nyuuzyou/wikis huggingface dataset:
It's Past Your Bedtime!

It's Past Your Bedtime! is a single-player event match in . This event is set on the Gamer stage, with 5-Volt existing as a stage hazard. The objective as the player controls is to make , , and fall asleep by using Sing; the event is completed when all three opponents are asleep at the same time. The opponents all stay asleep for far longer than in normal matches. Bowser Jr. appears to be more aggressive than Ness and Toon Link, as he will sometimes attack the player using any his four special moves, while the other two will generally just avoid the player. If any opponents reawaken, they must be put to sleep again.
This is one of two event matches in the game where players cannot use customizations (the other being Kirby's Crazy Appetite), as Jigglypuff is required to have Sing to complete this event match.
== Progression ==
This event is unlocked by clearing Playing Tricks. Completing the event does not unlock any additional paths.
Completing the event on hard difficulty awards a Thistle Jump X Defense equipment.
== Trivia ==
*The concept of winning an Event Match by immobilising enemies was previously used in the Brawl Event Sleeping in the Eggs, in which must use his neutral special, Egg Lay, to encase and in eggs at the same time.
**Coincidentally, the characters used in these two Events have the fastest air speeds by default.
Item pickup glitch

The item pickup glitch is a glitch in Super Smash Bros. Melee that allows the player to carry items that cannot normally be carried. It can only be performed by .
To do it, Mr. Game & Watch has to walk or wavedash towards the item and start a neutral attack. As he glides into the proximity of the item, Mr. Game & Watch will start picking up the item. He must then be stunned by an attack or by touching a Mushroom during this pickup process.
Some items, such as Food or the Warp Star, will behave in a special way, as they will travel through the stage and opponents and be unaffected by gravity when thrown. They can be dropped on the ground normally by pressing Z. The player is able to press A to attack while carrying such an item.
This glitch does not work in the 1.2 and PAL versions of the game.
==Items==
Items affected by the glitch are listed here.
Item 	Notes
Barrel Cannon 	
Bunny Hood 	
Cloaking Device 	
Food, Maxim Tomato, Heart Container, Egg	An indefinite amount of food items can be picked up by picking up 2 food items and dying repeatedly, until no more items can be spawned.
 	The Hammer will swing, but it will never expire.
Metal Box 	
Trophy 	When dropped or thrown, will be located at its origin.
Warp Star 	
==Videos==
Category:Glitches (SSBM)
Category:Mr. Game & Watch
Item vanish

Item vanish is a glitch in Super Smash Bros. Melee and Super Smash Bros. Brawl.
The glitch is performed when a character is on the ground and attempts to grab or catch a disappearing item. If the player presses a button to pick up an item with precise timing, the character is shown grabbing the item, yet it disappears before it can actually be grabbed. This glitch can occur for any item that can be picked up, including heavy ones. This is how an item works when affected by the frozen turnip glitch.
The same effect can happen if the item falls out of reach, or if another player grabs the item first.
Category:Glitches (SSBM)
Category:Glitches (SSBB)
Ivysaur (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	4-6
Hit 2 	13-15
Ending autocancel 	43-
Animation length 	43
|-
===Landing lag===
Animation length	10
Category:Ivysaur (SSBB)
Category:Back aerials (SSBB)
Ivysaur (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline  
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ivysaur (SSBB)
Category:Back throws (SSBB)
Ivysaur (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	4-11
Late hit 	12-19
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	44
Animation length 	49
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Ivysaur (SSBB)
Category:Dash attacks (SSBB)
Ivysaur (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	11-12
Ending autocancel 	52-
Animation length 	63
|-
===Landing lag===
Animation length	28
Category:Ivysaur (SSBB)
Category:Down aerials (SSBB)
Ivysaur (SSBB)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline  
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ivysaur (SSBB)
Category:Down throws (SSBB)
Ivysaur (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hitboxes 	14-18
Ending autocancel 	39-
Interruptible 	49
Animation length 	54
|-
===Landing lag===
Animation length	28
Category:Ivysaur (SSBB)
Category:Forward aerials (SSBB)
Ivysaur (SSBB)/Forward smash

Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Hitboxes 	15-18
Interruptible 	60
Animation length	71
Category:Ivysaur (SSBB)
Category:Forward smashes (SSBB)
Ivysaur (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline  
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ivysaur (SSBB)
Category:Forward throws (SSBB)
Ivysaur (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	13-14
Animation length	49
===Dash grab===
Grab 	13-14
Animation length	48
===Pivot grab===
Grab 	13-14
Animation length	35
Category:Ivysaur (SSBB)
Category:Grabs (SSBB)
Ivysaur (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack (infinite) 	 	
Forward tilt 	 	
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 	Bullet Seed 	
Side special 	Razor Leaf 	
Up special 	Vine Whip (ground) 	
Up special 	Vine Whip (air) 	
Final Smash 	Triple Finish (Solar Beam)	
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:Ivysaur (SSBB)
Category:Hitboxes (SSBB)
Ivysaur (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hits 1-6 	4-5, 8-9, 12-13, 16-17, 20-21, 24-25
Hit 7 	28-29
Ending autocancel 	35-
Animation length 	41
|-
===Landing lag===
Animation length	11
Category:Ivysaur (SSBB)
Category:Neutral aerials (SSBB)
Ivysaur (SSBB)/Neutral attack

==Overview==
Ivysaur's neutral attack consists of multiple vine strikes.
For the technical data of each individual hit, see:
*Ivysaur (SSBB)/Neutral attack/Hit 1
*Ivysaur (SSBB)/Neutral attack/Hit 2
*Ivysaur (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	7-9
Jab 2 	19-21
Rapid jab 	33-34, 43-44
Animation lengths	27, 40, 57
|-
|-
Category:Ivysaur (SSBB)
Category:Neutral attacks (SSBB)
Ivysaur (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-13
Bulb intangible 	12-13
Ending autocancel	41-
Animation length 	51
|-
|-
===Landing lag===
Animation length	22
Category:Ivysaur (SSBB)
Category:Up aerials (SSBB)
Ivysaur (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitboxes 	26-29
Bulb intangible 	26-29
Animation length	59
|Hitboxes 
|-
|Bulb 
Category:Ivysaur (SSBB)
Category:Up smashes (SSBB)
Ivysaur (SSBB)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Grounded hitboxes	22-24
Aerial hitboxes 	21-25
Animation length 	47
|Ground 
|-
|Air 
Category:Ivysaur (SSBB)
Category:Up special moves (SSBB)
Ivysaur (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline  
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ivysaur (SSBB)
Category:Up throws (SSBB)
Ivysaur (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hit 1 	7-9
Hit 2 	13-15
Ending autocancel 	43-
Interruptible 	44
Animation length 	55
|-
===Landing lag===
Interruptible 	8
Animation length	12
Category:Ivysaur (SSBU)
Category:Back aerials (SSBU)
Ivysaur (SSBU)/Back throw

Ivysaur back throw hurtbox visualization	Ivysaur back throw hurtbox visualization	Ivysaur back throw hurtbox visualization	Ivysaur back throw hurtbox visualization	Ivysaur back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-20
Turnaround 	20
Throw release 	20
Interruptible 	36
Animation length	59
|-
Category:Ivysaur (SSBU)
Category:Back throws (SSBU)
Ivysaur (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	4, 5-6, 7, 8-9, 10-11
Late hit 	12-15, 16, 17-18, 19
Interruptible 	44
Animation length	62
Category:Ivysaur (SSBU)
Category:Dash attacks (SSBU)
Ivysaur (SSBU)/Down aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
On frame 11, the move resets Ivysaur's horizontal momentum, and sets its vertical speed to 0.3 if it is not already moving upward.
Initial autocancel	1-2
Hitboxes 	11-12
Ending autocancel 	52-
Interruptible 	64
Animation length 	63
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:Ivysaur (SSBU)
Category:Down aerials (SSBU)
Ivysaur (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	13-14
Interruptible 	46
Animation length	70
==Trivia==
*While all hitboxes have a 40% trip chance, due to their launch angle, only the sourspot (ID 0) can cause tripping without a slope.
Category:Ivysaur (SSBU)
Category:Down smashes (SSBU)
Ivysaur (SSBU)/Down throw

Ivysaur down throw hurtbox visualization	Ivysaur down throw hurtbox visualization	Ivysaur down throw hurtbox visualization	Ivysaur down throw hurtbox visualization	Ivysaur down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
During frame 18, the move inflicts 7 frames of hitlag to both Ivysaur and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-19
Throw Release 	19
Interruptible 	35
Animation length	58
|-
Category:Ivysaur (SSBU)
Category:Down throws (SSBU)
Ivysaur (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	4-6
Interruptible 	32
Animation length	41
==Trivia==
*This move has a 40% trip chance that can only happen on slants due to the launch angle.
Category:Ivysaur (SSBU)
Category:Down tilts (SSBU)
Ivysaur (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)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	65
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ivysaur (SSBU)
Category:Edge attacks (SSBU)
Ivysaur (SSBU)/Final Smash

==Overview==
Ivysaur fires a Solar Beam in front of itself from its bulb. Hurtboxes are disabled during the final smash, preventing anyone from hitting Ivysaur. Squirtle and Charizard join it and use Hydro Pump and Fire Blast respectively.
==Hitboxes==
|}
==Timing==
===Attack===
Windbox (deals knockback, but no damage)	30-59
Multihits 	60-229
Final hit 	231-239
Interruptible 	317
Animation length 	319
Category:Ivysaur (SSBU)
Category:Final Smashes (SSBU)
Ivysaur (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	14-18
Ending autocancel 	39-
Interruptible 	49
Animation length 	64
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:Ivysaur (SSBU)
Category:Forward aerials (SSBU)
Ivysaur (SSBU)/Forward smash

Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations	Ivysaur forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Clean hit 	15-18
Late hit 	19-20
Interruptible 	60
Animation length	84
Category:Ivysaur (SSBU)
Category:Forward smashes (SSBU)
Ivysaur (SSBU)/Forward throw

Ivysaur forward throw hurtbox and hitbox visualization	Ivysaur forward throw hurtbox and hitbox visualization	Ivysaur forward throw hurtbox and hitbox visualization	Ivysaur forward throw hurtbox and hitbox visualization	Ivysaur forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-17
Hitbox 	16
Throw Release 	17
Interruptible 	38
Animation length	63
|-
Category:Ivysaur (SSBU)
Category:Forward throws (SSBU)
Ivysaur (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	13-14
Interruptible 	43
Animation length	49
===Dash grab===
Grab 	13-14
Interruptible 	49
Animation length	65
===Pivot grab===
Grab 	13-14
Interruptible 	45
Animation length	61
Category:Ivysaur (SSBU)
Category:Grabs (SSBU)
Ivysaur (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Whip Sweep 	
Neutral attack 2 	Whip Combo 	
Neutral attack infinite 	Whip Barrage 	
Neutral attack finisher 	Whip Finish 	
Forward tilt 	Windmill Cutter 	
Up tilt 	Whip Lift 	
Down tilt 	Leg Sweep 	
Dash attack 	Shoulder Tackle 	
Forward smash 	Whip Charge 	
Forward smash (up) 	Whip Charge 	
Forward smash (down) 	Whip Charge 	
Up smash 	Exploding Flower 	
Down smash 	Double Whip 	
Neutral aerial 	Ivy Leaf 	
Forward aerial 	Whip Dunk 	
Back aerial 	Whip Wheel 	
Up aerial 	Exploding Descent 	
Down aerial 	Rear Exploding Flower	
Neutral special grounded	Bullet Seed 	
Neutral special aerial 	Bullet Seed 	
Side special (tilt) 	Razor Leaf 	
Side special (smash) 	Razor Leaf 	
Up special 	Vine Whip 	(unavailable)
Down special 	Pokémon Change 	(unavailable)
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Vine Sling 	
Back throw 	Vine Throw 	
Up throw 	Vine Thrust 	
Down throw 	Vine Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final smash 	Triple Finish 	
Category:Ivysaur (SSBU)
Category:Hitboxes (SSBU)
Ivysaur (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Multihits 	7-26 (rehit rate: 3)
Final hit 	28-29
Ending autocancel 	41-
Interruptible 	42
Animation length 	59
|-
===Landing lag===
Interruptible 	17
Animation length	26
==Trivia==
*The final hit has a rehit rate of 3 like the multi-hits. However, as it only lasts two frames, it can still only hit once.
Category:Ivysaur (SSBU)
Category:Neutral aerials (SSBU)
Ivysaur (SSBU)/Neutral attack

==Overview==
Ivysaur's neutral attack consists of vine strikes.
For the technical data of each individual hit, see:
*Ivysaur (SSBU)/Neutral attack/Hit 1
*Ivysaur (SSBU)/Neutral attack/Hit 2
*Ivysaur (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	7-8
Jab 2 	14-15
Rapid jab 	20, 23, 26, 29, 32, 35, 38
Rapid jab finisher	42-43
Interruptible 	28, 37, 78
Animation lengths 	34, 43, 102
|-
|-
Category:Ivysaur (SSBU)
Category:Neutral attacks (SSBU)
Ivysaur (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	7-8
Continuability 	Held on hit or tapped	10-30
Continuability 	Held without hitting 	13
Interruptible 	Interruptible 	28
Animation length	Animation length 	34
|-
Category:Ivysaur (SSBU)
Category:Neutral attacks (SSBU)
Ivysaur (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
The consecutive jab loops back to the first hit.
Hitboxes 	Hitboxes 	5-6
Continuability 	Pressed repeatedly 	8-27
Continuability 	Held on hit 	10
Consecutive jab frame	Consecutive jab frame	20
Interruptible 	Interruptible 	28
Animation length 	Animation length 	34
|-
==Trivia==
*Ivysaur is the only character in Ultimate to have a consecutive jab out of the second hit of their jab, rather than the first.
Category:Ivysaur (SSBU)
Category:Neutral attacks (SSBU)
Ivysaur (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
! Shieldstun
|3×
|—
|—
|—
|}
==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 	2-3, 22-23
Rapid jab 	4, 7, 10, 13, 16, 19, 22
Finisher 	4-5
Interruptible 	40
Animation length	64
Category:Ivysaur (SSBU)
Category:Neutral attacks (SSBU)
Ivysaur (SSBU)/Neutral special

Ivysaur neutral special hitbox visualizations.	Ivysaur neutral special hitbox visualizations.	Ivysaur neutral special hitbox visualizations.	Ivysaur neutral special hitbox visualizations.	Ivysaur neutral special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Ivysaur will fire between 4 and 10 looping shots, followed by the finishing shot. Looping shots are clean on 1-3 and late on 4-8 of their lives.
===Minimum duration===
Launching hit 	7-8
Looping shot 	13, 19, 25, 31
Final shot 	37
Interruptible (ground, air)	80, 67
Animation length 	94
===In general===
Launching hit 	7-8
First loop frame 	13
Looping shot 	13, 19, 25, 31, [37, 43, 49, 55, 61, 67]
Last loop frame 	17
Final shot 	11 + [loops * 6]
Interruptible (ground)	12 + [loops * 6] + 45
Interruptible (air) 	12 + [loops * 6] + 32
Animation length 	12 + [loops * 6] + 59
|Grounded  ||
|-
|Aerial  ||
|-
|Looping shot  ||
|-
|Final shot  ||
Category:Ivysaur (SSBU)
Category:Neutral special moves (SSBU)
Ivysaur (SSBU)/Side special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Clean Razor Leaf 	24-35
Late Razor Leaf 	36-54
Latest Razor Leaf	55-73
Interruptible 	49
Animation length 	74
|-
Category:Ivysaur (SSBU)
Category:Side special moves (SSBU)
Ivysaur (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
On frame 12, if Ivysaur is not already moving downward, the move sets its vertical speed to -0.3.
Hitboxes 	12-13
Bulb intangible 	12-13
Ending autocancel	41-
Interruptible 	52
Animation length 	51
!Hitboxes 
|-
!Bulb 
|-
!Autocancel 
===Landing lag===
Interruptible 	12
Animation length	18
==Trivia==
*While the move has two different hitboxes for grounded and aerial targets (respectively), their data other than ID is completely identical, making the distinction pointless.
Category:Ivysaur (SSBU)
Category:Up aerials (SSBU)
Ivysaur (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitboxes 	26-29
Bulb intangible 	26-29
Interruptible 	60
Animation length	79
!Hitboxes 
|-
!Bulb 
Category:Ivysaur (SSBU)
Category:Up smashes (SSBU)
Ivysaur (SSBU)/Up special

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	15-17
Interruptible 	48
Animation length (grounded, aerial)	73, 67
|Grounded 
|-
|Aerial 
Category:Ivysaur (SSBU)
Category:Up special moves (SSBU)
Ivysaur (SSBU)/Up throw

Ivysaur up throw hurtbox and hitbox visualization	Ivysaur up throw hurtbox and hitbox visualization	Ivysaur up throw hurtbox and hitbox visualization	Ivysaur up throw hurtbox and hitbox visualization	Ivysaur up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-21
Hitbox 	20
Throw Release 	21
Interruptible 	40
Animation length	64
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Category:Ivysaur (SSBU)
Category:Up throws (SSBU)
Iwata Asks

Iwata Asks is a section of the official Nintendo website where late Nintendo President Satoru Iwata interviewed various Nintendo staff members concerning upcoming or current Nintendo games. The article on Super Smash Bros. Brawl is particularly special as Masahiro Sakurai is not actually a staff member of Nintendo.
Since being revealed on the Dojo, volumes of Iwata Asks were updated every weekday, in a manner similar to that of the Dojo itself. Throughout the interview, Sakurai frequently added video clips and pictures from a report he made back in the first stages of Brawl's development on what Sakurai wanted Brawl to be.
==Contents==
===Volume 1: E3 2005: A beginning===
Iwata first introduces Sakurai, who he is and proceeds with the interview, discussing the very beginning of Brawl's development, starting from E3 2005, attempting to find a staff and betting on success.
===Volume 2: For first time Gamers===
Sakurai details that he is creating Brawl as if it would be the last Smash Bros. game in the series, and details his great concern on trying to make Brawl very accessible to first time gamers.
===Volume 3: Versus, Co-Op and Share===
Sakurai talks about his plans for Brawl's online features and notes the similarities to Nintendo's WFC service which had not yet been fully created at the time. Sakurai goes over all the online features of Brawl, providing videos of each.
===Volume 4: The Subspace Emissary===
Sakurai discusses the Subspace Emissary, and its development. He reveals that he went to , who had created stories for games like .
===Volume 5: Plethora of new Features===
Sakurai discusses Final Smashes, Assist Trophies, stickers and trophies. Sakurai explains that Assist Trophies as a way for him to include characters that many people would know, but wouldn't fit in as fighting characters, like a Nintendog or an Animal Crosser.
===Volume 6: All-Star Music===
Sakurai expose the great quantity of the game includes, how did he get it and how it was to work with a lot of musics.
===Volume 7: Once in a Lifetime Experience===
He talks about and , how Nintendo received the idea of third party characters, the original game before the inclusion of Nintendo characters, and the experience of playing Smash Bros. for new and older gamers.
==External links==
*Iwata Asks: Super Smash Bros. Brawl
Category:Websites
JAPAN Power Rankings

The JAPAN Power Rankings is a point-based list which ranks Japan's best players. It only takes into account these players' performances in Japanese tournaments. The first list was revealed on November 3rd, 2016 and spans from November 2015 to October 2016.
==Japan Power Rankings 2018==
Full rankings
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==January 2017 - January 2018https://twitter.com/harukisb/status/955440620218105857==
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==May 2016 - May 2017==
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==February 2016 - February 2017https://pbs.twimg.com/media/C6sIc5-VsAA86Ky.jpg:orig==
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==November 2015 - October 2016https://pbs.twimg.com/media/CwV812yUkAEKUms.jpg:large==
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==External links==
*Power Rankings
==References==
Category:Japanese Power Rankings