranha Plant's moves are relatively slow, thus making opponents think they can punish up aerial as well. It is also Piranha Plant's only move capable of autocancelling in a short hop, and it can also be fastfalled immediately to autocancel as well. One of the main uses of up aerial is when landing, as it provides the most diverse combos out of any of its moves, namely being able to lead to any aerial, up tilt, or Ptooie for extending combos further. It can also be used as an air-to-air with more reward over forward or neutral aerials, albeit at higher risk due to less range, despite the disjoint. If it lands however, it still has exceptional combo potential It is also good at juggling due to its speed, and when combined with Piranha Plant's fallspeed, it is easy to force landing options and punish quickly. The disjoint allows it to beat a number of landing options as well, making for a large threat when chasing opponents.
Up aerial is also a decent kill move from high up, and the frame 7 hitbox makes it difficult to react to, further helped by Piranha Plant's high jumps. It also can have minor use as an out-of-shield option, as it is tied with grab and forward aerial at frame 10 for its fastest OOS option. While it struggles hitting short characters, it can be used to hit opponents committing to constant pressure on shield with aerials. The move does possess glaring flaws however, notably in its hitbox. It is fairly small and only lasts 3 frames, giving it deceptively short front range and being difficult to use on standing opponents. This is mitigated by the fact that the move has head and stem intangibility, however, making it especially useful to beat opponents landing on top of Piranha Plant. A RAR up aerial is also good for anti-airing opponents not landing directly above Piranha Plant, especially as it is deceptively strong, useful for KOing.
==Update history==
 
*
*
==Hitboxes==
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==Timing==
===Attack===
The move grants intangibility to Piranha Plant's head, lips, and stem.
Initial autocancel 	1
Upper body intangible	7-9
Hitbox 	7-9
Ending autocancel 	22-
Interruptible 	39
Animation length 	51
!Hitbox 
|-
!Upper body 
|-
!Autocancel 
===Landing lag===
Interruptible 	11
Animation length	36
Category:Piranha Plant (SSBU)
Category:Up aerials (SSBU)
Piranha Plant (SSBU)/Up smash

==Overview==
Piranha Plant lunges upward for a large bite. Up smash provides significant utility in Piranha Plant's gameplay, as it serves as a very punishing anti-air with large disjoint, capable of beating out most landing aerials, and even low-profiles during the first hit, and has a total of 7 active hitbox frames. Combined with immense strength, 90 degree angle which makes DI have little effect over its kill potential, it can kill even the heaviest of fighters before 100%, when fresh. This also makes it a devastating read tool against rolls and short hop approaches as well, and up smash is capable of hitting the bottom platforms of as well.
Despite immense strength, the move has a tendency to fail to connect, with its first hit. It typically happens especially when catching extended hurtboxes, or hitting smaller characters. This factor, combined with its very poor horizontal range, make up smash difficult to use against grounded opponents, as it is quite unreliable at times due to the first hit. Thus, the move is typically relegated as an anti-air option, with Piranha Plant's other smashes being used for grounded opponents.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hit 1 	12-15
Hit 2 	16-18
Head and lips intangible	12-18
Interruptible 	52
Animation length 	72
!Hitboxes 
|-
!Head and lips 
Category:Piranha Plant (SSBU)
Category:Up smashes (SSBU)
Piranha Plant (SSBU)/Up special

==Overview==
Piranha Plant rotates its leaves around itself like a helicopter, taking flight. It can recover from the bottom of the blastzone and reach the ledge of any legal stage, assuming no movement left or right is used, which makes it travel less vertical distance. It is fairly easy to move around with it, and the hitboxes last long, making it a fairly good recovery move. Its main weakness when recovering however is that the hitboxes only cover Piranha Plant's leaves; its head is completely exposed otherwise, making it very exploitable, thus requiring Piranha Plant to mix up movement. It is possible to alter Piranhacopter's movement via flying against walls, decreasing its speed depending on how much it is tilted. Piranhacopter also has very low landing lag from special fall, and combined with Piranha Plant's fast fall speed, makes high recoveries a good mixup when low recoveries constantly get punished.
As an attack, Piranhacopter can do lots of damage when it fully connects, and even work as a kamikaze move offstage, dragging opponents to the blastzone. However, it has 2 fatal flaws; the first being its very low knockback overall, making it very unsafe on hit if Piranha Plant doesn't land onstage in time, and the second is the multihits incredibly high SDI multipliers, at 3x for the regular multihits, and 3.5x for the last multihits. This makes the move effectively useless as a conventional attack, as there are enough hits to be able to SDI out easily. However, when recovering, it can be difficult to tech this move, making stage spikes rather easy, especially with the launch angle it has on the final hit. If the multihits don't connect properly, they can also pseudo-spike.
==Hitboxes==
|}
==Timing==
Hit 1 	13-14
Multihits (early)	15
Multihits (mid) 	16-55
Multihits (late) 	56-61
Final hit 	62-67
Animation length 	165
Category:Piranha Plant (SSBU)
Category:Up special moves (SSBU)