nyuuzyou/wikis huggingface dataset:
Zero Suit Samus (SSBU)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-24
Hit 1 	14-15
Hit 2 	23-24
Interruptible 	46
Animation length	54
|-
Category:Zero Suit Samus (SSBU)
Category:Floor attacks (SSBU)
Zero Suit Samus (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	63
|-
Category:Zero Suit Samus (SSBU)
Category:Floor attacks (SSBU)
Zero Suit Samus (SSBU)/Floor attack (trip)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	27-28
Interruptible 	50
Animation length	60
|-
Category:Zero Suit Samus (SSBU)
Category:Floor attacks (SSBU)
Zero Suit Samus (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 71.
Initial autocancel	1-3
Hit 1 	6-7
Hit 2 	13-14
Ending autocancel 	38-
Interruptible 	47
Animation length 	71
|-
===Landing lag===
Interruptible 	11
Animation length	34
Category:Zero Suit Samus (SSBU)
Category:Forward aerials (SSBU)
Zero Suit Samus (SSBU)/Forward smash

Zero Suit Samus forward smash hitbox visualizations	Zero Suit Samus forward smash hitbox visualizations	Zero Suit Samus forward smash hitbox visualizations	Zero Suit Samus forward smash hitbox visualizations	Zero Suit Samus forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The attack's angle is decided on frame 22, instead of the charge interval like other forward smashes, and only affects the second hit.
Charges between 	9-10
Hit 1 	13-14
Angle check 	22
Hit 2 	26-28
Interruptible 	65
Animation length	83
Category:Zero Suit Samus (SSBU)
Category:Forward smashes (SSBU)
Zero Suit Samus (SSBU)/Forward throw

Zero Suit Samus forward throw hurtbox and hitbox visualization	Zero Suit Samus forward throw hurtbox and hitbox visualization	Zero Suit Samus forward throw hurtbox and hitbox visualization	Zero Suit Samus forward throw hurtbox and hitbox visualization	Zero Suit Samus forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-9
Hitbox 	8
Throw Release 	9
Interruptible 	26
Animation length	39
|-
Category:Zero Suit Samus (SSBU)
Category:Forward throws (SSBU)
Zero Suit Samus (SSBU)/Forward tilt

Zero Suit Samus forward tilt hitbox visualizations.	Zero Suit Samus forward tilt hitbox visualizations.	Zero Suit Samus forward tilt hitbox visualizations.	Zero Suit Samus forward tilt hitbox visualizations.	Zero Suit Samus forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Called Spin Kick (), Zero Suit Samus performs a roundhouse kick. It can be angled. Its main usage is for spacing, due to its overall low lag and average knockback.
The up-angled version deals 8% damage on the leg and 6.5% damage on the body.
The side-angled version deals 7% damage on the leg and 6% damage on the body.
The down-angled version deals 8% damage on the leg and 6.5% damage on the body. may cause tripping at low percentages.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	29
Animation length	59
Category:Zero Suit Samus (SSBU)
Category:Forward tilts (SSBU)
Zero Suit Samus (SSBU)/Grab

==Overview==
==Grabbox Data==
All grabs use the same grabboxes.
|}
==Timing==
The hand grabbox is only active for the first 3 frames.
===Standing grab===
Grab 	15-17, 18-25
Interruptible 	59
Animation length	79
===Dash grab===
Grab 	17-19, 20-26
Interruptible 	67
Animation length	95
===Pivot grab===
Grab 	18-20, 21-26
Interruptible 	62
Animation length	94
Category:Zero Suit Samus (SSBU)
Category:Grabs (SSBU)
Zero Suit Samus (SSBU)/Grab aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The tether recovery can be triggered on frames 2-4.
Hitboxes 	9-19
Interruptible 	50
Animation length	59
===Landing lag===
The move's landing animation only applies if Zero Suit Samus lands during frames 10-39; otherwise, she uses her standard landing animation, but still experiences 8 frames of landing lag.
Interruptible 	9
Animation length	19
Category:Zero Suit Samus (SSBU)
Category:Grab aerials (SSBU)
Zero Suit Samus (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Level Chop 	
Neutral attack 2 	Gun Hook 	
Neutral attack 3 	Back Knuckle 	
Forward tilt 	Spin Kick 	
Forward tilt (up) 	Spin Kick 	
Forward tilt (down) 	Spin Kick 	
Up tilt 	Headstand Attack 	
Down tilt 	Ground Sweep 	
Dash attack 	Jumping Kneebutt 	
Forward smash 	Jet Boot Kick 	
Forward smash (up) 	Jet Boot Kick 	
Forward smash (down) 	Jet Boot Kick 	
Up smash 	Shocker String 	
Down smash 	Slant Paralyzer 	
Neutral aerial 	Whip Guard 	
Forward aerial 	Twice Kick 	
Back aerial 	Sobat 	
Up aerial 	Air Kick 	
Down aerial 	Slash Dive 	
Down aerial (landing) 	Slash Dive 	
Grab aerial 	Plasma Whip 	
Neutral special 	Paralyzer 	
Neutral special (max charge)	Paralyzer 	
Side special 	Plasma Whip 	
Side special up 	Plasma Whip 	
Up special ground 	Boost Kick 	
Up special air 	Boost Kick 	
Down special 	Flip Jump 	
Down special kick 	Flip Jump 	
Down special bury 	Flip Jump 	
Standing grab 	Plasma Whip 	
Dash grab 	Plasma Whip 	
Pivot grab 	Plasma Whip 	
Pummel 	Grab Kneebutt 	
Forward throw 	Short Kick 	
Back throw 	Kick Throw 	
Up throw 	Hold Somersault Kick	
Down throw 	Knee Stamp 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Zero Suit Samus (SSBU)
Category:Hitboxes (SSBU)
Zero Suit Samus (SSBU)/Neutral aerial

==Overview==
Zero Suit Samus twirls her Plasma Whip around her in midair. The move has some startup as it comes out on frame 10, however it is an excellent combo starter due to its angle and very low landing lag (8 frames). It is able to combo into any aerial attack at many different percentages including a back aerial at high percents which can KO, an up smash which at low percents can start deadly combos and can KO at very high percents, and even a potential KO setup into a Flip Kick spike at low-mid percents (somewhere between in the 40s to 60 percent depending on the character). It also has good disjointed range due to the whip traveling all the way around her which, along with its low landing lag, makes Zero Suit Samus almost unpunishable by any move if the move is properly spaced. The move is only -4 on shield, meaning that only a handful of characters can punish the move on shield (although if Zero Suit Samus spaces the move well, even they cannot punish it).
One problem the move has it that it is inconsistent at hitting small characters such as and due to its hitboxes being placed high above the ground. Because of this, she will have to time it when falling as well as space it properly so that it will connect with the opponent or use one of her other combo starters such as her down tilt.
Overall, despite the move's difficulty hitting smaller characters, it still boasts amazing combo starting potential and KO setups along with being safe on shield, especially when spaced. This makes it arguably Zero Suit Samus's best aerial and one of her best moves altogether.
==Update History==
In earlier versions of the game, neutral aerial was an even more effective move, as it only had 6 frames of landing lag. This not only made it easier to combo out of but this also made it completely safe on shield against the entire cast, with the move only being -2 on shield. 
In update 11.0.0 however, the move received two more frames of landing lag. This made it a little bit harder to combo out of (especially into Boost Kick, due to said move gaining higher startup lag in the same patch), with her combos having a tighter window although they are still possible. The higher landing lag also resulted on it going from -2 to -4 on shield, which now allows certain characters to punish it. neutral air is still safe against most of the cast however, and Zero Suit Samus can still space it to make it safe against characters who have fast enough out of shield options to punish it at close range.
Overall, neutral aerial has been slightly toned down since the game's initial release due to its higher landing lag however, it still remains one of Zero Suit Samus' strongest moves. The main strengths it has had since launch are still there, with its lower safety and higher difficulty to combo not significantly impacting the move overall.
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	10-11
Hit 2 	15-16
Ending autocancel 	42-
Interruptible 	52
Animation length 	51
|-
===Landing lag===
Interruptible 	9
Animation length	34
Category:Zero Suit Samus (SSBU)
Category:Neutral aerials (SSBU)
Zero Suit Samus (SSBU)/Neutral attack

==Overview==
Zero Suit Samus's neutral attacks consist of 2 jabs followed by an elbow strike. It does 6.0% in total.
For the technical data of each individual hit, see:
*Zero Suit Samus (SSBU)/Neutral attack/Hit 1
*Zero Suit Samus (SSBU)/Neutral attack/Hit 2
*Zero Suit Samus (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	1
Jab 2 	7
Jab 3 	13-14
Interruptible 	24, 31, 45
Animation lengths	35, 48, 53
|-
|-
Category:Zero Suit Samus (SSBU)
Category:Neutral attacks (SSBU)
Zero Suit Samus (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
The hitboxes have different hitstun modifiers coded, but due to a glitch, only the modifier of 2 for the last hitbox ends up applying to all of them.
! Hitstun
|+10 frames
|+6 frames
|+2 frames
|+2 frames
|}
==Timing==
Hitboxes 	1
Continuability window	6-30
Consecutive jab frame	8
Interruptible 	24
Animation length 	35
|-
Category:Zero Suit Samus (SSBU)
Category:Neutral attacks (SSBU)
Zero Suit Samus (SSBU)/Neutral special

==Overview==
==Hitboxes==
Max charge uses hitbox IDs 2 and 3 while the other charges use 0 and 1.
|}
==Timing==
The lag framestrip shows the timing for the uncharged version.
Charges between 	20-21
Shot (no charge clean/late) 	21/22-44
Shot (max charge clean/late) 	43/44-90
Interruptible (from release) 	29
Animation length (from release)	35
|-
|-
Category:Zero Suit Samus (SSBU)
Category:Neutral special moves (SSBU)
Zero Suit Samus (SSBU)/Side special

==Overview==
==Hitboxes==
===Ground===
! Hitstun
|-
|-
|-
|-
|-
|-
|-
|+4 frames
|+4 frames
|+4 frames
|+4 frames
|+4 frames
|}
===Air===
|}
==Timing==
Multihits 	22-23, 24-25, 26-27, 28-29
Unheld final hit	31-35
Held hitboxes 	31-32, 37-38, 42-43, 46-47
Interruptible 	56, 63
Animation length	67, 69
|Unheld 
|-
|Held 
Category:Zero Suit Samus (SSBU)
Category:Side special moves (SSBU)
Zero Suit Samus (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 59.
Hitboxes 	6-12
Ending autocancel	25-
Interruptible 	35
Animation length 	73
|-
===Landing lag===
Interruptible 	6
Animation length	27
Category:Zero Suit Samus (SSBU)
Category:Up aerials (SSBU)
Zero Suit Samus (SSBU)/Up smash

==Overview==
Zero Suit Samus spins around and twirls her Plasma Whip above her. The move has decent startup, relatively low ending lag, and deals high hitstun which makes it a good combo starter at low to mid percents. Its very high knockback scaling also gives it decently strong KO power at high percents and it has high vertical range, making it useful as an anti-air. Lastly, it can act as a reliable out of shield option due to its decent startup and inital horizontal hitbox. 
It is one of Zero Suit Samus's best moves and one of the best up smashes in the game due to its plethora of strengths, making the move a relatively low risk, high reward option.
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	10-11
Hits 2-6 	14, 17, 20, 23, 26
Hit 7 	28-29
Interruptible 	49
Animation length	59
Category:Zero Suit Samus (SSBU)
Category:Up smashes (SSBU)
Zero Suit Samus (SSBU)/Up special

Zero Suit Samus Up Special Hitbox Visualizations.	Zero Suit Samus Up Special Hitbox Visualizations.	Zero Suit Samus Up Special Hitbox Visualizations.	Zero Suit Samus Up Special Hitbox Visualizations.	Zero Suit Samus Up Special Hitbox Visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	6
Multihits 	12-24
Penultimate hit 	28
Final hit 	34-35
Animation length	77
Category:Zero Suit Samus (SSBU)
Category:Up special moves (SSBU)
Zero Suit Samus (SSBU)/Up throw

Zero Suit Samus up throw hurtbox and hitbox visualization	Zero Suit Samus up throw hurtbox and hitbox visualization	Zero Suit Samus up throw hurtbox and hitbox visualization	Zero Suit Samus up throw hurtbox and hitbox visualization	Zero Suit Samus up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-5
Hitbox 	3-4
Throw Release 	5
Interruptible 	41
Animation length	55
|-
Category:Zero Suit Samus (SSBU)
Category:Up throws (SSBU)
Zero gravity glitch

The zero gravity glitch refers to a glitch in Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. 4 that causes a character to be pressed against a ceiling and appear to float. The glitch is easiest to perform in Hyrule Temple in Training Mode, or on a custom stage with a very low ceiling (the player must be at very high percentages, preferably 999%). It is easiest to perform if player 1 is Peach (or any other character with an attack that causes them to bounce). Peach stands under a solid ceiling (for example, in the lower left part of Hyrule Temple). The target character(s) stand(s) in front of Peach. Peach then uses her down tilt repeatedly. While the game reacts normally by having the target(s) rocket upwards and then bounce downwards, after a few rounds, the target(s) stick(s) to the ceiling in their falling state.
The glitch likely happens because of the character travelling so fast that the game doesn't realize they need to bounce off the ceiling, and instead keep traveling upwards, sticking to the ceiling. Since the character is in their falling state, they can use any aerial moves. However, since they are still traveling upwards at tremendous speed, moving sideways to a point without a ceiling will probably KO them. Waiting for around 20 seconds will cause the character's momentum to fade, eventually allowing them to fall. Moving away from the ceiling when momentum is getting low may fling the character upwards, but not enough to KO them.
==Trivia==
*This glitch shares a bit in common with the kamikaze glitch, as in if the character affected by the glitch moves away from the wall/ceiling they're stuck on, they'll instantly die from the tremendous speed they're moving at.
Category:Glitches (SSBM)
Category:Glitches (SSBB)
Category:Glitches (SSB4)
Zinger

Zingers (, Zinger) are enemies from the series.
==Origin==
Zingers made their debut in as a common enemy, and has become a recurring enemy in later Donkey Kong games. They are wasp-like insects with spines sticking out from their back, which prevents them from being defeated by getting jumped on. Zingers can be defeated by other means, such as throwing a barrel, or with projectiles like the Peanut Popgun.
==In Super Smash Bros. Brawl==
A Zinger appears as a collectible sticker.
 Stickers
Name	Game	Effect 	Characters
 	 	Resistance +5	
==In ==
Zingers appear in as a Smash Tour item and as a Trophy.
===In Smash Tour===
Zingers appear in as a blue Smash Tour item based on their design from DK: King of Swing. When used at the beginning of their turn, the player can place a trap on the space they are standing on. The first opponent to walk over the trap will be launched, unless the player is immune for any reason.
===Trophy===
==In Super Smash Bros. Ultimate==
Zinger appearas as a Novice-class primary spirit.
In the intro cutscene of Adventure Mode: World of Light, the Zinger is one of the countless spirits captured by Galeem during his takeover of the universe. After Galeem's defeat, Dharkon takes control of Galeem's spirits, including Zinger. Zinger's spirit is located in the sub-dungeon of The Light Realm.
Zinger's Spirit Battle uses a puppet fighter and is fought on The Great Cave Offensive stage's Ω form. During the battle, the Unira item appears, referencing the Zinger's spines which prevent them from being defeated under normal circumstances.
===Spirit===
No.	Image	Name	Type	Class	Slots	Base	Max	Base	Max	Base	Max 	Ability 	Series
160	 	 	★ 	0 	1208 	6041	767	3836	441	2205	No Effect	Donkey Kong Series	
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Spirits
Zora (disambiguation)

Zora appears as:
*A trophy in Brawl
*A sticker in Brawl
*A trophy in Super Smash Bros. for Nintendo 3DS
*A spirit in Ultimate
Category:The Legend of Zelda universe
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Stickers
Category:Spirits
Zuree

Zurees (, Zuree) are enemies from the series.
==Origin==
Zurees are Underworld-affiliated enemies that appeared in the original Kid Icarus and in Kid Icarus: Uprising. In Uprising, they can shift from a blue flame and back, and in their flame state they are invulnerable to attacks. After they shift to their true form, they attack with claw swipes which cause , a condition where the reticle moves in an erratic pattern and homing shots become impossible.
==In ==
===In Smash Run===
Zurees appear as enemies. They spend most of their time in an intangible flame form, occasionally materializing near the player and attacking with a strong claw swipe. They can only be damaged when in their physical form.
Zurees appear in one of the Survive! Hard challenge rooms, attempting to knock the player down to the Danger Zone floor.
===Trophy===
Category:Trophies (SSB4-3DS)
Google

{| width="49%" style="background-color:white; margin-bottom:10px; -moz-border-radius:0.5em; -webkit-border-radius:0.5em; float: right; border-top-right-radius:2em; margin-top: 4px; font-size: 85%; color: #6B6B6B"
Google Inc. on yhdysvaltalainen yhtiö, joka tuli tunnetuksi hakukonestaan Googlesta. Sittemmin se on laajentanut toimintaansa hyvin monipuoliseksi. Googlen perustivat Larry Page ja Sergei Brin vuonna 1998. Nykyään Googlen suosituimpia palveluita ovat mm. videopalvelu YouTube ja hakukone Google. Google on valmistanut myös sarjan Google Nexus -merkkisiä älypuhelimia, jotka käyttävät Googlen omaa huippusuosittua käyttöjär- jestelmää Androidia. Google vastaa yli kuudesta prosentista koko internetin tietoliikenteestä.
Google   |   Google SketchUp   |   Gmail   |   Google Chrome   |   Nexus   |   YouTube   |   Google Maps
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Artikkelipoiminnat
Lopputekstit
----
It is a long established fact that a reader will be distracted by the readable content of a page when looking at its layout. The point of using Lorem Ipsum is that it has a more-or-less normal distribution of letters, as opposed to using 'Content here, content here', making it look like readable English.
__NOTOC__
__NOEDITSECTION__
Kirja:Maailmankaikkeuden synty

Maailmankaikkeuden synty - Luku 1 - Luku 2 - Luku 3 - Liitteet
==Tiedot==
Tekijä 	Finis Valorum
Julkaisuaika	14.12.2012-
Lisenssi 	CC-BY-SA Vapaa käyttö, kunhan tekijän nimi mainitaan.
Kohderyhmät 	8-13 vuotiaat
Luokitus 	Elämän historia, Fysiikka
==Johdanto==
Oletko koskaan ihmetellyt, mistä tämä kaikki on tullut? Mistä maapallo, Aurinko ja Kuu ovat tupsahtaneet? Tämä lyhykäinen kirja kertoo sinulle, kuinka tämänhetkisen käsityksen mukaan maailmankaikkeus on syntynyt. Jos löydät sivuilta outoja sanoja ja termejä, katso selitykset kirjan lopusta osasta Liitteet.
Ensimmäinen luku
Luokka:Kirja:Maailmankaikkeuden synty
Kirja:Maailmankaikkeuden synty/Liitteet

__NOEDITSECTION__
Maailmankaikkeuden synty - Luku 1 - Luku 2 - Luku 3 - Liitteet
==Sanasto==
===A===
===B===
===C===
===D===
===E===
===F===
===G===
===H===
===I===
===J===
===K===
===L===
===M===
===N===
===O===
===P===
===Q===
===R===
===S===
===T===
===U===
===V===
===W===
===X===
===Y===
===Z===
===Ä===
===Ö===
Kirja:Maailmankaikkeuden synty/Luku1

Maailmankaikkeuden synty - Luku 1 - Luku 2 - Luku 3 - Liitteet
==Alkuräjähdys==
Alussa, aivan alussa, koko maailmankaikkeus oli pakkautunut mahdottoman pieneksi palloksi, joka leijui tyhjyydessä ja pimeydessä. Tämä pallo oli äärettömän kuuma. Äärettömän kuuma tarkoittaa sitä, että tämä pallo oli niin kuuma, että sen lämpötilaa ei voida edes mitata. Silloin ei ollut olemassa edes aikaa. Ajattele, koko valtava maailmankaikkeus: tähdet, planeetat, kuut ja kaikki muu, mitä on olemassa, oli puristunut niin pieneen tilaan, ettei sitä voinut nähdä tarkimmallakaan mikroskoopilla. Varmaan mieleesi tulikin, että pallon täytyi olla mahdottoman tiheä, koska niin paljon anetta oli puristunut niin pieneen tilaan.
Yhtäkkiä 13, 7 miljardia vuotta sitten, jostain syystä tämä tiheä pallo räjähti valtavalla voimalla ja nopeudella. Ensin muodostuivat aineen pienimmät osaset, kvarkit. Lämpötila oli jo laskenut hurjasti. Sitten muodostuivat atomit, elektronit ja protonit. Tähän mennessä on kulunut vain hyvin pieni aika. Sitten tulee pitempi ajanjakso, jolloin asiat eivät tapahdu läheskään yhtä nopeasti, kuin alkuräjähdyksen alkuhetkinä. Satojentuhansien vuosien kuluttua alkaa muodostua jo jonkinlaisia rakenteita, kuten eräänlaisia tähtiä, kvasaareita. Ajan kuluessa muodostuvat ensimmäiset tähdet. Tähdet ja avaruudessa leijaileva aine kasaantuu hiljalleen jonkun suuren gravitaation, eli vetovoiman ympärille. Näitä valtavia muodostelmia kutsutaan galakseiksi. Sitten osa galakseista kerääntyy ryhmiin, joita sanotaan galaksiryhmiksi, -joukoiksi ja superjoukoiksi. Tämän tapahtumaketjun jälkeen vihdoinkin muodostuvat aurinkokunnat, joihin kuuluvat pääasiassa aurinko ja sitä kiertävät planeetat. Ne muodostuvat tähtien jäänteistä, joita avaruudessa on runsaasti. Kun planeetat ovat valmiit, ollaankin jo lähellä nykyhetkeä. Oikeastaan tästä hetkestä nykyhetkeen on vielä miljoonia vuosia aikaa. Tässä ajassa kehittyvät kasvit, eläimet, ihmiset ja koko maapallo. Seuraavassa osassa tutkitaan tätä kehitystä eli evoluutiota tarkemmin!
Toinen luku
Luettelo vuosipäivistä

tammikuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
helmikuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
maaliskuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
huhtikuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
toukokuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
kesäkuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
heinäkuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
elokuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
syyskuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
lokakuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
marraskuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
joulukuu: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
==Historiallinen poikkeus==
* 30. helmikuuta
== Katso myös ==
* Ortodoksinen kalenteri
* Kuluvan päivän vuositapahtumat – tänään historiassa
Luokka:Almanakat
Oulu

Oulu (ruots. Uleåborg) on väkiluvultaan Suomen kuudenneksi suurin ja Pohjois-Suomen vanhin kaupunki. Oulu perustettiin vuonna 1605. Oulu on Pohjois-Pohjanmaan maakuntakeskus.
==Historia==
Ruotsin kuningas Kaarle IX perusti Oulun 8. huhtikuuta vuonna 1605 ja sai samalla tapulikaupunkioikeudet, joita tarvitaan kaupungin perustamiseen.Wikipedia - Oulu
==Lähteet==
<references>
Luokka:Oulu
Suomi

Suomi on Pohjoismaihin kuuluva Euroopan valtio. Suomi on valtiomuodoltaan tasavalta. Se tarkoittaa muun muassa sitä, että kaikki suomalaiset saavat äänestää, ketkä päättävät maamme asioista. Suomen päämiestä kutsutaan presidentiksi. Tällä hetkellä Suomen presidentti on nimeltään Sauli Niinistö.
Suomessa puhuttuja kieliä ovat suomi, ruotsi ja saame.