nyuuzyou/wikis huggingface dataset:
Corrin (SSBU)/Forward aerial

==Overview==
 performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low FAF, it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a SHFF at 0%, it can confirm options such as Dragon Lunge, enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos. 
However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's air speed also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor KO potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 60.
Initial autocancel	1-8
Hitboxes 	9-12
Ending autocancel 	30-
Interruptible 	36
Animation length 	60
|-
===Landing lag===
Interruptible 	9
Animation length	16
Category:Corrin (SSBU)
Category:Forward aerials (SSBU)
Corrin (SSBU)/Forward smash

==Overview==
==Update History==
 
*
 
*
 
*
*
*
==Hitboxes==
*The spear, while attached to Corrin and causing him to experience hitlag alongside opponents hit, is programmed as its own object. This gives the hitboxes some unusual properties; they can clang with aerial attacks (akin to projectiles), and when shielded, the 0.67× hitlag reduction only applies to the opponent and not Corrin, making it comparatively less safe than other attacks (though this is partially compensated by its shieldstun multiplier).
**These properties do not apply to the charging hits, which are standard physical hitboxes.
*For the spear, the scripts only specify shieldstun multipliers for the ID 2 and 3 hitboxes, but they also apply to the ID 0 and 1 hitboxes due to a glitch.
! Hitstun
! Shieldstun
|+3 frames
|—
|—
|—
|—
|—
|—
|1.6×
|—
|1.6×
|}
==Timing==
Charges between 	8-9
Hitboxes 	17-18
Interruptible 	57
Animation length	75
Category:Corrin (SSBU)
Category:Forward smashes (SSBU)
Corrin (SSBU)/Forward throw

Corrin forward throw hurtbox and hitbox visualization	Corrin forward throw hurtbox and hitbox visualization	Corrin forward throw hurtbox and hitbox visualization	Corrin forward throw hurtbox and hitbox visualization	Corrin forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	14
Throw Release 	15
Interruptible 	35
Animation length	60
|-
Category:Corrin (SSBU)
Category:Forward throws (SSBU)
Corrin (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	39
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	44
Category:Corrin (SSBU)
Category:Grabs (SSBU)
Corrin (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Pierce Thrust 	
Neutral attack 2 	Hoshidan Scoop 	
Neutral attack 3 	Nohrian Flash 	
Neutral attack rapid jab 	Dragon Fang Storm 	
Neutral attack finisher 	Dragon Fang Pierce 	
Forward tilt 	Yato Slash 	
Up tilt 	Yato Circle 	
Down tilt 	Leg Crusher 	
Dash attack 	Drill 	
Forward smash charging 	Dragon Fang Thrust 	
Forward smash 	Dragon Fang Thrust 	
Forward smash up 	Dragon Fang Thrust 	(unavailable)
Forward smash down 	Dragon Fang Thrust 	(unavailable)
Up smash 	Vertical Dragon Fang Thrust	
Down smash 	Yato Dragon Fang 	
Neutral aerial 	Circular Formation 	
Forward aerial 	Jumping Strike 	
Back aerial 	Dragon Fang Wings 	
Up aerial 	Light Ring 	
Down aerial 	Dragon's Piercing Drop 	
Down aerial landing 	Dragon's Piercing Drop 	
Neutral special uncharged 	Dragon Fang Shot 	(unavailable)
Neutral special fully charged 	Dragon Fang Shot 	(unavailable)
Neutral special uncharged bite 	Dragon Fang Shot 	(unavailable)
Neutral special fully charged bite	Dragon Fang Shot 	(unavailable)
Side special 	Dragon Lunge 	
Side special forward kick 	Dragon Lunge 	
Side special back kick 	Dragon Lunge 	
Up special 	Dragon Ascent 	
Down special 	Counter Surge 	
Down special attack 	Counter Surge 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Knee Kick 	
Forward throw 	Bright Star 	
Back throw 	Evening Twilight 	
Up throw 	Dragon-Form Thrust 	
Down throw 	Dragon-Form Kick 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Corrin (SSBU)
Category:Hitboxes (SSBU)
Corrin (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-19
Ending autocancel 	47-
Interruptible 	47
Animation length 	61
|-
===Landing lag===
Interruptible 	11
Animation length	18
Category:Corrin (SSBU)
Category:Neutral aerials (SSBU)
Corrin (SSBU)/Neutral attack

==Overview==
Corrin's neutral attack consists of a spear hand stab and a slash from the Yato followed by either another slash or a flurry of bites from Corrin's dragon mouth hand.
For the technical data of each individual hit, see:
*Corrin (SSBU)/Neutral attack/Hit 1
*Corrin (SSBU)/Neutral attack/Hit 2
*Corrin (SSBU)/Neutral attack/Hit 3
*Corrin (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 	5, 6
Jab 2 	12-13
Jab 3 	22-23
Rapid jab 	27, 31, 35, 39
Rapid jab finisher	44-45
Interruptible 	28, 38, 47, 81
Animation lengths 	37, 39, 65, 106
|-
|-
|-
Category:Corrin (SSBU)
Category:Neutral attacks (SSBU)
Corrin (SSBU)/Neutral attack/Hit 1

==Overview==
==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
|+2 frames
|+2 frames
|+2 frames
|—
|+2 frames
|+2 frames
|+2 frames
|—
|}
==Timing==
Hitboxes (early, late)	5, 6
Continuability window 	9-30
Interruptible 	28
Animation length 	37
|-
Category:Corrin (SSBU)
Category:Neutral attacks (SSBU)
Corrin (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 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 	4-5
Continuability 	Rapid jab 	8-9
Continuability 	Jab 3 	9-30
Interruptible 	Interruptible 	30
Animation length	Animation length	31
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Corrin (SSBU)
Category:Neutral attacks (SSBU)
Corrin (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|8×
|—
|—
|—
|—
|—
|—
|}
==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 	9-10, 26-27
Rapid jab 	12, 16, 20, 24
Finisher 	3-4
Interruptible 	40
Animation length	65
Category:Corrin (SSBU)
Category:Neutral attacks (SSBU)
Corrin (SSBU)/Pummel

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	19
==Trivia==
*Despite the move being a knee strike, it is considered a -type attack, as a leftover from Corrin's pummel in Smash 4. This oversight is not present in Sheik's pummel, despite being similarly changed.
Category:Corrin (SSBU)
Category:Pummels (SSBU)
Corrin (SSBU)/Side special

==Overview==
Corrin's side special is Dragon Lunge. When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by button mashing if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.
Dragon Lunge cannot be B-reversed.
==Update history==
 
*
*
*
==Hitboxes==
==Timing==
Category:Corrin (SSBU)
Category:Side special moves (SSBU)
Corrin (SSBU)/Up aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	7-12
Ending autocancel 	38-
Interruptible 	38
Animation length 	57
|-
===Landing lag===
Interruptible 	10
Animation length	14
Category:Corrin (SSBU)
Category:Up aerials (SSBU)
Corrin (SSBU)/Up special

==Overview==
 ascends in their humanoid dragon form, performing Dragon Ascent. Thanks to the intangibility from frame 7, this can be seen as a fairly decent out of shield option. However, it is vulnerable to being shielded by opponents who know the hitbox comes out later, making it risky. 
The knockback from this move is fairly mediocre, with it only really KOing with platform assistance or during juggle situations. It can also be unsafe on hit at lower percentages. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent. 
As a recovery move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to gimp. As such, the move's drawbacks make it used more by force, rather than choice.
==Update History==
 
*
*
 
*
==Hitboxes==
! 
|0
|0
|2
|2
|2
|2
|2
|0
|0
|}
==Timing==
Intangibility 	7-17
Hit 1 	18-19
Multihits 	20-28
Final hit 	29-30
Animation length	56
|-
Category:Corrin (SSBU)
Category:Up special moves (SSBU)
Corrin (SSBU)/Up throw

Corrin up throw hurtbox and hitbox visualization	Corrin up throw hurtbox and hitbox visualization	Corrin up throw hurtbox and hitbox visualization	Corrin up throw hurtbox and hitbox visualization	Corrin up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
The dragon form turns Corrin's model invisible while active, but he still has hurtboxes and can be damaged normally after the throw release.
Invincibility 	1-13
Dragon form 	5-42
Hitbox 	12
Throw release 	13
Interruptible 	52
Animation length	59
|-
Category:Corrin (SSBU)
Category:Up throws (SSBU)
Costa Rica

Costa Rica is a Smash region that encompasses the country of the same name. It borders Nicaragua to the north and Panama to the southeast. Tournament activity primarily takes place in the country's capital, San José.
Costa Rica is considered one of the strongest regions in Central America. The region is especially known for being the home region for , who was considered Central America's best player in Smash 4 and early-Ultimate and the most successful Central American player at international Smash 4 and Ultimate events; as his activity was strictly in Central America and Mexico, he was considered one of the strongest hidden bosses in early-Ultimate. Though no other Costa Rican players have been able to match Yei's success, the scene is the home to many other noteworthy talent, including and . In addition, Costa Rica is the home to and invitationals, which featured many of Central America's best players, in addition to international talent. 
==Smashers==
:See also: :Category:Costa Rican smashers
The following players are currently or were previously ranked. Their highest placement is listed.
===Globally ranked players===
Tag	Character(s)	Best placement 	Notes
 	 	UltRank 2022: 85th	
===Nationally ranked players===
Tag	Character(s)	Best placement 	Notes
 	 	LumiRank 2023 North America: 133rd	
 	 	LumiRank 2023 North America: 163rd	
===Other notable players===
Tag	Character(s)	Notes
 	 	The second-best Costa Rican player behind Yei in Smash 4 and early-Ultimate. Notably was the only player during Yei's prime to outrank Yei on the Costa Rican Power Rankings.
==Tournaments==
:See also: :Category:Costa Rican tournaments
===Notable tournament series===
Tournament series that have achieved recognition outside their local region. 
Tournament	Games	Type 	Status
 	 	Unscheduled	Discontinued
 	 	Monthly 	Ongoing
===Largest singles events===
Rank	Tournament 	Date 	Game	Attendance	Winner	Character(s)
1 	 	September 9th, 2023 	 	128 	 	
2 	 	January 26th, 2019 	 	126 	 	
3 	open bracket	July 13th, 2019 	 	124 	 	
4 	 	February 23rd, 2019 	 	122 	 	
5 	open bracket	January 18th, 2020 	 	119 	 	
6 	 	April 13th, 2019 	 	114 	 	
7 	 	November 23rd, 2019 	 	103 	 	
8 	 	September 10th, 2023	 	96 	 	
9 	 	May 18th, 2019 	 	82 	 	
10 	 	March 16th, 2019 	 	80 	 	
==See also==
*Costa Rican Power Rankings
Category:Central American regions
Counter (Palutena)

Counter (, Counter) is Palutena's down special move in Super Smash Bros. 4, and part of her down special in Super Smash Bros. Ultimate.
==Overview==
Palutena uses her shield to catch an opponent's attack. If an attack connects, the shield will defend Palutena while she forcefully thrusts her staff out to retaliate. Upon guarding, Palutena's shield emits a blue ring of light and a blue wave resembling a heartbeat appears behind her, much like other counterattacks in SSB4. This counterattack deals 1.3× the damage of the countered attack, with a minimum of 10% and a maximum of 50%. Dealing the maximum damage with this move (which would require countering an attack dealing at least ≈38.5%) is a one-hit KO.
However, this move has one of the longest start-up durations of all Counter moves, with the counter window not being active until frame 10. It also suffers from high ending lag, which leaves Palutena highly vulnerable to punishment after the counter window is no longer active; the entire animation takes 75 frames to play. The counterattack itself suffers from low knockback values, especially at the sourspot. As a result, it is one of the weakest counterattacks in the game.
In Super Smash Bros. Ultimate, its functionality has been combined with Reflect Barrier, her previous side special. If she counters a projectile, she instead performs Reflect Barrier to reflect it without performing the counterattack.
==Instructional quotes==
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
==Origin==
Counter is a stat-based power that Pit or a can wield in Kid Icarus: Uprising. During the time the power is active, any attack that hits the user will be retaliated. This power also prevents knockback.
==Gallery==
Palutena_Counter_0_SSB4.jpeg|The initial pose.
PalutenaCounterShield.png|Beginning of Palutena's Counter, note the blue ring.
Palutena_Counter_SSB4.jpeg|The counterstrike.
Palutena SSBU Skill Preview Down Special.png|Counter/Reflect Barrier as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*If the Shadow Assist Trophy freezes Palutena while performing Counter, the counter hitbox (and reflect hitbox in Ultimate) will remain active and trigger if hit. Palutena will not attack until being unfrozen, but will remain intangible in the mean time.
Category:Kid Icarus universe
Category:Palutena
Category:Palutena (SSB4)
Category:Palutena (SSBU)
Category:Down special moves
Category:Counterattacks
Counter (disambiguation)

Counter may refer to:
*A counterattack, a move in which the user retaliates after being struck.
*Counter, a down special move shared by Marth, Roy, Ike, Lucina, and Chrom.
*, Palutena's down special move.
*Counter Surge, Corrin's down special move.
*, Sora's down special move.
*Slip Counter, Little Mac's down special move.
*Blade Counter, one of Mii Swordfighter's down special moves.
*Counter Throw, one of Mii Brawler's down special moves.
*Double jump cancel counter, an advanced Yoshi technique.
*, a matchup that favors one character over another.
*Counterpick, an action of choosing a stage or character to have the advantage in the next round of a tournament.
Counterpick

Counterpicking is the act of choosing a character or stage in order to have the advantage on the opponent in the next round.
Character counterpicks may be made after losing a match in a tournament ruleset, with most tournaments allowing the losing player to pick their character after the winning player, in what is known as "slob picks". For example, after losing to a player in Super Smash Bros. Melee, a smasher might counterpick with if the opponent chooses to stay as Jigglypuff. Fox soft counters Jigglypuff because although he is more susceptible to Rest setups than most other characters, he in return possesses faster movement options and equally as powerful options to KO Jigglypuff; his up smash and up aerial, which are his best KO moves, can KO Jigglypuff at as low as 55% damage since Jigglypuff is a light and floaty character.
Stage counterpicks are much the same, except that the losing player chooses the stage to be played on instead. For example, in Melee, a player may counterpick Pokémon Stadium against various characters, as the stage is large enough for said character to laser camp and exploit fast movement options, and the low ceiling on the stage greatly benefits Fox's vertical finishers. Alternatively, a player may counterpick Final Destination against fastfallers, as the lack of platforms for the enemy to escape pressure allows Marth to chain grab or tech chase them without fail. Stage counterpicks are often regulated by Dave's Stupid Rule or one of its variants.
Category:Terms
Category:Unofficial lingo
Category:Competitive play
Coyote jump

Coyote jump is an advanced technique in Super Smash Bros. Ultimate that involves jumping in a specific way which allows characters to bypass jump squat and act faster than intended.
==Overview==
All characters have a jump and at least one double jump in the game. All characters have a 3 frame jumping animation before they are considered airborne and actionable, called jump squat, with the exception of who has 7 frames. On the other hand, jumps while in midair have no such limitation and are actionable instantly. There is no intended way to bypass jump squat while jumping from the ground. However, if a player were to jump the exact frame their character walks or runs off an edge, they can achieve a jump that has the height of a regular jump, but without any jump squat like a mid-air jump, dubbed the coyote jump.
This technique is incredibly useful for combo potential, particularly offstage. Characters can save on frames essential for linking attacks together, turning otherwise unsafe combo routes true, all without sacrificing a mid-air jump. However, the technique requires frame perfect timing to execute consistently, and players might be put at a disadvantage if said timing is off by either being slower than anticipated or wasting a jump.
===Short coyote jump===
A short coyote jump has roughly the same result as the regular coyote jump, but is achieved a different way. This version involves fast falling off an edge, then inputting jump within a very strict window of time. The character again bypasses jump squat, but travels a very small amount of vertical distance, even less than a minimum short hop. This version is effective for edgeguarding, particularly with 2-frame punishes and greatly expanded mix up potential at the edge. However, just like the regular coyote jump, nearly frame perfect execution is required to consistently perform the technique.
==Video==
 
Category:Techniques
Category:Techniques (SSBU)
Cranky Kong (disambiguation)

Cranky Kong appears as:
*A trophy in Brawl
*A sticker in Brawl
*A trophy in SSB4
*A spirit in Ultimate
*A background character on the Jungle Japes and 75m stages
Category:Background characters
Category:Donkey Kong universe
Category:Stickers
Category:Spirits
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Cream the Rabbit (disambiguation)

Cream the Rabbit is a character from the universe that appears as:
*A sticker in Brawl;
*A trophy in Brawl;
*A trophy in Smash 4;
*A spirit in Ultimate.
Category:Sonic the Hedgehog universe
Category:Stickers
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Category:Sega