nyuuzyou/wikis huggingface dataset:
Condor

The Condor (, Condor) is a creature that appears in and makes a few appearances in the Super Smash Bros. series.
==Origin==
At the start of Ice Climber, the Condor flies up to the top of the first mountain, carrying an eggplant in its talons. According to the manual, the Condor is responsible for hiding the vegetables in the game's bonus stages. Upon scaling each mountain, either Popo or Nana must jump and grab onto the Condor's talons as it flies around the summit, which will complete the bonus stage.
While there is very little lore provided in the Ice Climber game, trophies refer to the Condor as reigning supreme over the mountain. By catching the Condor, the Ice Climbers conquer the mountain.
==In Super Smash Bros. Melee==
In Super Smash Bros. Melee, the Condor appears in the ' Target Test stage. It holds the tenth and final target in its talons atop the stage, as a reference to its role in Ice Climber. Unlike fellow enemies Topi and Polar Bear, the Condor retains its original appearance from Ice Climber, depicted as an 8-bit sprite.
While the Condor does not have its own trophy, it is mentioned in the Ice Climbers' trophy description.
==In Super Smash Bros. Brawl==
In Super Smash Bros. Brawl, the Condor appears as the ' on-screen appearance, carrying the Ice Climbers into the stage. As part of its appearance, it was given a new three-dimensional model.
Once again, the Condor lacks its own trophy, but it is mentioned in the trophy descriptions for the Ice Climbers and Vegetables.
==In Super Smash Bros. 4==
The Condor does not appear in either version of Super Smash Bros. 4, though it is mentioned in the Ice Climbers trophy.
==In Super Smash Bros. Ultimate==
===As a moveset element===
300px|thumb|The Ice Climbers hanging from the Condor during Iceberg.
The return as playable characters in this installment, and the Condor reprises its role from Brawl in their on-screen appearance.
Furthermore, the Condor now appears during the Ice Climbers' Final Smash, Iceberg, and it will damage any fighter who touches it while it flies around the iceberg. The Ice Climbers have the option of grabbing onto the Condor and hanging from its talons during the move's duration.
===Spirit===
The Condor also appears as an Advanced-class support spirit.
In Adventure Mode: World of Light, the Condor is presumably one of the countless spirits captured by Galeem during his takeover of the universe. The Condor's spirit is located in the icy mountain section section of The Light Realm.
The Condor uses a puppet fighter and is fought on the Summit stage's Battlefield form. It is fought along the Ice Climbers puppet fighter. During the battle, the player must defeat Ridley within one minute while Riley avoids conflict, referencing how the Ice Climbers have a limited amount of time to reach the summit of each mountain and reach the elusive Condor in Ice Climber.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
607	 	 	★★ 	1 	Strong-Wind Resist	Ice Climber Series	
==Names in other languages==
Category:Characters
Category:Spirits
Connecticut Power Rankings

The Connecticut Power Rankings are the rankings for the US state of Connecticut.
==Super Smash Bros. 64 rankings==
===Spring 2018===
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===Winter 2017/2018===
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===Fall 2017===
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===Autumn 2016===
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===Winter 2015/2016===
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==Super Smash Bros. Melee rankings==
===Summer 2024===
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Honorable Mentions: 
Inactive: , , , , 
Panelists: , , , , , , , , 
===Spring 2024===
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Honorable Mentions: , , , 
Inactive: , , , , , , , 
Panelists: , , , , , , , 
===Fall 2023===
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===Spring 2023===
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===Summer 2022===
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===Spring 2022===
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===Fall/Winter 2019===
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===Summer 2019===
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===Summer 2018===
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===Spring 2018===
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===Winter 2017===
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===Spring/Summer 2017===
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===Spring 2017===
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===Fall 2016===
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===Spring 2016===
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===Winter 2015-2016===
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===Summer 2015===
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===March 18, 2009===
Panelists: Spawn, Mogwai, Aesir, DarkDragoon
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===September 3, 2007===
Panelists: Cort, Brookman, shminkledorf, Aesir
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==Super Smash Bros. Brawl rankings==
===March 18, 2009===
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==Super Smash Bros. for Wii U rankings==
===Q3 2018===
Announcement tweet
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===Q2 2018===
Announcement tweet
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===Q1 2018===
Announcement tweet
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===Q4 2017===
Announcement tweet
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===Summer 2017===
Announcement tweet
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===April - June 2017===
Announcement tweet
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===Q1 2017===
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HM's: Kiwi, Scot!, Baroness, Stress?!
===October-December 2016===
Announcement tweet
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HM's: Write Grammar, Scot!, Aerial Ace, K3H, TRL
===July-September 2016===
Announcement tweet
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HM's: Nelvin, MTN64, Scot!, Xion, Chavo
===April-June 2016===
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===January-March 2016===
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===December 2015===
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==Super Smash Bros. Ultimate rankings==
===Summer 2024===
Announcement tweet
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===Spring 2024===
Announcement tweet
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===Winter 2024===
Announcement tweet
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===Fall 2023===
Announcement tweet
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===Summer 2023===
Announcement tweet
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===Spring 2023===
Announcement tweet
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===Winter 2023===
Announcement tweet
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===Fall 2022===
Announcement tweet
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===Summer 2022===
Announcement tweet
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===Spring 2022===
Announcement tweet
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===Fall 2021===
Announcement tweet
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===Q1 2020===
Announcement tweet
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===Fall 2019===
Announcement tweet
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===Q3 2019===
Announcement tweet
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===Q2 2019===
Announcement tweet
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===Winter 2019===
Announcement tweet
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==Project M rankings==
===Season 4 2023 (Jan-Jun)===
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===Season 3 2022 (Jul-Dec)===
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===Season 2 2022 (Jan-Jun)===
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===Season 2021 Full Year===
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===Summer 2018===
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===Spring 2018===
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===January 2018===
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===Summer 2017===
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===Spring 2017===
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===Winter 2016===
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===Fall 2016===
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===Summer 2016===
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===Spring 2016===
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===Summer 2015===
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Category:American Power Rankings
Conquest

:For a list of Conquests in SSB4, see List of conquests (SSB4-3DS) and List of conquests (SSB4-Wii U)
Conquests were a system in Super Smash Bros. 4s With Anyone online modes. While a conquest was ongoing, the game aggregated global wins among specific groups of characters (known as teams) in With Anyone during a limited time, and determined the victor based on the number of wins. Players automatically participated in Conquest when playing With Anyone, and there was no way to otherwise prevent their data from being sent. After contributing points to a certain team or character, players could not contribute again until 16 hours have passed. Upon the conquest being completed, going to the conquest menu will reveal the overall results and potentially provide rewards.
Old versions of the 3DS version of SSB4 allowed players to look at results in real-time as data was being collected. Version 1.0.3, however, removed this functionality, and obscures all percentages until the results are tallied. The Wii U version includes this by default.
Conquests were not shared across both versions of the game; the red team might win a conquest on 3DS while the blue team wins the same one on Wii U. On a few occasions, the Wii U had a conquest that the 3DS did not run, leaving 3DS owners with no conquest to participate in at the time. It is also possible for both versions to run different conquests, though this has not happened thus far.
If a player contributed to more than one team in a conquest, then they would only receive rewards if they contributed the most points to the winning team and the end of the results.
Players detected to be sandbagging did not have their data included in calculations.
Characters who had not been unlocked or purchased could still be shown in the conquest display.
If a player did not connect SSB4 to Nintendo Network for an entire conquest round, they would never be able to view its results.
Some conquests were repeated in order to incorporate DLC characters who didn't appear the last time the round was played.
The Conquest service ended on January 3, 2019.
==Points==
Points earned by players depended on their results. The rate at which points are gained did not differ between modes and were as follows:
*Getting a KO in any match granted 1 point per KO. If an opponent SD's, it would not count as a KO or a point.
*4 more points were added if a match is won.
*In a Team Battle, 1 point was added for every KO a teammate got.
Additionally, participating in a match would always add 1 point regardless of the match's results.
Category:Modes (SSB4-3DS)
Category:Modes (SSB4-Wii U)
Container

Containers are items that are in the container category. The container items carry other different type of items. On rare occurrences in Melee, the container items will also carry enemies in Versus Mode, Classic Mode, etc. There is a 12.5% chance that the containers explode when destroyed. To receive an item from a container, the container must be destroyed by attacks, throwing it at something or with other items. Once the container is destroyed, the item inside of it will appear.
The container items also make an appearance in Super Smash Bros. Brawl. The traditional barrel and crate return as a container item, but also there are new variations of crates and barrels that varies on the stage the characters play on. For example, on the Yoshi's Island stage, the boxes and barrels are in the shape of presents. There is also a new type of item called the Rolling Crate that will roll down an inclined plane if a character pushes it. Container items are also now changeable via the Item Switch.
In Super Smash Bros. 4, all characters carry heavy containers (and Blast Boxes) at the same speed, which has been increased slightly compared to the carrying speed in Brawl. Donkey Kong still moves the fastest.
A list of container items:
*Crates
*Barrels
*Party Balls
*Capsules
*Grass
*Eggs
*Rolling Crates
*Birdo's Eggs
== Gallery ==
SSB Containers.jpg|frame|Artwork from SSB
Yoshi's Island stage Brawl 2.png| holds a container in the Yoshi's Island stage of Brawl.
Category:Items
*
Category:Explosive items
Conveyor belt

Conveyor belts are recurring stage elements in the series. When standing on them, characters and items are pushed in a specific direction. In Brawl, they are an important part of a CD Factory.
Conveyor belts appear in:
*The Research Facility (Part II) and The Great Maze in the Subspace Emissary
*Stage Builder stages (Brawl only)
*Target Smash!, level 3
*Pokémon Stadium 2 (electric version)
*Super Mario Maker (some versions)
Category:Stage parts
Category:Stage Builder
Copper & Booker (disambiguation)

Copper & Booker are characters from the universe who appear as:
*Background characters on Smashville
*Individual stickers
*A trophy in Brawl
*A trophy in 
*A spirit in Ultimate
Category:Animal Crossing universe
Category:Background characters
Category:Stickers
Category:Spirits (Animal Crossing universe)
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Corrin (SSB4)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	13
Late hit 	14-16
Ending autocancel 	42-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Animation length	14
Category:Corrin (SSB4)
Category:Back aerials (SSB4)
Corrin (SSB4)/Down aerial

==Overview==
Both of Corrin's legs transform into spears as he stalls-then-falls downward while spinning. If used quickly after receiving knockback in certain circumstances, the descent portion of the move will not occur, and the attack will take place without movement. Hits opponents rapidly and repeatedly, also dragging them along with him. If used above the upper blast line, the animation will conclude before Corrin hits the ground, a tricky, if admittedly predictable, method of returning to the stage from above. Because this strategy greatly increases his falling speed while simultaneously producing zero landing lag, can be followed up by almost his entire moveset.
==Hitboxes==
! 
|2
|2
|2
|—
|—
|}
==Timing==
===Attack===
Initial autocancel	1-11
Hitboxes 	12-28
Ending autocancel 	41-
Interruptible 	52
Animation length 	59
|-
===Landing lag===
Hitbox 	1-4
Animation length	26
Category:Corrin (SSB4)
Category:Down aerials (SSB4)
Corrin (SSB4)/Down throw

==Overview==
Assumes his dragon form and body slams the opponent beneath him, sending them flying diagonally forward and upward. Tied with his up throw as yielding the greatest knockback of any of his grab releases. Depending on opponent DI, at extremely low percentages can combo into a running up aerial, but just barely.
==Throw and Hitbox Data==
|}
|}
==Timing==
In dragon form, Corrin doesn't have hurtboxes. Corrin is still damageable after the throw release, however.
Invincibility 	1-18
Dragon form 	5-44
Hitbox 	26-27
Throw Release 	28
Interruptible 	55
Animation length	64
|-
Category:Corrin (SSB4)
Category:Down throws (SSB4)
Corrin (SSB4)/Down tilt

==Overview==
Corrin swipes his Omega Yato across the ground in front of himself dealing 7.5%. Weak enough to combo reliably into a forward tilt, up tilt, up smash, or forward aerial, each of which can lead into branching combinations. With its hitbox beginning at frame 4, it is one of his fastest attacks, further adding to its usefulness.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	31
Animation length	45
Category:Corrin (SSB4)
Category:Down tilts (SSB4)
Corrin (SSB4)/Forward aerial

==Overview==
Corrin slashes the Omega Yato forwards from top to bottom. It deals 7.5% damage throughout the entire blade, has decent range and has low starting lag. It can combo into another forward aerial or an up aerial. It can also auto-cancel out of a short hop. However, it has moderate landing lag, making it unsafe to land with unless spaced correctly.
==Update history==
 1.1.5
*
**
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	7-10
Ending autocancel 	30-
Interruptible 	36
Animation length 	44
|-
===Landing lag===
Animation length	14
Category:Corrin (SSB4)
Category:Forward aerials (SSB4)
Corrin (SSB4)/Forward smash

==Overview==
==Hitboxes==
! 
|5
|}
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Charges between 	8-9
Hitboxes (earliest, early, clean)	17, 18, 19-22
Interruptible 	57
Animation length 	65
Category:Corrin (SSB4)
Category:Forward smashes (SSB4)
Corrin (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	31
Animation length	39
===Dash grab===
Grab 	8-9
Interruptible 	38
Animation length	47
===Pivot grab===
Grab 	9-10
Interruptible 	36
Animation length	42
Category:Corrin (SSB4)
Category:Grabs (SSB4)
Corrin (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack rapid jab 	 	
Neutral attack finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash charging 	Dragon Fang Thrust 	(unavailable)
Forward smash 	Dragon Fang Thrust 	(unavailable)
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 	 	
Forward aerial 	 	
Back aerial 	Dragon Fang Wings 	
Up aerial 	 	
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 	(unavailable)
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 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	Dragon-Form Kick 	
Category:Corrin (SSB4)
Category:Hitboxes (SSB4)
Corrin (SSB4)/Neutral aerial

==Overview==
Encircles himself with the Omega Yato and one of his limbs, spinning them weakly. Fairly reliably hits all around Corrin's body, making this move ideal for interrupting opponent's combos. Additionally useful out of a short hop, although his forward aerial is also efficient for this purpose; this move, however, also hits behind the user, increasing its utility. The only real drawback is that it closes with a fair degree of endlag, but as that is its only real negative, it is overall a very useful move.
==Update history==
 1.1.5
*
**
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-7
Late hit 	8-19
Ending autocancel 	50-
Interruptible 	47
Animation length 	61
|-
===Landing lag===
Animation length	13
Category:Corrin (SSB4)
Category:Neutral aerials (SSB4)
Corrin (SSB4)/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 (SSB4)/Neutral attack/Hit 1
*Corrin (SSB4)/Neutral attack/Hit 2
*Corrin (SSB4)/Neutral attack/Hit 3
*Corrin (SSB4)/Neutral attack/Infinite
Category:Corrin (SSB4)
Category:Neutral attacks (SSB4)
Corrin (SSB4)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Interruptibility and animation length are only for the finisher.
Rapid Jab 	12, 17, 22, 27...
Finisher 	3-4
Interruptible 	40
Animation length	65
Category:Corrin (SSB4)
Category:Neutral attacks (SSB4)
Corrin (SSB4)/Up aerial

==Overview==
==Update history==
 1.1.5
*
**
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	7-12
Ending autocancel 	40-
Interruptible 	38
Animation length 	57
|-
===Landing lag===
Animation length	15
Category:Corrin (SSB4)
Category:Up aerials (SSB4)
Corrin (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
In dragon form, Corrin doesn't have hurtboxes. Corrin is still damageable after the throw release, however.
Invincibility 	1-18
Dragon Form 	5-42
Hitbox 	12-13
Throw Release 	14
Interruptible 	52
Animation length	59
|-
Category:Corrin (SSB4)
Category:Up throws (SSB4)
Corrin (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
On frame 13, the move sets Corrin's horizontal speed to 1.2 and his vertical speed to 0.25.
Initial autocancel	1-5
Clean hit 	13
Late hit 	14-16
Ending autocancel 	42-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Interruptible 	14
Animation length	20
Category:Corrin (SSBU)
Category:Back aerials (SSBU)
Corrin (SSBU)/Back throw

Corrin back throw hurtbox and hitbox visualization	Corrin back throw hurtbox and hitbox visualization	Corrin back throw hurtbox and hitbox visualization	Corrin back throw hurtbox and hitbox visualization	Corrin back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12
Turnaround 	13
Throw release 	13
Interruptible 	38
Animation length	45
|-
Category:Corrin (SSBU)
Category:Back throws (SSBU)
Corrin (SSBU)/Down aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Corrin's horizontal momentum and first sets his vertical speed to 2 on frames 1-11, then sets it to -4 from frame 12 onward. Manual horizontal movement is also disabled during frames 1-41.
Initial autocancel	1-11
Hitboxes 	12-28 (rehit rate: 2)
Ending autocancel 	41-
Interruptible 	52
Animation length 	59
|-
===Landing lag===
Hitboxes 	1-5
Interruptible 	27
Animation length	40
Category:Corrin (SSBU)
Category:Down aerials (SSBU)
Corrin (SSBU)/Down special

==Overview==
 enters a defensive stance, before turning into a dragon and slamming the ground to perform Counter Surge. This counter is tied with and for the lowest damage multipliers in the game, at 1.1×. As such, its KO potential is significantly less than moves such as Tetrakarn.
Unlike most counters, Counter Surge launches upwards. While this makes it less reliable as an edgeguarding option against moves such as Propellerpack or Spinning Kong, it makes it a more threatening option in disadvantage for its ability to KO at the top blast zone. This is an excellent - albeit risky - reversal tool in juggle situations as a result. This can lead to fairly early stock removal against characters such as and other players, who rely on combos leading upwards.
Counter Surge has minor potential to frame trap into aerials post-usage at low percentages, though the hit advantage makes no followups true. However, Corrin players will often at least try to use forward aerial, as there is little consequence if it misses.
==Hitboxes==
|}
==Timing==
===Counter===
Intangibility 	6-7
Counter 	7-26
Interruptible 	66
Animation length	65
|-
===Hit===
Hitboxes (clean, late)	27, 28-31
Interruptible 	66
Animation length 	77
Category:Corrin (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Corrin (SSBU)/Down throw

Corrin down throw hurtbox and hitbox visualization	Corrin down throw hurtbox and hitbox visualization	Corrin down throw hurtbox and hitbox visualization	Corrin down throw hurtbox and hitbox visualization	Corrin down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==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 	1-27
Dragon form 	5-44
Hitbox 	26
Throw release 	27
Interruptible 	55
Animation length	64
|-
Category:Corrin (SSBU)
Category:Down throws (SSBU)
Corrin (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)	1-21
Intangibility (2nd grab)	1-17
Intangibility (3rd grab)	1-10
Hitbox 	19-21
Interruptible 	56
Animation length 	57
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
==Trivia==
*Despite consisting of a sword slash, the hitbox uses a normal effect instead of a slash effect. This is also the case for Corrin's floor attacks.
Category:Corrin (SSBU)
Category:Edge attacks (SSBU)
Corrin (SSBU)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-20
Hit 1 	14-15
Hit 2 	19-20
Interruptible 	46
Animation length	53
|-
==Trivia==
*Despite both hits consisting of sword slashes, the hitboxes use a normal effect instead of a slash effect. This is also the case for Corrin's other floor attacks and .
Category:Corrin (SSBU)
Category:Floor attacks (SSBU)
Corrin (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-20
Hit 1 	14-15
Hit 2 	19-20
Interruptible 	46
Animation length	53
|-
==Trivia==
*Despite both hits consisting of sword slashes, the hitboxes use a normal effect instead of a slash effect. This is also the case for Corrin's other floor attacks and .
Category:Corrin (SSBU)
Category:Floor attacks (SSBU)
Corrin (SSBU)/Floor attack (trip)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	50
Animation length	58
|-
==Trivia==
*Despite both hits consisting of sword slashes, the hitboxes use a normal effect instead of a slash effect. This is also the case for Corrin's other floor attacks and .
Category:Corrin (SSBU)
Category:Floor attacks (SSBU)