nyuuzyou/wikis huggingface dataset:
Link (SSBU)/Back throw

Link back throw hurtbox and hitbox visualization	Link back throw hurtbox and hitbox visualization	Link back throw hurtbox and hitbox visualization	Link back throw hurtbox and hitbox visualization	Link back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	39
Animation length	57
|-
Category:Link (SSBU)
Category:Back throws (SSBU)
Link (SSBU)/Dash attack

==Overview==
Hops into the air and performs a jumping downward slash, otherwise known as the Jump Attack or . Deals 12% up close along the arm, 13% along the blade and 14% at the tip of the blade, dealing a considerable amount of knockback in addition.
While plagued with a slow startup, it benefits from a unique 'high profile' aspect, the brief hop allows Link to avoid low to the ground attacks such as Ness' PK Fire and catch them off guard. It can also be used to edgeguard high to mid recoveries from the ledge, and potentially 2-frame the opponent, yet the speed of the move leaves that possibility something to be desired. It serves as a strong tool for hard reading opponents and catching rolls, however due to it's aforementioned slow startup and high ending lag, it is a risky option even then, and should be seldom used in neutral other than in specific circumstances.
==Hitboxes==
!Shieldstun
|1.4×
|1.4×
|1.4×
|}
==Timing==
Hitboxes 	20-23
Interruptible 	57
Animation length	67
Category:Link (SSBU)
Category:Dash attacks (SSBU)
Link (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Upon hitting a target without fast falling, Link bounces off them, with his vertical momentum being set to 1.33, and the hitbox reappears after 30 frames.
Initial autocancel	1-9
Clean hit 	14-19
Late hit 	20-64
Ending autocancel 	65-
Interruptible 	80
Animation length 	99
|-
===Landing lag===
Interruptible 	20
Animation length	37
==Trivia==
*In addition to the 30-frame interval between hits when bouncing off, the move's hitbox is coded to only reappear up to twice, for a maximum of three hits. However, due to the combined intervals of these hits exceeding the hitbox's duration, this limit never comes into play.
Category:Link (SSBU)
Category:Down aerials (SSBU)
Link (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	12-13
Hit 2 	24-25
Interruptible 	55
Animation length	68
==Trivia==
*This move has a 30% trip chance, but it cannot happen under normal circumstances, due to their launch angles and the second hit's high base knockback. Only the second hit can be made to trip if used on a steep slope with enough knockback-reducing effects (such as the target being metal).
Category:Link (SSBU)
Category:Down smashes (SSBU)
Link (SSBU)/Down special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
The Remote Bomb cannot be spawned if Link is already holding an item, and cannot be detonated if another character is holding it.
===Spawning the Bomb===
Bomb generated 	17
Interruptible 	40
Animation length	69
===Detonating the Bomb===
Explosion 	12-13
Interruptible 	40
Animation length	60
|-
==Parameters==
===Item===
Hurtbox size 	4
HP 	50
Maximum time before exploding 	1800 frames (30 seconds)
Flashing time before automatic explosion 	45 frames
Explosion delay when detonated 	12 frames
Throw speed multiplier 	
Size multiplier 	
Gravity 	0.07
Falling speed 	2.3
Friction 	0.01
Maximum horizontal speed 	4
Horizontal speed multiplier when bouncing off	0.9 (floor/ceiling)0.7 (wall)0.2 (target)
Vertical speed multiplier when bouncing off 	0.7 (floor)0.6 (wall/ceiling)0.2 (target)
Added vertical speed when bouncing off 	1 (wall or target only)
Minimum speed to bounce off terrain 	0.4
Speed thresholds after bouncing off 	0.05 to 3 (horizontal)0.1 to 2.3 (vertical)
Collision detection box half-lengths 	2 (horizontal)2 (vertical)
Pickup detection box lengths 	4 (horizontal)4 (vertical)
Effect when shielded 	Bounces off
===Hit by attack===
Launch speed thresholds 	1 to 3.2
Damage intake for launch speed	1% to 15%
Hitlag multiplier when struck 	0.5
Category:Link (SSBU)
Category:Down special moves (SSBU)
Link (SSBU)/Down throw

Link down throw hurtbox and hitbox visualization	Link down throw hurtbox and hitbox visualization	Link down throw hurtbox and hitbox visualization	Link down throw hurtbox and hitbox visualization	Link down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
|}
|}
==Timing==
Invincibility 	1-24
Hitbox 	22-23
Throw Release 	24
Interruptible 	49
Animation length	64
|-
Category:Link (SSBU)
Category:Down throws (SSBU)
Link (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)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Link (SSBU)
Category:Edge attacks (SSBU)
Link (SSBU)/Floor attack (trip)

==Overview==
Link performs first a forehand slash in front of him before a backhand follow-up in the opposite direction while rising to a standing position.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	28-29
Interruptible 	50
Animation length	59
|-
Category:Link (SSBU)
Category:Floor attacks (SSBU)
Link (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	16-17
Hit 2 	24-25
Ending autocancel	53-
Interruptible 	52
Animation length 	67
|-
===Landing lag===
Interruptible 	12
Animation length	27
Category:Link (SSBU)
Category:Forward aerials (SSBU)
Link (SSBU)/Forward smash/Hit 1

==Overview==
==Hitboxes==
===Forward smash===
|}
===Sword Beam===
The Sword Beam's damage can increase up to 13% depending on the forward smash's charge. More specifically, its damage output is equal to 5 + 8 * (charge frames / 60).
|}
==Timing==
The Sword Beam is only fired if Link's damage percentage is at 0.0%. Otherwise, the frame strips for it don't apply.
Charges between 	9-10
Sword beam (minimum to maximum charge)	17-48, 17-56
Hitboxes 	17-18
Continuability window 	23-36
Interruptible 	51
Animation length 	71
!Sword beam (min) 
|-
!Sword beam (max) 
|-
!Hitboxes 
|-
!Continuable 
==Sword Beam parameters==
All values except offsets and friction scale linearly from no charge to full charge.
X and Y offsets	[11, 6]
Lifetime 	32 to 40 frames
Damage 	5% to 13%
Size multiplier	0.8 to 1.1
Initial speed 	2.4 to 3.4
Friction 	0.01
Category:Link (SSBU)
Category:Forward smashes (SSBU)
Link (SSBU)/Forward throw

Link forward throw hurtbox and hitbox visualization	Link forward throw hurtbox and hitbox visualization	Link forward throw hurtbox and hitbox visualization	Link forward throw hurtbox and hitbox visualization	Link forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
===Kick hitlag anomaly===
Against Mr. Game & Watch, the kick's hitbox will not connect until the same frame as the throw, and due to the throw dealing more knockback, its hitlag (which is none) overrides that of the kick, and thus only Link suffers hitlag. This has the effect of increasing the effective lag of the throw.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12-13
Throw Release 	13
Interruptible 	38
Animation length	56
|-
Category:Link (SSBU)
Category:Forward throws (SSBU)
Link (SSBU)/Forward tilt

==Overview==
Links forward tilt is a powerful forward facing attack. It covers slightly above and a decent range in front. It is good for two framing, frame trapping, ledge guarding, catching landings, and calling out disadvantage options. It's unsafe on shield and should be used sparingly when in advantage, for it has a slow start up and a slow recovery.
==Hitboxes==
|}
==Timing==
Early hit 	15
Clean hit 	16-19
Interruptible 	40
Animation length	60
Category:Link (SSBU)
Category:Forward tilts (SSBU)
Link (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	55
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	57
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	58
Category:Link (SSBU)
Category:Grabs (SSBU)
Link (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Morning Slash 	
Neutral attack 2 	Counter Slash 	
Neutral attack 3 	Slash Up 	
Forward tilt 	Bamboo Splitter 	
Up tilt 	Vertical Slash 	
Down tilt 	Grass Cutter 	
Dash attack 	Jump Slash 	
Forward smash 1 	Sword Slice 	
Forward smash 2 	Double Sword Slice 	
Forward smash projectile	Sword Slice 	(unavailable)
Up smash 	Triple Sword Slice 	
Down smash 	Front and Back Sword Slice	
Neutral aerial 	Link Kick 	
Forward aerial 	Spiral Slash 	
Back aerial 	Double Kick 	
Up aerial 	Jump Thrust 	
Down aerial 	Downward Thrust 	
Neutral special 	Bow and Arrows 	
Side special 	Boomerang 	
Up special (ground) 	Spin Attack 	
Up special (air) 	Spin Attack 	
Down special 	Remote Bomb 	
Down special (explosion)	Remote Bomb 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Hilt Strike 	
Forward throw 	Kick Off 	
Back throw 	Back Kick Off 	
Up throw 	Throw Away Slash 	
Down throw 	Elbow Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash 	Ancient Bow and Arrow 	
Final Smash 	Ancient Bow and Arrow 	
Category:Link (SSBU)
Category:Hitboxes (SSBU)
Link (SSBU)/Neutral aerial

==Overview==
Thrusts his right foot forward to perform a sex kick. A staple in Link’s neutral game, this move has large hitboxes that are useful for clanging and nullifying projectiles, allowing Link to almost completely lock down an opponent's zoning game if they are reliant on projectiles. It’s also a useful edgeguarding tool. Deals 11.0% on the early sweetspot, 8.0% on the early sourspot, and 6.0% on the late hits.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	7-8
Late hit 	9-31
Ending autocancel 	36-
Interruptible 	39
Animation length 	59
|-
===Landing lag===
Interruptible 	7
Animation length	31
Category:Link (SSBU)
Category:Neutral aerials (SSBU)
Link (SSBU)/Neutral attack

==Overview==
Link's neutral attacks consist of 3 slashes using the Master Sword. It does 10.0% in total. 12.0% with the 1v1 multiplier.
For the technical data of each individual hit, see:
*Link (SSBU)/Neutral attack/Hit 1
*Link (SSBU)/Neutral attack/Hit 2
*Link (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	7-8
Jab 2 	14-15
Jab 3 	22-23
Interruptible 	24, 34, 51
Animation lengths	38, 48, 65
|-
|-
Category:Link (SSBU)
Category:Neutral attacks (SSBU)
Link (SSBU)/Neutral attack/Hit 1

==Overview==
Rears back and performs a diagonal swipe downwards. Can jab-lock, but is less consistent with smaller or thinner characters.
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	7-8
Continuability 	Held on hit or tapped	10-35
Continuability 	Held without hitting 	14
Interruptible 	Interruptible 	24
Animation length	Animation length 	38
|-
Category:Link (SSBU)
Category:Neutral attacks (SSBU)
Link (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	5-6
Continuability 	Held on hit or tapped	8-35
Continuability 	Held without hitting 	13
Interruptible 	Interruptible 	25
Animation length	Animation length 	39
|-
Category:Link (SSBU)
Category:Neutral attacks (SSBU)
Link (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
===Projectile===
The arrows' true base damage is specified in their parameters, and ranges from 4% to 12% based on charge. More specifically, their damage output is equal to 4 + 8 * (charge frames / 60), rounded down. When firing a double arrow, this amount is multiplied by 0.8× for each, also rounded down, allowing them to deal from 6% to 18% total.
|}
===Item===
Per the item throw damage formula, the damage of a thrown arrow is equal to 1 - 0.4 + throw speed * 0.8.
|}
==Timing==
The move reaches full charge with at least 36 charge frames.
Charges between 	15-16
Arrow (from release) 	16-61 (1-46)
Interruptible (from release) 	45 (30)
Animation length (from release)	66 (51)
|-
==Differences for 's Copy Ability==
*
==Parameters==
===Move===
The charge time of 60 frames is only used for the arrows to scale in damage and speed; with at least 36 charge frames, the move immediately skips to full charge.
Total charge time 	60 frames
Maximum hold time 	180 frames
Firing angle 	2.5°
Firing angle for second arrow 	2.3°
Delay between shooting two arrows	3 frames
===Arrow (projectile)===
Lifetime 	46 frames (2.0.0 onward)40 frames (before 2.0.0)
Uncharged speed 	2.6
Fully charged speed 	10
Speed multiplier for second arrow 	0.9
Uncharged damage 	4%
Fully charged damage 	12%
Damage multiplier for double arrow 	0.8
Gravity 	0.054
Minimum stick angle 	9°
Lifetime stuck on a surface (single)	180 frames
Lifetime stuck on a surface (double)	120 frames (first)30 frames (second)
Lifetime lodged in an opponent 	5 frames (head)30 frames (other)
Can pierce opponents? 	No
===Arrow (item)===
The arrow disappears on impact with a surface or target.
Item throw lifetime 	40 frames
Throw speed multiplier 	1
Size multiplier 	1
Base damage modifier for item throw damage 	-0.4
Multiplier to item throw speed for additional damage	0.8
Gravity 	0.053
Falling speed 	2.3
Friction 	0.0025 (aerial)0.03 (grounded)
Collision detection box half-lengths 	3.5 (horizontal)3 (vertical)
Pickup detection box lengths 	7 (horizontal)6 (vertical)
Effect when shielded 	Vanishes
Category:Link (SSBU)
Category:Neutral special moves (SSBU)
Link (SSBU)/Side special

==Overview==
==Update History==
 
*
==Hitboxes==
If thrown with a smash attack input, the Boomerang's clean and late hits have their damage multiplied by 1.2×.
|}
==Timing==
===Throw (successful)===
Tilt input hitboxes (clean, late, returning) 	27-36, 37-71, 72-151
Smash input hitboxes (clean, late, returning)	27-36, 37-86, 87-192
Interruptible 	46
Animation length 	63
!Tilt throw 
|-
!Smash throw 
|-
!Link 
===Throw (failed)===
Interruptible (grounded)	60
Interruptible (aerial) 	46
Animation length 	63
!Grounded 
|-
!Aerial 
===Catch===
Catching the Boomerang removes its hitboxes. The catching animation does not occur if Link is in the middle of an attack or defensive action.
Interruptible 	10
Animation length	31
==Parameters==
===Throw===
Stick sensitivity to angle vertically	0.1
Vertical angle deviation 	26°
===Boomerang===
Lifetime 	(tilt) (smash)
Initial speed 	2.4 (tilt)3.1 (smash)
Rotation speed 	22° (tilt)26° (smash)
Smash input damage multiplier 	1.2
Deceleration 	0.047
Minimum speed 	0.3
Distance spent turning back 	16 (tilt)24 (smash)
Maximum returning speed 	3
Angle deviation per frame when returning 	0.75°
Angle difference to go through floor instead of bouncing off	30°
Minimum bounce angle off ground 	16°
Downward ground collision range 	-0.5u
Can pierce opponents? 	No
====After clashing with an attack====
Lifetime 	60 frames
Horizontal speed 	-0.15
Vertical speed 	1.25
Gravity 	0.09
Falling speed 	1.4
Rotation speed multiplier	0.2
Category:Link (SSBU)
Category:Side special moves (SSBU)
Link (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-10
Clean hit 	11-13
Late hit 	14-40
Ending autocancel 	43-
Interruptible 	60
Animation length 	59
|-
===Landing lag===
Interruptible 	15
Animation length	30
Category:Link (SSBU)
Category:Up aerials (SSBU)
Link (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
!Hitstun
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|—
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|+3 frames
|—
|+3 frames
|—
|—
|—
|—
|}
==Timing==
Charges between 	5-6
Hit 1 (clean, late)	10-13, 14-15
Hit 2 (clean, late)	25-28, 29-30
Hit 5 	41-45
Interruptible 	78
Animation length 	94
Category:Link (SSBU)
Category:Up smashes (SSBU)
Link (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
===Grounded===
The hitboxes' damage can be multiplied by up to 1.6× depending on the move's charge, for a maximum of 22.4% with the clean hit. More specifically, the damage multiplier is equal to 1 + 0.6 * (charge frames / 60).
|}
===Aerial===
|}
==Timing==
===Grounded===
Charges between 	3-4
Clean and mid hits (from release) 	7-8, 9-13 (4-5, 6-10)
Late and latest hits (from release)	14-23, 24-39 (11-20, 21-36)
Interruptible (from release) 	77 (74)
Animation length (from release) 	94 (91)
===Aerial===
The move enables ledge grabs from the front starting on frame 15, and from behind starting on frame 34. Jostling is also disabled during frames 26-49.
Front hits 1-4 	8-9, 16-17, 22-23, 31-32
Back hits 	12-13, 19-20, 26-27, 38-39
Final hit (early, mid, late)	47, 48, 49
Animation length 	91
===Landing===
Interruptible 	31
Animation length	32
==Parameters==
===Grounded===
Maximum charge time 	60 frames
Maximum charge damage multiplier	1.6
===Aerial===
The ending attributes apply on frame 48 of the move.
Initial vertical speed 	2.4
Gravity multiplier 	0.55
Additional air acceleration	0.22 (rising)0.01 (ending)0.025 (helpless)
Air speed multiplier 	0.5 (rising)0.909 (helpless)
Air speed on ending 	0.8
Landing lag 	30 frames
Category:Link (SSBU)
Category:Up special moves (SSBU)
Link (SSBU)/Up throw

Link up throw hurtbox and hitbox visualization	Link up throw hurtbox and hitbox visualization	Link up throw hurtbox and hitbox visualization	Link up throw hurtbox and hitbox visualization	Link up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-28
Hitbox 	26-29
Throw Release 	28
Interruptible 	50
Animation length	72
|-
Category:Link (SSBU)
Category:Up throws (SSBU)
Lion

Lion is a Game & Watch game released in 1981. It is referenced by Mr. Game & Watch's forward tilt, as a stage transformation of Flat Zone 2 and Flat Zone X, as a sticker, as a trophy, and as a spirit.
==As a stage==
In Lion, the aim of the game is for two players on either side of a cage to keep a lion from escaping by using chairs, making the game very similar to Pong. As the game progressed, multiple lions would be in the cage. With this inspiration, Lion is incorporated as one of the changing stages played within the Game & Watch system in Flat Zone 2 (along with Fire, the default; Chef; and Oil Panic). The lion cage would encompass most of the stage, with two Lion Tamers on either side, attempting to repel the brawlers back into the cage. The Lion Tamers' chairs both have massive knockback, and it is not uncommon for players to be juggled between the two. Thus, it is strategic for a player to attempt to throw or knock their opponent into one of the Lion Tamers for easy KOs (which is made easier by the notoriously close blast lines).
==Collectables==
===Sticker===
Lion appears as a sticker in Super Smash Bros. Brawl, exclusively usable by .
 Sticker
Name	Game 	Effect 	Characters
Lion	Game & Watch	Attack +13	
===Trophy===
The Lion trophy appears in both versions of Super Smash Bros. 4. In , it is part of the Game & Watch Trophy Box.
===Spirit===
Lion appears in Super Smash Bros. Ultimate as an Ace-class primary spirit.
Lion's Spirit Battle uses a puppet fighter and is fought on the Flat Zone X stage's Lion layout. He is fought along an puppet fighter representing the Lion.
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max	Base	Max 	Ability 	Series
696	 	 	★★ 	1 	1750 	7041	1015	4084	735	2957	No Effect	Game & Watch Series	
==Gallery==
G&WSideTilt.jpg|Mr. Game and Watch's forward tilt in Super Smash Bros Brawl based on the game Lion.
==Names in other languages==
Category:Game & Watch universe
Category:Games
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Spirits
List of Director's Room Miiverse posts

Starting from E3 2013, Masahiro Sakurai began posting one new screenshot from Super Smash Bros. 4 every weekday in the Miiverse community known as the Director's Room, as well as on the official website for the games. Known as the "pic of the day" series, it was initially just a posting of a screenshot with no information or comment about it provided, but after the start of July he also began adding comments, that were a remark about the screenshot or information about what the screenshot was portraying, which were translated into English by Nintendo of America localiser Nate Bihldorff. In the beginning, the pic of the day series mostly consisted of random screenshots with Sakurai giving no real information about the game, with few being updates of actual information, and barely any of them being something significant. As the series went on however, the proportion of them being updates with actual information gradually increased, and since the start of 2014, nearly all of them have been some sort of informative update, with each week having multiple significant updates. The series ended on December 5, 2014. This page is an archive of these posts.
==Legend==
In order to highlight important posts from the list, each entry is given a background colour that denotes that something new or otherwise important had been revealed. When multiple reveals were part of one post, the one higher on this list will take precedence. Posts after December 5 were not posted by Masahiro Sakurai unless otherwise noted.
Type 	Color
Newcomer 	Red
Veteran 	Orange
Stage 	Green
Assist character	Blue
Item 	Yellow
Move 	Magenta
Other 	Cyan
No reveal 	White
==Previous months==
*For June-September 2013, see this page.
*For October 2013-January 2014, see this page.
*For February-May 2014, see this page.
*For June-September 2014, see this page.
==October 2014==
Date	Image	Comment	Notes	Link
==November 2014==
Date	Image	Comment	Notes	Link
==December 2014==
Date	Image	Comment	Notes	Link
==January 2015==
Date	Image	Comment	Notes	Link
==February 2015==
Date	Image	Comment	Notes	Link
==March 2015==
Date	Image	Comment	Notes	Link
==May 2015==
Date	Image	Comment	Notes	Link
==June 2015==
Date	Image	Comment	Notes	Link
==August 2015==
Date	Image	Comment	Notes	Link
Category:Lists
List of Director's Room Miiverse posts/Archive 1

This is a list of Director's Room posts made during the months of June to September 2013. For posts from other months, see the main page.
==Legend==
In order to highlight important posts from the list, each entry is given a background colour that denotes that something new or otherwise important had been revealed. When multiple reveals were part of one post, the one higher on this list will take precedence.
Type 	Color
Newcomer 	Red
Veteran 	Orange
Stage 	Green
Assist character	Blue
Item 	Yellow
Move 	Magenta
Other 	Cyan
No reveal 	White
==June 2013==
Date	Image	Comment	Notes	Link
==July 2013==
Date	Image	Comment	Notes	Link
==August 2013==
Date	Image	Comment	Notes	Link
==September 2013==
Date	Image	Comment	Notes	Link
Category:Lists
List of Director's Room Miiverse posts/Archive 2

This is a list of Director's Room Miiverse posts made during the months of October 2013 to January 2014. For posts from other months, see the main page.
==Legend==
In order to highlight important posts from the list, each entry is given a background colour that denotes that something new or otherwise important had been revealed. For the times one post had multiple reveals, the one higher on this list will take precedence.
Type 	Color
Newcomer 	Red
Veteran 	Orange
Stage 	Green
Assist character	Blue
Item 	Yellow
Move 	Magenta
Other 	Cyan
No reveal 	White
==October 2013==
Date	Image	Comment	Notes	Link
==November 2013==
Date	Image	Comment	Notes	Link
==December 2013==
Date	Image	Comment	Notes	Link
==January 2014==
Date	Image	Comment	Notes	Link
Category:Lists