nyuuzyou/wikis huggingface dataset:
Squirtle (SSBB)/Forward smash

Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations
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==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Super armor 	17-21
Hitboxes 	18-21
Interruptible 	65
Animation length	67
|Hitboxes 
|-
|Armor 
Category:Squirtle (SSBB)
Category:Forward smashes (SSBB)
Squirtle (SSBB)/Forward tilt

Squirtle forward tilt hitbox visualizations	Squirtle forward tilt hitbox visualizations	Squirtle forward tilt hitbox visualizations	Squirtle forward tilt hitbox visualizations	Squirtle forward tilt hitbox visualizations
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==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	4-6
Tail Intangible 	1-8
Interruptible 	18
Animation length	29
|Hitboxes 
|-
|Tail 
Category:Squirtle (SSBB)
Category:Forward tilts (SSBB)
Squirtle (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
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===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	30
Animation length	34
===Dash grab===
Grab 	7-9
Interruptible 	40
Animation length	44
===Pivot grab===
Grab 	8-10
Animation length	36
Category:Squirtle (SSBB)
Category:Grabs (SSBB)
Squirtle (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
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 	 	
Neutral special 	Water Gun 	
Side special 	Withdraw 	
Up special 	Waterfall 	
Final Smash 	Triple Finish (Hydro Pump)	
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:Squirtle (SSBB)
Category:Hitboxes (SSBB)
Squirtle (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-32
Ending autocancel 	36>
Interruptible 	49
Animation length 	57
|-
===Landing lag===
Animation length	12
Category:Squirtle (SSBB)
Category:Neutral aerials (SSBB)
Squirtle (SSBB)/Neutral attack

==Overview==
Squirtle's neutral attacks consist of a jab, a kick and a tail swipe.
For the technical data of each individual hit, see:
*Squirtle (SSBB)/Neutral attack/Hit 1
*Squirtle (SSBB)/Neutral attack/Hit 2
*Squirtle (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	1-2
Jab 2 	1-2
Jab 3 	9-10
Jab 3 	19
Interruptible 	N/A, 30, 50
Animation lengths	16, 31, 53
|-
|-
Category:Squirtle (SSBB)
Category:Neutral attacks (SSBB)
Squirtle (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1
Hitboxes 	6-7
Ending autocancel 	18>
Interruptible 	25
Animation length 	41
|-
===Landing lag===
Animation length	21
Category:Squirtle (SSBB)
Category:Up aerials (SSBB)
Squirtle (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Launcher hit 	19
Hitboxes (earliest, early, mid, late, latest)	21, 22, 23, 24, 25
Animation length 	66
Category:Squirtle (SSBB)
Category:Up smashes (SSBB)
Squirtle (SSBB)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
Hits 1-3 	10-11, 13-14, 16-17
Hits 4-9 	19-20, 22-23, 25-26, 28-29, 31-32, 34-35
Hit 10 	44-45
Animation length	46
Category:Squirtle (SSBB)
Category:Up special moves (SSBB)
Squirtle (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Multihits 	5-14 (rehit rate: 2)
Final hit 	15-16
Ending autocancel 	22-
Interruptible 	36
Animation length 	41
|-
===Landing lag===
Hitboxes 	1-2
Interruptible 	19
Animation length	37
Category:Squirtle (SSBU)
Category:Back aerials (SSBU)
Squirtle (SSBU)/Back throw

Squirtle back throw hurtbox visualization	Squirtle back throw hurtbox visualization	Squirtle back throw hurtbox visualization	Squirtle back throw hurtbox visualization	Squirtle back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-27
Turnaround 	27
Throw release 	27
Interruptible 	45
Animation length	55
|-
Category:Squirtle (SSBU)
Category:Back throws (SSBU)
Squirtle (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Multihits 	6-20 (rehit rate: 3)
Final hit 	22
Ending autocancel 	35-
Interruptible 	45
Animation length 	56
|-
===Landing lag===
Interruptible 	17
Animation length	29
Category:Squirtle (SSBU)
Category:Down aerials (SSBU)
Squirtle (SSBU)/Down throw

Squirtle down throw hurtbox and hitbox visualization	Squirtle down throw hurtbox and hitbox visualization	Squirtle down throw hurtbox and hitbox visualization	Squirtle down throw hurtbox and hitbox visualization	Squirtle down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 3.2 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-30
Hitbox 	22-29
Throw release 	30
Interruptible 	47
Animation length	71
|-
Category:Squirtle (SSBU)
Category:Down throws (SSBU)
Squirtle (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Early hit 	8
Clean hit 	9-13
Interruptible 	30
Animation length	42
==Trivia==
*This move has a 40% trip chance that can only happen on slants due to the angle.
Category:Squirtle (SSBU)
Category:Down tilts (SSBU)
Squirtle (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-30
Intangibility (2nd grab)	1-24
Intangibility (3rd grab)	1-15
Hitbox 	28-30
Interruptible 	56
Animation length 	70
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Squirtle (SSBU)
Category:Edge attacks (SSBU)
Squirtle (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-6
Late hit 	7-14
Ending autocancel 	35-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Interruptible 	7
Animation length	19
==Trivia==
*The move's hitboxes are coded as extended hitboxes despite not actually being extended, which prevents them from interpolating.
Category:Squirtle (SSBU)
Category:Forward aerials (SSBU)
Squirtle (SSBU)/Forward smash

Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations	Squirtle forward smash hitbox visualizations
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==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	20-21
Interruptible 	50
Animation length	60
Category:Squirtle (SSBU)
Category:Forward smashes (SSBU)
Squirtle (SSBU)/Forward throw

Squirtle forward throw hurtbox and hitbox visualization	Squirtle forward throw hurtbox and hitbox visualization	Squirtle forward throw hurtbox and hitbox visualization	Squirtle forward throw hurtbox and hitbox visualization	Squirtle forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-12
Hitbox 	11
Throw Release 	12
Interruptible 	35
Animation length	59
|-
Category:Squirtle (SSBU)
Category:Forward throws (SSBU)
Squirtle (SSBU)/Forward tilt

Squirtle forward tilt hitbox visualizations.	Squirtle forward tilt hitbox visualizations.	Squirtle forward tilt hitbox visualizations.	Squirtle forward tilt hitbox visualizations.	Squirtle forward tilt hitbox visualizations.
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==Overview==
==Hitboxes==
|}
==Timing==
Tail intangible 	1-8
Hitboxes 	5-6
Interruptible 	19
Animation length	29
!Hitboxes 
|-
!Tail 
Category:Squirtle (SSBU)
Category:Forward tilts (SSBU)
Squirtle (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	34
===Dash grab===
Grab 	8-9
Interruptible 	40
Animation length	44
===Pivot grab===
Grab 	9-10
Interruptible 	38
Animation length	39
Category:Squirtle (SSBU)
Category:Grabs (SSBU)
Squirtle (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Punch 	
Neutral attack 2 	Kick 	
Neutral attack 3 	Tail Strike 	
Forward tilt 	Tail Sweep 	
Forward tilt (up) 	Tail Sweep 	
Forward tilt (down) 	Tail Sweep 	
Up tilt 	Jump Headbutt 	
Down tilt 	Water Sweep 	
Dash attack 	Water Screw 	
Forward smash 	Water Smash 	
Forward smash (up) 	Water Smash 	
Forward smash (down)	Water Smash 	
Up smash 	Water Pillar 	
Down smash 	Sprinkler 	
Neutral aerial 	Squirtle Spin 	
Forward aerial 	Rocket Kick 	
Back aerial 	Tail Screw 	
Back aerial landing 	Tail Screw 	
Up aerial 	Inverted Tail 	
Down aerial 	Tornado Spin 	
Neutral special 	Water Gun 	(unavailable)
Side special 	Withdraw 	
Up special 	Waterfall 	
Down special 	Pokémon Change 	(unavailable)
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Jump Kick 	
Back throw 	Two-Handed Throw	
Up throw 	Headbutt Launch 	
Down throw 	Shell Press 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Squirtle (SSBU)
Category:Hitboxes (SSBU)
Squirtle (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-6
Late hit 	7-26
Ending autocancel 	35-
Interruptible 	42
Animation length 	51
|-
===Landing lag===
Interruptible 	9
Animation length	17
Category:Squirtle (SSBU)
Category:Neutral aerials (SSBU)
Squirtle (SSBU)/Neutral attack

==Overview==
Squirtle's neutral attacks consist of a jab, a kick and a tail swipe. it deals 7.5% in total.
For the technical data of each individual hit, see:
*Squirtle (SSBU)/Neutral attack/Hit 1
*Squirtle (SSBU)/Neutral attack/Hit 2
*Squirtle (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Consecutive jab 	7
Jab 2 	8-9
Jab 3 	18-19
Interruptible 	17, 29, 45
Animation lengths	26, 43, 52
|-
|-
Category:Squirtle (SSBU)
Category:Neutral attacks (SSBU)
Squirtle (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	5-9
Ending autocancel 	20-
Interruptible 	30
Animation length 	41
|-
===Landing lag===
Interruptible 	7
Animation length	13
Category:Squirtle (SSBU)
Category:Up aerials (SSBU)
Squirtle (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Launcher hit 	19
Hitboxes (earliest, early, mid, late, latest)	21, 22, 23, 24, 25
Interruptible 	66
Animation length 	68
Category:Squirtle (SSBU)
Category:Up smashes (SSBU)
Squirtle (SSBU)/Up throw

Squirtle up throw hurtbox and hitbox visualization	Squirtle up throw hurtbox and hitbox visualization	Squirtle up throw hurtbox and hitbox visualization	Squirtle up throw hurtbox and hitbox visualization	Squirtle up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-17
Hitbox 	16
Throw Release 	17
Interruptible 	38
Animation length	56
|-
Category:Squirtle (SSBU)
Category:Up throws (SSBU)
Squirtle (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	5-6
Interruptible 	20
Animation length	31
==Trivia==
*The move's hitboxes are coded as extended hitboxes despite not actually being extended, which prevents them from interpolating.
Category:Squirtle (SSBU)
Category:Up tilts (SSBU)
Stadium

The Stadium (, Stadium) is a mode appearing from Super Smash Bros. Melee to Super Smash Bros. 4 where players can compete in minigames, including Multi-Man Smash and Home-Run Contest. In Melee, it is accessed through the 1-P Mode menu alongside the other single-player modes; in Brawl, it is located in the Solo menu; and in Smash 4, it is accessible from the Games & More menu. 
In Super Smash Bros. Ultimate, modes previously accessed from the Stadium menu are now located directly within the Games & More menu.
==List of Stadium games==
===Melee===
*Target Test
*Home-Run Contest
*Multi-Man Melee
===Brawl===
*Target Smash!!
*Home-Run Contest
*Multi-Man Brawl
*Boss Battles (unlocked after completing The Subspace Emissary and )
===SSB4===
*Home-Run Contest
*Multi-Man Smash
*Target Blast
===Ultimate===
*Mob Smash
*Home-Run Contest (added in the version 5.0.0 update)
Category:Single-player modes
Category:Co-op modes
Category:Modes (SSBM)
Category:Modes (SSBB)
Category:Modes (SSB4-3DS)
Category:Modes (SSB4-Wii U)
Category:Modes (SSBU)
Staff

The Staff (, Sniping Staff) is a weapon from the series, appearing as an item in Super Smash Bros. Ultimate.
==Origin==
Staffs are a class of projectile weapons in , usually possessing both long range and the property of increased damage over distance. The design of the Staff in Smash is that of Uprising's , which is said to be good for beginners with the weapon type.
==In Super Smash Bros. Ultimate==
===As an item===
The Staff swiftly fires a thin laser beam straight ahead. The damage dealt by the laser increases with its distance from the user, starting at 5% below 30 units (from the tip of the Staff; roughly the length of a platform on Pokémon Stadium). Only one opponent can be attacked with each beam and it will inflict knockback. The staff has an extremely long range that surpasses the length of most stages (600 units), and has a damage cap of 30% at 180 units (roughly 70% of the length of 's main platform). Reaching the damage cap will cause a Special Zoom and a unique piercing particle effect. Additionally, the Staff's attack will always hit on frame 12 no matter the distance, despite the visual effect of the beam moving forward.
===Spirits===
Equipping the Centurion, Commander, or Cupid support spirits will give the player a Staff at a start of their stock.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
707 	 	 	★ 	1 	Staff Equipped	Kid Icarus Series	
1,142	 	 	★ 	1 	Staff Equipped	X 	
1,187	 	 	★ 	1 	Staff Equipped	Sennen Kazoku 	
==Gallery==
SSBU-Item-Staff.png|Official artwork from Super Smash Bros. Ultimate.
Yoshi Staff shot.jpg| using a staff on 
==Trivia==
*The gun found in Ultimates Free the Spirit screen is a modified Staff. It has a similar internal file name ("staffroulette" as opposed to "staff") and shares many parameters and scripts. The main differences compared to a normal Staff is the projectile, hits faster (frame 12 → 6), launches at a lower angle (46° → 15°), has a higher hitlag multiplier (0.8 → 1.0), deals fixed knockback (100 KBG & 60 BKB → 50 FKB), and is set to always deal the maximum 30%.Ruben's Data Viewer. Type: item, Items: staffshot and staffrouletteshot
==Names in other languages==
== References ==
Category:Items
Category:Items (SSBU)
Category:Shooter items
Category:Projectiles
Category:Kid Icarus universe
Stage humping

Stage humping is an advanced technique in the Super Smash Bros. series that moves a character slightly forward or backward when crouching and allows players to crouch in succession more quickly than is usually possible with normal crouching methods. The technique is performed by moving the control stick from the neutral position to a diagonal down position effectively making the character crouch and move slightly in the direction that the control stick was aimed. When used in succession, the character can move across the stage with varying success depending on the character and the game.
In Super Smash Bros. Melee and Super Smash Bros. Brawl, the technique has very limited functionality. It can be used for micro-positioning during down tilts, compensating for knockback when applying shield pressure as Samus with Jab cancelled neutral attacks or during multishines with Fox.
The technique can be combined with spot dodging is Super Smash Bros. 4, effectively granting the user invincibility while moving. Bayonetta, Samus, and Pit have the longest stage hump distances in Super Smash Bros. 4. ESAM has demonstrated this technique with Bayonetta and Pikachu.
===Origins===
Stage humping seems to have been first recognized in a YouTube video from May 15, 2015 uploaded by Swamp Squad titled "SSBM: New Tech! (Stage Humping)." The video became a minor meme in the Super Smash Bros. community usually as a humorous reference to the presentation of the technique in the video. On February 4, 2016, Sail Hatan Gaming uploaded a YouTube video titled "Stage Humping Demonstration SSB4" and a follow-up video three days later discussing and demonstrating the technique in Super Smash Bros. 4.
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Category:Advanced techniques
==External links==
Original video
SSB4 demonstration
SSB4 follow-up
Stage jump

A stage jump refers to the act of travelling under a stage with a character and returning on the other side. They can be performed on any stage that has a large, hard platform and can be jumped under, such as on Smashville or Hyrule Temple. As the undersides of stages are long in distance and require the player to prevent themselves from crossing the lower blast line, most stage jumps can only be performed by a small pool of characters that have long, varied recovery options, such as Jigglypuff or Meta Knight. The Temple jump is the most well-known stage jump in the series, due to every single character being able to perform it.
Stage jumps can be performed in all games of the series, as all the installments have featured multiple stages that can accommodate the technique. They can be used to potentially surprise opponents while recovering, though many stage jumps can only be performed on stages that are not tournament legal, such as Corneria or New Pork City.
Stairway to Heaven

The Stairway to Heaven is a popular and easy combo performable by in Smash 64, which consists of a series of s leading into a Falcon Dive. The combo was named by smasher , after the rock song .
The startup move varies, though it is usually initiated by a or an , especially among less experienced Captain Falcon players. It can be performed most effectively on Hyrule Castle, due to the three brown platforms allowing Falcon to combo the opponent to the top of the stage without having to be very precise with the timing of his up aerials. However, it is often easier to set up the combo on , due to the stage's smaller size allowing Falcon to approach the opponent and start the combo easier.
More advanced versions of the combo may require a fair amount of technical skill in order to maximize the amount of up aerials and use the Falcon Dive at the highest possible altitude to get a KO.
While the technique is usually impossible to escape if done correctly, the opponent can tech out of it in certain circumstances; namely, if they are still in hitstun while just above the top platform on Dream Land, they will be able to tech soon enough so that the invincibility frames will prevent the Falcon player from landing the up aerial.
In later games, this combo is commonly referred to as the "64 combo." However, in Melee and Brawl, Falcon's up aerial has a lower launch angle, decreasing its combo potential, and making it much harder to chain it into itself. In Smash 4, however, Falcon's up aerial has the same launch angle as in the original game, and is his main combo move. It can be reliably comboed into itself multiple times, though due to Falcon Dive's decreased speed and knockback, it is no longer a viable way to end the combo. Instead, the up aerial leads efficiently into Knee Smash. 
In Ultimate however, Falcon Dive is much stronger, having much more knockback than in previous games, being a viable KO move and combo finisher, bringing back certain aspects of the combo from how it was in 64 and is able to KO close to the ledge at 45% - 60% (depending on the opponent's weight) after a grab or a Raptor Boost.
Category:Captain Falcon
Category:Captain Falcon (SSB)
Category:Character-specific terminology
Category:Techniques (SSB)
Stalfos

The Stalfos (, Stalfos) is a recurring enemy in the universe.
==Origin==
The Stalfos is an enemy that has appeared in almost every main game in The Legend of Zelda series, with the exception of Four Swords, Breath of the Wild and Tears of the Kingdom (although skeletal versions of other enemies in the latter game are known as "Stal" versions). They are reanimated skeletal warriors that wield various weapons, from swords to clubs and occasionally a shield as well. In most of the games where they appear, Stalfos are considered powerful enemies and sometimes act as mini-bosses.
The Smash Run version of the Stalfos is based on the design from The Legend of Zelda: Ocarina of Time, especially resembling their updated in-game model in the Nintendo 3DS remake.
==In Super Smash Bros. 4==
Stalfos appear as enemies in Smash Run in . They walk slowly from left to right, and attack when a player approaches. They actively defend themselves with their shields, which block attacks and reflect projectiles; to damage a Stalfos, it must be hit from above, below, behind, or in the brief moment in which it lowers its guard to attack. Attacking from the front is very risky, as Stalfos also possess significant flinch resistance. Stalfos attack by either slashing 1 to 5 times, or with a jump attack, the latter of which meteor smashes at a diagonal angle.
Stalfos appear as part of the -themed waves of the generic Vs. Enemy Team final battle.
In , shadow versions of Stalfos appear inside Master Fortress. Unlike the Smash Run version, these shadow Stalfos can be grabbed and thrown, making them easier to defeat.
===Trophy===
The Stalfos trophy is exclusive to .
Category:Common enemies
Category:Smash Run enemies
Category:Trophies (SSB4-3DS)
Stamina (disambiguation)

Stamina could refer to:
*Stamina Mode, a Special Smash option in Melee, Brawl, and Smash 4, and a main Versus Mode option in Ultimate.
*Hit points, the units used in Stamina Mode as well as by certain bosses.
*Stamina, a measure of how much energy the 's Pokémon have in Brawl.