nyuuzyou/wikis huggingface dataset:
Snake (SSBU)/Forward aerial

==Overview==
Snake performs a powerful midair axe kick. The move's sweetspot is one of the strongest meteor smashes in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent reach, both horizontally and vertically. Due to this, it is a useful option for hard reads as it allows a player to potentially take an opponent's stock with just a single read. Its sourspot sends the opponent upwards and also deals powerful knockback, allowing it to KO at very high percentages. Forward aerial can additionally be used in combination with grenades, as it can be confirmed into from the grenades, although doing so is situational. 
The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an up tilt or neutral aerial on middleweights until around 50% if used in a short hop fast fall, and can even combo into an up aerial at higher percentages, which can even act as a KO confirm at high percents. 
The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high startup lag, ending lag, and landing lag. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with Mega Man's down aerial. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly committal, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation. 
Despite both the sweetspot and sourspot being quite powerful, the sourspot outprioritizes the sweetspot and doesn't KO until very high percentages. As a result, it requires proper spacing and positioning in order to land the sweetspot. 
In the end, Snake's forward aerial is arguably his most "high-risk, high-reward" move, as its flaws can leave Snake in a very dangerous situation where he can take heavy damage or be KO'd outright, yet it will almost always result in a stock taken if it connects on an opponent offstage. It demands cautious use and should be used sporadically, but has immense payoff if successfully landed.
==Hitboxes==
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==Timing==
The move adds upward momentum of 0.8 (in units per frame) to Snake on frame 23.
===Attack===
Initial autocancel	1-3
Hitboxes 	23-26
Ending autocancel 	63-
Interruptible 	70
Animation length 	73
|-
===Landing lag===
Interruptible 	20
Animation length	31
Category:Snake (SSBU)
Category:Forward aerials (SSBU)
Snake (SSBU)/Forward smash

==Overview==
Snake takes out an , then proceeds to aim and fire it in front of him, causing a massive explosion. It comes out very slowly but is incredibly powerful, capable of KOing at very early percents near the ledge, especially if Snake has rage. In addition to this, its ending lag is relatively low for its tremendous strength and it causes a good amount of shield pushback, making it decently safe on shield, especially if it is spaced. It also has a very large hitbox that reaches below the ledge, giving it consistent 2-frame potential and making it a potent edgeguarding tool that is capable of taking stocks very early with good timing, and this is further assisted that if it is charged, the hitboxes come out only three frames after the charge is released. Lastly, due to its power, it can be used in shield break setups along with Snake's explosives, and it can be a great option for hard reads, such as a roll or air dodge read.
Despite its strengths, the move is not without its drawbacks, the most significant of which is its extremely slow startup. It comes out at frame 41, giving it more than half a second of startup lag and making it the slowest forward smash in the game. Because of this, it is very difficult to land as the opponent can easily roll, jump, shield, or simply hit Snake with one of their faster attacks to avoid being hit by the move, making it an option that is generally only used for reads or a potential 2-frame. Despite its decently low endlag for its power, it can still be punished by the opponent if they act fast enough, although clever use of Snake's grenades can help alleviate this issue. Finally, despite not being a projectile, it can still be absorbed by energy absorbing moves such as 's Oil Panic or and ' PSI Magnet, the former of which allows Mr. Game & Watch to KO Snake very early if absorbed and the latter of which heals the two characters a significant amount. Therefore, it can be used against Snake if it used recklessly and thus, players must use it with extreme caution. 
Overall, it is one of Snake's most situational moves as its sluggish startup makes it unwieldly in most circumstances while its flaws can put Snake in a very dangerous position. While it can close out stocks very early if it connects, it generally requires a read or shield break to utilize. However, if properly used in tandem with other aspects of Snake's moveset, it can be a very threatening option.
==Hitboxes==
|}
==Timing==
Charges between 	38-39
Hitboxes 	41-43
Interruptible 	74
Animation length	86
Category:Snake (SSBU)
Category:Forward smashes (SSBU)
Snake (SSBU)/Forward throw

Snake forward throw hurtbox visualization	Snake forward throw hurtbox visualization	Snake forward throw hurtbox visualization	Snake forward throw hurtbox visualization	Snake forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-21
Throw Release 	21
Interruptible 	40
Animation length	47
|-
Category:Snake (SSBU)
Category:Forward throws (SSBU)
Snake (SSBU)/Forward tilt

==Overview==
Snake strikes with his knee and follows up with a downwards swing of his fists. If the second hit is sourspotted, it deals a total of 13.0%. If it's sweetspotted, it deals a total of 15.0% on grounded opponents and 14.0% on aerial opponents.
For the technical data of each individual hit, see:
*Snake (SSBU)/Forward tilt/Hit 1
*Snake (SSBU)/Forward tilt/Hit 2
==Quickest loop==
Hit 1 	4-5
Hit 2 	17
Interruptible 	32, 49
Animation lengths	39, 65
|-
Category:Snake (SSBU)
Category:Forward tilts (SSBU)
Snake (SSBU)/Forward tilt/Hit 1

==Overview==
Snake performs a knee strike that leads into the second hit of his forward tilt. The first hit has very fast startup at frame 4, his second fastest ground move and one of his most commonly used attacks as well as his fastest tilt attack. It sends the opponent up at a vertical angle and has a hitstun modifier of 2, allowing it to connect into the second hit more consistently, and due to its speed, it has a guaranteed setup confirm from Snake's down throw at high percentages. 
It also has some mixup potential. Once hitting the opponent with the first hit, the second hit can be delayed and can potentially condition them into making a mistake (such as dropping their shield early) where they will become vulnerable to the second hit of forward tilt. Due to both hits of forward tilt having 3 extra points of shield damage, it can be used to whittle down shields rather quickly if the opponent becomes predictable when shielding or if their shield is already damaged. 
The attack does have some issues, however. Due to sending the opponent vertically, it has trouble consistently landing the second hit at higher percents as the opponent can either jump or air dodge out of the second hit. Additionally, it cannot connect into the grounded sweetspot of the second hit (which does more damage and has more KO potential), and does not reliably connect into the aerial sweetspot of the second hit until high percents due to the first hit's aerial hitbox having low knockback, with its hitstun modifier failing to fully compensate. 
Despite having some mixup potential, said potential is somewhat limited and unreliable as a result of the hit's high ending lag, which makes it rather unsafe on shield and easy to punish.
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|}
==Timing==
Hitboxes 	4-5
Continuability window	10-31
Interruptible 	32
Animation length 	39
|-
Category:Snake (SSBU)
Category:Forward tilts (SSBU)
Snake (SSBU)/Forward tilt/Hit 2

==Overview==
The second hit of Snake's forward tilt is a downward swing of his fists that deals high knockback, even being capable of KOing near the ledge at high percents. Forward tilt 2's sweetspot has a grounded variant and an aerial variant, with the grounded version dealing slightly more damage that allows it to KO more reliably, although its aerial sweetspot has KO potential as well. It comes out fairly fast at frame 8, and its sweetspot has a rather large hitbox that is decently disjointed, going relatively far beyond Snake's fists. 
However, the attack is not without its drawbacks. It has high ending lag, making it rather unsafe on shield and risky to use, as it can easily render Snake susceptible to punishment if it is whiffed, dodged, or shielded (although it can be difficult to punish out of shield if it is spaced well). Additionally, unlike forward tilt's first hit which has two active frames, the second hit only possesses one. As a result, it requires the player to have good precision, as it can be very easy to whiff, despite its decent range. Most significantly however, it has trouble connecting with the opponent at high percents as a result of the first hit's vertical angle and low knockback. 
Altogether, Snake's forward tilt is a highly useful and effective move in close quarters thanks to its combination of its quick startup, strength, and high shield damage. However, consistently landing both hits can be difficult the higher the opponent's percent while its high ending lag can leave Snake in a vulnerable position for a punish. Regardless, it possesses a great deal of utility when properly executed. 
==Hitboxes==
|}
==Timing==
Hitboxes 	8
Interruptible 	40
Animation length	56
Category:Snake (SSBU)
Category:Forward tilts (SSBU)
Snake (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	35
Animation length	37
===Dash grab===
Grab 	11-12
Interruptible 	43
Animation length	42
===Pivot grab===
Grab 	9-10
Interruptible 	38
Animation length	37
Category:Snake (SSBU)
Category:Grabs (SSBU)
Snake (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Rolling Sobat 	
Forward tilt 1 	Knee Kick 	
Forward tilt 2 	Hammer Knuckle 	
Up tilt 	Upward Kick 	
Down tilt 	Craw Attack 	
Dash attack 	Forward Roll 	
Forward smash 	Rocket Launcher 	
Up smash 	Mortar 	
Up smash mortar (hurtbox) 	Mortar 	
Up smash mortar (explosion) 	Mortar 	
Down smash 	Double Low Kick 	
Neutral aerial 	Quadruple Kick 	
Forward aerial 	Heel Drop 	
Back aerial 	Double-Footed Kick 	
Up aerial 	Inverted Handstand Kick	
Down aerial 	Trampling Kick 	
Neutral special 	Hand Grenade 	
Neutral special (explosion) 	Hand Grenade 	
Side special (hurtbox weak) 	Remote Missile 	
Side special (hurtbox strong)	Remote Missile 	
Side special (weak) 	Remote Missile 	
Side special (strong) 	Remote Missile 	
Up special 	Cypher 	
Down special 	C4 	
Down special (explosion) 	C4 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Strangle 	
Forward throw 	Throw Down 	
Back throw 	Pull Down 	
Up throw 	Body Drop 	
Down throw 	Silent Takedown 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Snake (SSBU)
Category:Hitboxes (SSBU)
Snake (SSBU)/Neutral aerial

==Overview==
Snake's performs a rapid flurry of four kicks. It deals very high damage if all hit connect, dealing 17.8% if done in a short hop or 21% if done in a full hop and is a useful tool for edgeguarding. It is an excellent confirm out of grenade explosions, being able to dish out absurd damage with a single opening and the fourth hit has powerful knockback, enabling it to KO at high percentages. However, an interesting property that the fourth hit has is that it is weight independent, meaning it KO's all characters around the same percentage. 
The move also has potent combo potential. It can combo into a dash attack at low percents, and against heavyweights or fast fallers, can combo into jab or forward tilt at lower percent as well. In particular, on certain characters depending on their weight and fastest escape option (it generally works better on lighter characters), the first hit can combo into jab, forward tilt, or even up tilt for a potential KO setup if done in a short hop fast fall. 
However, like the rest of Snake's aerials, it is rather unsafe on shield and on whiff due to its decently high landing lag, and unlike many of Snake's other moves, it lacks a sizeable disjointed hitbox (aside from the last hit) which make it difficult to land, especially combined with Snake's low jumps. 
Altogether, it is a move with potent strengths but should not be thrown out recklessly to avoid punishment. Nonetheless, it has good utility when used properly.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	10-11
Hits 2-3 	18-19, 26-27
Hit 4 	36-38
Ending autocancel 	50-
Interruptible 	60
Animation length 	66
|-
===Landing lag===
Interruptible 	17
Animation length	33
Category:Snake (SSBU)
Category:Neutral aerials (SSBU)
Snake (SSBU)/Neutral attack

==Overview==
Snake's neutral attacks consist of 2 jabs and a sideways kick. It does 11.0% in total.
For the technical data of each individual hit, see:
*Snake (SSBU)/Neutral attack/Hit 1
*Snake (SSBU)/Neutral attack/Hit 2
*Snake (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Consecutive jab 	7
Jab 2 	9-10
Jab 3 	19-20
Interruptible 	16, 30, 58
Animation lengths	31, 36, 70
|-
|-
Category:Snake (SSBU)
Category:Neutral attacks (SSBU)
Snake (SSBU)/Neutral attack/Hit 1

==Overview==
Snake throws a quick punch. It has fast startup, coming out on frame 3, making it Snake's fastest ground attack. It is also quite safe on shield for a jab at -8, and is a reliable move for warding off pressure as Snake can easily use his jab combo to keep his opponent off of him due to its quick speed. Additionally, it can be held consecutively, allowing it to counter spot dodges. 
It is also a useful move for mixups and conditioning. Due to jab 1's low ending lag and safety on shield, Snake can quickly use jab 1, then retreat if the opponent attempts to retaliate, leaving them open for a punish opportunity. A unique trait of the move is that the hitbox with ID #2 (the hitbox located on Snake's fist) has slightly more knockback and sends at an angle that moves them towards Snake. When combined with the hitstun modifier of 2 on the move applying to all hitboxes, this gives it a jab cancel setup into forward tilt at high percentages. 
Lastly, it can jab lock opponents who miss their tech, making them susceptible to much more damaging attacks. Examples of these include: down aerial as a way to quickly rack up damage, forward tilt, and even up tilt, the latter of which can KO at high percentages. 
A drawback of jab 1 is its short range. Unlike many of Snake's other moves, his jab lacks a sizeable disjoint, making it difficult to connect against opponents as long as they are not sufficiently close to Snake. Another downside of jab 1 is its high hitbox placement. Due to the hits being placed relatively high above the ground, this hinders its jab locking potential, as characters with small or slim hurtboxes can usually avoid being hit by jab 1 and any follow ups. 
Comprehensively, Snake's jab 1 is a useful move with a good amount of versatility and few weaknesses.
==Update History==
 
*
==Hitboxes==
Only the ID 1 hitbox has a hitstun modifier specified in the scripts, but it applies to all hitboxes due to a glitch.
! Hitstun
|—
|+2 frames
|—
|—
|}
==Timing==
Hitboxes 	3-4
Continuability window	6-30
Consecutive jab frame	7
Interruptible 	16
Animation length 	31
|-
Category:Snake (SSBU)
Category:Neutral attacks (SSBU)
Snake (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move adds horizontal speed of 1.5 (in units per frame) to Snake on frame 3, then removes it on frame 4, allowing it to connect more reliably from the first hit.
Hitboxes 	4-5
Continuability window	7-30
Interruptible 	25
Animation length 	31
|-
Category:Snake (SSBU)
Category:Neutral attacks (SSBU)
Snake (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Grenades explode automatically after 150 frames (2.5 seconds) and Snake can hold it the entire time. Pull animation takes 21 frames before moving, grabbing, shielding/dodging, or a grenade throw can be done.
===Grenade Pull===
Grenade generated	1
Grenade explosion	1, 2
Interruptible 	22
Animation Length 	150
===Neutral Throw===
Grenade thrown (earliest possible collision)	8
Interruptible 	27
Animation Length 	42
===Smash Throw===
Grenade thrown (earliest possible collision)	10
Interruptible 	31
Animation Length 	42
===Underhand Throw===
Grenade thrown (earliest possible collision)	9
Interruptible 	25
Animation Length 	42
Category:Snake (SSBU)
Category:Neutral special moves (SSBU)
Snake (SSBU)/Up aerial

==Overview==
Snake performs an upwards dropkick. It deals strong vertical knockback and is a reliable KO move at high percentages, especially if converted into from Snake's explosives, while it also possesses fast startup for its power, coming out on frame 10. Additionally, it has great disjointed reach, as its hitboxes extend much higher than Snake's feet, and the move has a long duration, similarily to his back aerial. Unlike several of Snake's other aerials, it auto-cancels in a short hop, making it safer to use as a rising aerial than Snake's other aerial attacks, and it even shifts his hurtbox, enabling him to avoid certain attacks that would have otherwise hit him. 
The move also has decent combo potential when used as a landing aerial. It can combo into up tilt at low percentages with its clean hit, can combo into up tilt with its late hit at mid percentages, and can combo into a reverse aerial rush sweetspotted back aerial at mid to high percentages if done in a short hop fast fall, the latter of which can act as a possible KO confirm near the side blast zones (although this is rather niche). 
It does have a few shortcomings. Like many of Snake's other moves, it has high ending lag, which can make it unsafe if whiffed or when not not used as a falling aerial. Along with this, despite its decent utility for combos when used as a landing aerial, the move can be difficult to land on grounded opponents due to the hitboxes being placed highly above Snake's legs. This can make it somewhat inconsistent for confirms, particularly on smaller characters. 
Overall, Snake's up aerial is an attack with great utility and relatively few downsides compared to Snake's other aerials. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	10-12
Late hit 	13-23
Ending autocancel 	36-
Interruptible 	48
Animation length 	57
|-
===Landing lag===
Interruptible 	16
Animation length	31
Category:Snake (SSBU)
Category:Up aerials (SSBU)
Snake (SSBU)/Up throw

Snake up throw hurtbox and hitbox visualization	Snake up throw hurtbox and hitbox visualization	Snake up throw hurtbox and hitbox visualization	Snake up throw hurtbox and hitbox visualization	Snake up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-23
Hitbox 	22
Throw Release 	23
Interruptible 	48
Animation length	57
|-
Category:Snake (SSBU)
Category:Up throws (SSBU)
Snake (SSBU)/Up tilt

==Overview==
Snake performs a scorpion kick that launches the opponent directly upwards. The move has fast startup, coming out on frame 6, and is very powerful, allowing it to KO middleweights at around 106%. Despite its late hit having less power than its clean hit, it is still useful for KO's at very high percents. Additionally, it also possesses a decent amount of active frames (three for the clean hit and five for the late hit) and a disjointed hitbox, which gives the move good range for its speed and power, as it can even hit opponents on the platforms of Lylat Cruise, Battlefield, Pokemon Stadium 2, and the top platform of Town and City. 
The move also works very well with Snake's grab game, the first part of his neutral aerial, and even his forward aerial if done in a short hop fast fall at low to mid percentages. At low percentages, it can be combo'd into from his up throw, while it also has a true KO setup from his down throw at 160%, and can KO even earlier if the opponent's option is correctly read, making it one of Snake's best KO moves. Snake can also use the first part of his neutral aerial to setup into his up tilt, which can be a reliable KO setup at high percentages or simply a way to tack on damage at low percents, although the characters this works on depends on their weight and defensive options (it generally works better against lightweight characters).
The move is not flawless, however. It still has moderate ending lag, making it relatively unsafe on shield and easy to punish if it is whiffed (although it can still be difficult to punish at times). Furthermore, despite its fast startup, it often requires a read or setup in order for it to connect for a potential KO. Because of this, players must be patient when using it, as it will often leave Snake open for a punish if it is consistently spammed. 
Overall, it is one of the best up tilts in the game and one of Snake's best moves in general due to its fast startup, strong KO power, and disjointed hitbox, making it a very useful move in Snake's kit, although it requires careful use in order to take advantage of its strengths.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Clean hit (early, mid, late)	6, 7, 8
Late hit 	9-13
Interruptible 	38
Animation length 	47
Category:Snake (SSBU)
Category:Up tilts (SSBU)
Sneaky Spirit

Sneaky Spirits (, White Ghost) are a species from the series. They are the only Smash Run enemy to not have any connection to a universe represented by a fighter.
==Origin==
Sneaky Spirits appear in the minigame "Sneaky Spirits" from , which reappears in as an , and in under the name "Sneaky Spirits 2" to separate it from the short version of the minigame unique to Megamix. The goal of the game is to knock the ghosts back into their house as they rhythmically pop in and out from behind a fence trying to escape.
==In ==
===In Smash Run===
Sneaky Spirits appear as enemies. They are rare and hard to hit, as they constantly move forward while popping in and out the ground. However, they drop star boosts, which raise every stat, when defeated.
As a random event with a short duration, large groups of Sneaky Spirits can appear.
===Trophy===
Category:Common enemies
Category:Smash Run enemies
Category:Rhythm Heaven universe
Category:Trophies (SSB4-3DS)
Snivy

Snivy (, Tsutarja) is a creature from the series.
==Origin==
 is the Grass-type of the Unova region, alongside Fire-type and Water-type Oshawott, and is categorized within the Pokédex at #495 as the "Grass Snake Pokémon". It evolves into at level 17, then into at level 36. The evolution line is commonly associated with the move .
 is a Grass-type move in the Pokémon games. It has 55 base power and 95% accuracy, hits all adjacent opponents in 2 vs 2 battles, and has a high chance of scoring a critical hit. Neither Snivy nor its evolutionary relatives can legitimately learn Razor Leaf.
==In Super Smash Bros. 4==
===As a Poké Ball Pokémon===
Snivy can be summoned by a Poké Ball. It attacks with Razor Leaf and overall works similarly to Chikorita in previous games, though the leaves it shoots are more spread out.
===Trophy===
In the Snivy trophy is part of the Pokémon Black & Pokémon White .
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Snivy returns as a Poké Ball Pokémon.
Snivy cannot be summoned on Golden Plains.
==Gallery==
SSBUSnivy.png|Artwork of Snivy from Ultimate.
==Trivia==
*Snivy's 3DS trophy description in the North American releases of the game misspells Onix as "Onyx". This was fixed in the European and Wii U releases.
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)