nyuuzyou/wikis huggingface dataset:
Mario (SSB)/Up smash

==Overview==
Mario does a headbutt upward in an arc, doing 19% damage. This makes his head a large, disjointed hitbox, with extremely high vertical knockback; it is the strongest up smash in the game (along with , , and ), being able to KO at around 80-90% normally. At base/very low percentages, it can also be used as a combo starter, as it can lead into an chain or a grab. The move is also usable for mindgames; it can punish defensive options such as rolls and intercept certain recoveries. However, it is rather laggy in terms of ending lag and has limited horizontal range. Also, there aren't many ways to combo straight into it, outside of Mario's wall combos in the "tent" portion of Hyrule Castle, though it is possible to lead into it while using moves such as , particularly with the help of platforms. It can be considered the third best up smash in Smash 64, behind and , and is Mario's strongest KO move.
Mario's head has intangibility for part of the move's duration.
==Hitboxes==
|}
==Timing==
Head intangible 	7-10
Hitbox 	7-15
Animation length	59
!Hitbox 
|-
!Head 
==Trivia==
*During this move, Mario's head model separates slightly from his body. 's up smash shares this trait.
==Similar moves==
*Luigi (SSB)/Up smash
Category:Mario (SSB)
Category:Up smashes (SSB)
Mario (SSB)/Up special

==Overview==
Mario's up special move in Super Smash Bros. is the Super Jump Punch, where Mario does an uppercut that is intended to resemble the jumps he made in the original Mario games. The move can hit up to 9 times for 15% damage with the first hit dealing 5%, the next 7 dealing 1%, and the last hit dealing 3%. All of the hitboxes have set knockback, unlike in Melee onwards. This move grants great vertical recovery distance, and is one of the best recovery moves in Smash 64, behind 's Quick Attack. It also has pretty fast startup, and can be used to escape combos. On stages such as , this can also be done so that Mario lands on the top platform, which leaves him significantly less vulnerable to subsequent punishing. The move has three possible angles, each covering different distances. After starting the move, holding forward or forward+up before the jump begins will cause Mario to go at about a 45° angle. He will not go very high compared to the other two, but he will go the farthest at this angle. Holding up before the jump begins will launch Mario at roughly a 67.5° angle. With this trajectory he will go higher, but not as far. Finally, tapping the opposite direction, up, and B at the same time and releasing them all quickly before the jump begins will launch Mario at a near 90° angle. Holding back for too long will cause Mario to turn the other direction and start the jump that way. If done correctly, Mario jumps almost straight upward, covering very little horizontal distance and very high vertical distance.
==Hitboxes==
|}
==Timing==
===Attack===
Intangibility 	2-5
Hit 1 	2-5
Hits 2-9 	6-7, 8-9, 10-11, 12-13, 14-15, 16-17, 18-19, 20-21
Hit 10 	22-23
Animation length	39
|-
===Landing lag===
Animation length	25
Category:Mario (SSB)
Category:Up special moves (SSB)
Mario (SSB)/Up tilt

==Overview==
Mario delivers an uppercut, dealing 10% damage. It has above average knockback for an up tilt, but its primary use is as a combo move. At lower percentages it can chain into itself, though it is laggy compared to up tilts such as , , or . Because of its high ending lag, the move is unsafe on shield and on hit at lower percents. At around 50% it can lead into an . At percentages around 70% it can lead into an aerial such as a or (both of which can either be used to set up an edgeguard or, at high enough percentages, simply KO), a → combo to rack up damage, or an up aerial on its own during a chain of up aerials.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-16
Animation length	41
==Related moves==
*
Category:Mario (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Mario (SSB4)/Back aerial

==Overview==
Mario's back aerial is a dropkick with both feet that comes out quickly and has fairly little landing lag. It can be used as an effective spacing tool at mid-pecent, and it combos at low-percent. The move also makes for a great tool to edgeguard and wall out offstage opponents due to its low endlag and Mario's fallspeed.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-10
Ending autocancel 	19-
Interruptible 	34
Animation length 	45
|-
===Landing lag===
Animation length	12
Category:Mario (SSB4)
Category:Back aerials (SSB4)
Mario (SSB4)/Back throw

==Overview==
Mario spins around with the opponent three times and then throws them. The animation is based on how he threw Bowser in . Can KO some heavyweight characters starting at 150% without rage.
==Throw and Hitbox Data==
===Throw===
|}
===Collateral===
|}
==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:Mario (SSB4)
Category:Back throws (SSB4)
Mario (SSB4)/Dash attack

==Overview==
's dash attack is a sliding kick that deals moderate damage and diagonal knockback.
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
Interruptible 	38
Animation length	53
==References==
Master Core Alpha
Category:Mario (SSB4)
Category:Dash attacks (SSB4)
Mario (SSB4)/Down smash

==Overview==
's down smash is a breakdance sweep, hitting opponents from both sides. It hits very fast in front for a smash attack, hitting as fast as all his tilts.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	14
Interruptible 	44
Animation length	45
Category:Mario (SSB4)
Category:Down smashes (SSB4)
Mario (SSB4)/Down throw

==Overview==
Mario slams his opponent onto the ground. It is Mario's best low-percent combo throw. This throw can be followed up by many attacks, most notably up tilt, up aerial and Super Jump Punch.
==Throw Data==
|}
==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:Mario (SSB4)
Category:Down throws (SSB4)
Mario (SSB4)/Down tilt

==Overview==
's down tilt is a sweeping kick across the floor with one leg. It comes out noticeably fast like his other tilts (on frame 5), has a vertical launch angle and moderate ending lag (27 total frames), allowing it to combo into neutral attack, other tilts (including multiple down tilts against fastfallers), or up aerials. In comparison to his up tilt, it also has longer horizontal range. Mario's down tilt has two different hitboxes, a sweetspot and sourspot, the latter which deals less damage, is located on Mario's foot and outprioritizes the sweetspot. The sweetspot can combo up to around 90%-100%, while the sourspot can do so until around 130%-140%.
While being a versatile combo move overall, Mario's down tilt is not used as often as his up tilt, as it only hits in front of himself without much vertical range, while the latter can hit around himself, has longer lasting hitboxes, and can be comboed more reliably into from a down throw. Additionally, down tilt followups can be escaped at very low percentages by characters with fast enough aerials (such as another Mario with neutral aerial) or invincible special moves, and due to launching opponents slightly away from Mario (80°) rather than towards him (96°), they can be easier to escape with directional influence. Lastly, due to its sourspot taking priority over the sweetspot, down tilt often ends up dealing less damage than up tilt (5% compared to 5.5%). One advantage down tilt does have over it, however, is being able to hit opponents hanging on ledges, a situation where its combo ability can be taken better advantage of.
While Mario's down tilt has a trip chance programmed into its hitboxes, it is unable to actually trip opponents, due to its launch angle lifting them off the ground.
==Hitboxes==
|}
==Timing==
Hitbox 	5-7
Interruptible 	28
Animation length	34
Category:Mario (SSB4)
Category:Down tilts (SSB4)
Mario (SSB4)/Final Smash

==Overview==
In Mario's Final Smash, Mario twirls/twists his hands together, then shoves them in front of him, creating massive twin dragons of fire. Mario will leave his hands stretched out, and he will be invincible during this time. The flame streams travel for a seemingly infinite amount of time before going offstage. They deal 2% or 3% damage and low knockback, allowing for more repeated hits. The flame swaths will carry opponents at around 30-50% damage offstage completely, resulting in a KO for the player using Mario. However, characters below the damage mentioned last will not be carried offstage, but will come away from the flame streams after it goes offstage, allowing them to get back onstage. also shares this move, the only difference being a slight change in damage and its name being changed to Doctor Finale.
==Hitboxes==
|}
Category:Final Smashes (SSB4)
Mario (SSB4)/Forward aerial

==Overview==
Mario's forward aerial is a downwards fist swing. It is the only meteor smash in his arsenal, sending opponents strongly downwards if hit on frame 17-20, and with weaker horizontal knockback if hit late or early. Though the move is considerably laggy to start, it is a popular option for edge-guarding and punishing air dodges.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	16
Clean hit 	17-20
Late hit 	21
Ending autocancel 	43-
Interruptible 	60
Animation length 	74
|-
===Landing lag===
Animation length	26
Category:Mario (SSB4)
Category:Forward aerials (SSB4)
Mario (SSB4)/Forward smash

Mario forward smash hitbox visualization	Mario forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
's forward smash is an arm thrust that produces a small blast of fire.
==Update history==
 1.0.6
*
*
==Hitboxes==
===1.0.0===
|}
===1.0.6===
|}
==Timing==
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	48
Animation length	56
Category:Mario (SSB4)
Category:Forward smashes (SSB4)
Mario (SSB4)/Forward throw

==Overview==
Mario spins once and throws the opponent. A very fast, yet weak, throw, usually only good for spacing or getting opponents offstage.
==Throw data==
|}
==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:Mario (SSB4)
Category:Forward throws (SSB4)
Mario (SSB4)/Forward tilt

Mario forward tilt hitbox visualization	Mario forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
's forward tilt is a reverse roundhouse kick from his outside leg. Like all of Mario's tilts, it comes out relatively fast, on frame 5. It can be angled up or down, though this merely affects the vertical positioning of its hitboxes. The move's combination of low base knockback and launching at the Sakurai angle also makes it useful for jab locking opponents, as it can deal 21% damage (without counting stale-move negation) if three are landed, and lock middleweights until around 45%.
However, due to its low base knockback and rather high ending lag (24 frames) relative to the damage it deals, Mario's forward tilt is very easy to punish on shield, as well as on hit at very low percentages. It also lacks any valuable KO power whatsoever, being unable to KO middleweights on edges under 200% without rage. His down smash is often considered a better keep away option, due to coming out on the same frame while possessing better damage and knockback by comparison; as a result, aside from jab locking Mario's forward tilt is generally used only to hit opponents from positions that cannot be reached with his neutral attack or down smash, and is rarely used overall.
==Hitboxes==
|}
==Timing==
Hitbox 	5-6
Interruptible 	31
Animation length	40
Category:Mario (SSB4)
Category:Forward tilts (SSB4)
Mario (SSB4)/Grab

==Overview==
Mario reaches out with one hand. Mario's grab has average range, but is among the fastest grabs in the game, while also having relatively quick interruptibility compared to the rest (with only , and 's grabs having faster interruptibility). Coupled with Mario's highly rewarding throws, this makes his grab extremely prominent in competitive play. 
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	29
Animation length	41
===Dash grab===
Grab 	8-9
Interruptible 	36
Animation length	43
===Pivot grab===
Grab 	9-10
Interruptible 	34
Animation length	46
Category:Mario (SSB4)
Category:Grabs (SSB4)
Mario (SSB4)/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 	 	
Down aerial landing 	 	
Neutral special 	Fireball 	(unavailable)
Side special 	Cape 	
Side special (custom 1) 	Shocking Cape 	
Side special (custom 2) 	Gust Cape 	
Up special 	Super Jump Punch	
Up special(custom 2) 	Explosive Punch 	
Down special 	F.L.U.D.D. 	(unavailable)
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Mario (SSB4)
Category:Hitboxes (SSB4)
Mario (SSB4)/Neutral aerial

==Overview==
's neutral aerial is a sex kick with quick startup and a long-lasting hitbox.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-29
Ending autocancel 	34-
Interruptible 	46
Animation length 	53
|-
===Landing lag===
Animation length	10
Category:Mario (SSB4)
Category:Neutral aerials (SSB4)
Mario (SSB4)/Neutral attack

==Overview==
Mario's neutral attack is a series of two punches and a kick that each start rapidly and do minor damage. A jab lock could lead into a or a .
For technical data of each individual hit, see:
*Mario (SSB4)/Neutral attack/Hit 1
*Mario (SSB4)/Neutral attack/Hit 2
*Mario (SSB4)/Neutral attack/Hit 3
==Frame Data==
All data is measured in Frames.
Hit	Hitbox IDs	Starts at (within hit)	Lasts for	Endlag
1 	0-2 	2 	2 	16
2 	0-2 	2 	2 	19
3 	0-2 	7 	2 	26
==External links==
Category:Natural combos
Category:Mario (SSB4)
Category:Neutral attacks (SSB4)
Mario (SSB4)/Neutral attack/Hit 1

==Overview==
The first hit of 's neutral attack is a simple punch from Mario's arm further from the camera. It does 2.5% damage and very little knockback. Jab 1’s entire hitbox, excluding the fist, can lock and force a pratfall at any percent. Due to its speed, it can interrupt approaches. If the attack button is held, the first jab will continuously repeat until a character comes into range. The player can cause jab 2 and 3 to happen early by hitting the attack button. Using this, one can trick the opponent into approaching in attempt to punish jab 1, only to be hit by the larger range of the later jabs. Another situational use is holding jab 1 at the ledge. If you manage to land only jab 1 against a recovering character, they will be unable to grab the edge of the stage for one second. Characters with quick up specials such as Marth and Luigi may overshoot the ledge in a panic, leaving themselves open to a hard punish.
==Hitboxes==
|}
==Timing==
Hitbox 	2-3
Earliest continuable frame	7
Interruptible 	20
Animation length 	23
==References==
Master Core Alpha
Kurogane Hammer
Category:Mario (SSB4)
Category:Neutral attacks (SSB4)
Mario (SSB4)/Neutral attack/Hit 2

==Overview==
The second hit of Mario's neutral attack is a simple punch using the arm closer to the camera. In terms of its properties, it is quite similar to the first hit, but it has slightly more weight-based knockback, and only does 1.5% damage.
==Hitbox Properties==
|}
==Timing==
Hitbox 	2-3
Earliest continuable frame	6
Interruptible 	22
Animation length 	25
==References==
Master Core Alpha
Category:Mario (SSB4)
Category:Neutral attacks (SSB4)
Mario (SSB4)/Neutral attack/Hit 3

==Overview==
The third and final hit of 's neutral attack is a kick of the leg closer to the camera. While its startup is longer than the other hits and it has less knockback growth, it does more damage and has base knockback, sending the opponent back even at low percentages.
==Hitbox Properties==
In general, aside from their positioning, the hitboxes are largely the same.
|}
==Timing==
Hitbox 	7-8
Interruptible 	34
Animation length	39
==References==
Master Core Alpha
Category:Mario (SSB4)
Category:Neutral attacks (SSB4)
Mario (SSB4)/Neutral special/Custom 1

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	8-12
Mid hit 	13
Late hit 	14-29
Interruptible 	37
Animation length	42
|Fireball 
|-
|Lag 
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Category:Custom moves
Mario (SSB4)/Neutral special/Custom 2

==Overview==
==Hitboxes==
The move hits up to 9 times
|}
==Timing==
Hitboxes 	45-134
Interruptible 	106
Animation length	113
|Fireball 
|-
|Lag 
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Category:Custom moves
Mario (SSB4)/Neutral special/Default

==Overview==
Mario shoots a fireball from his hand that bounces towards the direction he was facing. It can be used as an approach option, shield pressure, and can even edgegaurd if done well. can be used in locks.
==Hitboxes==
|}
==Timing==
Early hit 	17-21
Mid hit 	22-46
Late hit 	47-86
Interruptible 	53
Animation length	61
|Fireball 
|-
|Lag 
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Mario (SSB4)/Side special/Custom 1

==Overview==
A purely offensive variant of the move which does not reflect projectiles and deals knockback instead of spinning opponents around. Also deals 4.2% more damage than the default variant and has the electrical effect. 
==Hitboxes==
|}
==Timing==
Hitboxes 	14-17
Interruptible 	54
Animation length	64
==Trivia==
*Shocking Cape does actually have an active reflector. However, the reflector has a 1% damage limit, it is extremely tiny (0.1u) and it has a 0.1x duration multiplier, making it impossible to use.
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Category:Custom moves
Mario (SSB4)/Side special/Custom 2

==Overview==
An especially defensive take on Mario's cape that deals less damage in return for a large windbox and additional air drift, making it useful as a gimping tool or mixing up his recovery.
==Hitboxes==
|}
|}
==Timing==
Reflection 	6-20
Hitboxes 	16-18
Windboxes 	19-22
Interruptible 	46
Animation length	52
|-
==Properties==
Reflection radius 	9
Reflection y position 	6
Reflection z position 	2
Reflection damage 	1.5x
Reflection speed 	1.0x
Reflection duration 	0.7x
Max reflectable damage	50
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Category:Custom moves
Mario (SSB4)/Side special/Default

==Overview==
In Mario's side special, he takes out his cape from Super Mario World and does a swift movement, causing the cape to fly in front of him. The cape reflects projectiles and deals 7% damage whilst pushes any opponents it comes in contact with away and turning them around. This can also be used to make an opponent go the wrong way whilst using a move like 's Jolt Haymaker, thus allowing a punish. He shares this move with , although it has been renamed Super Sheet. Mario additionally stalls if this is used in the air, which can potentially benefit his recovery.
==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Reflection 	6-20
Interruptible 	36
Animation length	41
==Properties==
Reflection radius 	9
Reflection y position 	6
Reflection z position 	2
Reflection damage 	1.5x
Reflection speed 	1.0x
Reflection duration 	0.75x
Max reflectable damage	50
Category:Mario (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Mario (SSB4)/Up aerial

==Overview==
Mario's up aerial is a bicycle kick. It is surprisingly fast for an up aerial, coming out on frame 4, and without counting Luma's (frame 3), it is tied with , , and his clone 's up aerials as the fastest in the game. Most remarkably, however, this move launches at a vertical angle (75°), hits the entire area above Mario, and has moderate ending lag (23 frames) with low landing lag (12 frames), which combined with Mario's fast air speed and high jumps makes it an extremely powerful combo move.
At low percentages, landing with the move immediately upon hitting a grounded opponent with it allows it to set up a neutral attack, grab, down smash, Super Jump Punch or any of Mario's tilts. It then starts causing tumbling at around the 40%-55% range depending on the opponent's weight (without rage), where it can combo into any of Mario's aerials if landed with (including a forward aerial for a KO near the edge), or into another up aerial if used in the air. By far Mario's most deadly combo sequence, however, is hitting with two up aerials (which can be set up from an up tilt or down throw), landing with the second one on a platform, then continuing with more up aerials to finish with Super Jump Punch, finally KOing the opponent off the upper blast line. Mario's up aerial isn't lacking in KO power itself either, as due to its high knockback scaling, it can KO under 140% near the upper blast line without rage.
By comparison, this up aerial's only real drawbacks lie in its low damage output (7%), short range, and low base knockback making it unsafe on hit against aerial opponents at very low percentages, all of which can be easily alleviated thanks to Mario's excellent neutral game, highly damaging combos and reliable setups into the move. Due to its advantages greatly outshining its flaws, Mario's up aerial is often considered one of Mario's best aerials (if not the best), and one of the driving forces of his top tier placement in the current SSB4 tier list.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	4-8
Ending autocancel	18-
Interruptible 	32
Animation length 	33
|-
===Landing lag===
Animation length	12
==Similar moves==
*Dr. Mario (SSB4)/Up aerial
*Luigi (SSB4)/Up aerial
==External links==
A successful KO combo with up aerials in tournament, as well as an analysis on it.
Category:Mario (SSB4)
Category:Up aerials (SSB4)
Mario (SSB4)/Up smash

==Overview==
's up smash is a simple headbutt from back to front, that hits opponents upwards at a 83 degree angle. With very fast startup at 9 frames, notoriously low ending lag for a smash attack making it difficult to punish (though still high enough to be punished with fast enough reactions, at 27 frames), sufficiently high knockback, no sourspots, intangibility on Mario's head and great coverage, it is considered his best KO move and one of the best up smashes in the game. With the aforementioned head intangibility, it can often trade with other attacks (especially aerials) without Mario getting hit, and with its coverage and speed, can be used to easily punish opponents in various situations, such as rolls and landings. Since its starts from the back and reaches farther there, Mario players will often turn around before using the move, utilising jump-cancelled up smashes to do a reverse up smash out of a dash.
Before rage and uncharged, it will usually KO in the 110%-130% range. It can additionally be combo'd into with down throw and up tilt at low damages, though these combos will stop working well before KO percentages.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	9-12
Head intangible 	9-12
Interruptible 	40
Animation length	48
|Hitboxes 
|-
|Head 
Category:Mario (SSB4)
Category:Up smashes (SSB4)