nyuuzyou/wikis huggingface dataset:
Kentucky Power Rankings

The Kentucky Power Rankings are the power rankings for Kentucky's Super Smash Bros. Melee, and Super Smash Bros. Ultimate competitive scenes.
==Super Smash Bros. Melee==
===Spring 2023===
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===Fall 2023===
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===Spring 2022===
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===Fall 2021===
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===Spring 2018===
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===Winter 2017===
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===Summer 2017===
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===Spring 2017===
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===Winter 2016===
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===Spring 2016===
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===Winter 2015===
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===Fall 2015===
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====
===Fall 2018===
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===Summer 2018===
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===Spring 2018===
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===Winter 2018===
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===Fall 2017===
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===Summer 2017===
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===Spring 2017===
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===Winter 2016===
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===Summer 2016===
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===Winter 2015===
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==Super Smash Bros. Ultimate==
===Q2 2024===
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===Q1 2024===
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===Q4 2023===
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===Q3 2023===
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===Q2 2023===
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===Q1 2023===
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===Q4 2022===
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===Q3 2022===
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===Q2 2022===
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===Q1 2022===
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===Q4 2021===
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===Q3 2021===
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===Q1 2020===
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===Q4 2019===
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===Q3 2019===
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===Q2 2019===
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===Q1 2019===
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Category:American Power Rankings
Key

:Key redirects here. For the American smasher, see Smasher:Key.
A Key (, Key) is an item that only in the Subspace Emissary mode of Super Smash Bros. Brawl. True to their nature, they are used to unlock various doors encountered in the mode—if a character carrying a key touches a locked door, or the key is thrown at a door, it will be opened. Keys can also be thrown at enemies to do a decent amount of damage. If a key is lost without being used (broken after a throw or dropped off the stage), it will reappear wherever it was originally found.
==Trophy==
==Names in other languages==
==Trivia==
*In the Kirby series, starting with Kirby's Return to Dream Land, there is a very similar mechanic involving carrying keys to locked doors. A similar mechanic was used in Super Mario World to unlock alternative exits in certain stages, except the keys had to be carried into keyholes instead of doors.
Category:Items
Category:Items (SSBB)
Category:Trophies (SSBB)
Category:Super Smash Bros. universe
Kicks (disambiguation)

Kicks may refer to:
*Kicks, a character from the universe who appears as:
**A background character on the Town and City stage.
**A trophy in SSB4.
**A spirit in Ultimate.
*Foot attacks, most of which may be considered kicks.
Category:Animal Crossing universe
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Kihunter

Kihunters (, Kihunterian) are enemies that appear in the series.
==Origin==
Kihunters are insectoid enemies introduced as Space Pirates in , where they assisted the Zebesian Space Pirates in rebuilding their base on Zebes. is their larval stage, as revealed in . They fly through the air and can harm Samus Aran by spitting acid at her or by attacking with their stingers and claws.
They appear again in , the source of their Smash design, where they were cloned and bred for use as biological weapons. They are led by King Kihunter, and they protect their king and hive during its boss battle.
==In ==
===In Smash Run===
Kihunters appear as flying enemies. They attack by spitting globs of acid that pierce shields and paralyze players. They may also charge at the player with their stinger. When defeated, they drop Jump stat boosts.
===Trophy===
==In ==
===Trophy===
While Kihunters do not appear as enemies or have their own trophy in this game, several Kihunters are included as part of the King Kihunter trophy to reference their role in its boss battle in .
==Gallery==
Kihunter attack Smash Run.jpg|A Kihunter spitting acid in Smash Run.
Smash Run Kihunter Sting.JPG|A Kihunter stinging in Smash Run.
Category:Common enemies
Category:Trophies (SSB4-3DS)
Killer Eye

The Killer Eye (, Killer Eye) is an item from the universe that appears in Super Smash Bros. 4 and Super Smash Bros. Ultimate.
==Origin==
The Killer Eye debuted in Kid Icarus: Uprising. It sets up when used by the player, and it behaves like a turret, attacking foes in its vicinity.
==In Super Smash Bros. 4==
The Killer Eye initially appears in its inactive state, when it can be picked up by a player. When the holder throws it down, it activates, then launches pink energy in the direction it faces. It can be attacked by opposing fighters;https://www.youtube.com/watch?v=NtAsAvv9X_Q if knocked on its back it will continue firing straight up, while if knocked on its front it will right itself by shooting. Despite being attacked, it will remain under the ownership of the original thrower. Any opponents within its range of vision will cause it to fire more frequently. If thrown into a wall or ceiling, it will stick there and begin shooting. If attacked enough, it will drop off.
===Trophy===
==In Super Smash Bros. Ultimate==
The Killer Eye returns in Ultimate, functioning similar to the previous game but with more damage (6% → 16%), knockback, and a slower fire rate.
==Gallery==
SSBUKillerEye.png|Official artwork from Super Smash Bros. Ultimate.
==Names in other languages==
==References==
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Killer Wail

Killer Wail (, Megaphone Laser) is Inkling's Final Smash.
==Overview==
The Inkling pulls out a large megaphone-like machine and places it on the ground. The machine then emits large damaging sound waves which can be angled. Then, Killer Wail replaces the sound waves with a blast of ink, covering other fighters in it. While somewhat similar to in function, it differs in allowing the Inkling to act normally while the Killer Wail is active.
==Instructional quote==
==Origin==
The Killer Wail appears as a in the original . Like all special weapons, it is charged by inking enough ground. When used, it lets out damaging sound waves which damages opponents and passes through walls. Like its appearance in Ultimate, Killer Wail does not cover surfaces in ink, but opponents it does not immediately splat will be covered in ink. Unlike in Ultimate, it cannot be moved at all once deployed.
The weapon does not return in and , being indirectly replaced by the and , respectively. However, in Splatoon 2, a weapon similar to the Killer Wail called the appears at the end of the final boss battle of the game's DLC and on the Splatfest/Private battle-exclusive stage , used by to destroy the final boss or unleash an extremely large and powerful Wail on the opposing team, depending on which makes it to her first at the final minute or less, respectively.
Additionally, the final bosses of both Splatoon and Splatoon 3, the and respectively, use variations of the Killer Wail.
==Gallery==
Inkling SSBU Skill Preview Final Smash.png|Killer Wail as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*Using Killer Wail does not instantly refill the ink tank, unlike in Splatoon, where using a special weapon usually does.
Category:Splatoon universe
Category:Inkling
Category:Inkling (SSBU)
Category:Final Smashes (SSBU)
Killing Edge

The Killing Edge (, Kill Sword) is an item from the series in Super Smash Bros. Ultimate. It was revealed in the Nintendo Direct on August 8, 2018.
==Origin==
The Killing Edge is a sword that recurrently appears in the Fire Emblem series. It is notable as one of several "killer" weapons, a class of weapon that substantially boosts the likelihood of its wielder landing a Critical Hit. In the Fire Emblem series, a critical hit causes a weapon to deal three times its base damage, a trait that is reflected in Smash Bros. in the form of increasing damage and knockback when the sword is glowing. The Killing Edge's design in Ultimate appears to take inspiration from its appearances in Fire Emblem: Blazing Blade and Fire Emblem Awakening, with the weapon's shape and design resembling its appearance in the former, and the color scheme of the sword hilt resembling its color in the latter. Additionally, weapons will glow pink during critical hit animations from Fire Emblem Awakening onward.
==Overview==
The Killing Edge is a battering item that normally deals 5% (blade)/6% (tip) with a neutral attack, 10%/11% with a tilt attack, and 15%/16% with a smash attack. Every 242 frames (4.03 seconds), its blade glows pink for 90 frames (1.5 seconds) and, if the user swings it during this time, the damage and knockback dealt by the attack will be doubled. The critical hit sound effect from the Fire Emblem Game Boy Advance titles will play.
==Spirit==
Equipping the Ravio, Aegislash, Navarre, Lon'qu, or Shadow Man support spirits will give the player a Killing Edge at a start of their stock.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
235	 	 	★★ 	1 	Killing Edge Equipped	The Legend of Zelda Series	
539	 	 	★★ 	1 	Killing Edge Equipped	Pokémon Series 	
625	 	 	★★ 	1 	Killing Edge Equipped	Fire Emblem Series 	
668	 	 	★★ 	1 	Killing Edge Equipped	Fire Emblem Series 	
893	 	 	★★ 	1 	Killing Edge Equipped	Mega Man Series 	
==Gallery==
Killing Edge.png|Killing Edge artwork from Ultimate.
==Trivia==
*Killing Edge is the first weapon from Fire Emblem to appear solely as an item and not as a playable character's weapon.
*If charges a smash attack with the Killing Edge, a different sound effect plays instead of his usual one. This also happens when charging a Death's Scythe.
==Names in other languages==
Category:Items (SSBU)
Category:Hitting items
Category:Items
Category:Fire Emblem universe
King (disambiguation)

King or The King may refer to:
*King Dedede, a playable character in:
**Brawl
**Smash 4
**Ultimate
*King K. Rool, a playable character in:
**Ultimate
*King Bulblin, a stage hazard on Bridge of Eldin
*King Hippo, a trophy and spirit
*King, a background character on King of Fighters Stadium
*, a 2019 New Jersey regional tournament.
King is also the tag for several Smashers:
*, a former main
*, a French main.
*, a German main and tournament organizer.
*, a Hawaiian main. 
*, a Massachusetts player.
* - a Spanish and player. 
*, an Austrian main.
In addition, several Smashers have received the nickname "King":
*, known as "the King of Smash"
*, often nicknamed "the King"
King Dedede (SSB4)/Back aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	17-19
Ending autocancel 	33-
Interruptible 	38
Animation length 	56
|-
===Landing lag===
Animation length	21
Category:King Dedede (SSB4)
Category:Back aerials (SSB4)
King Dedede (SSB4)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	16-18
Throw Release 	19
Interruptible 	42
Animation length	52
|-
Category:King Dedede (SSB4)
Category:Back throws (SSB4)
King Dedede (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	22-23
Ending autocancel 	44-
Interruptible 	48
Animation length 	55
|-
===Landing lag===
Animation length	30
Category:King Dedede (SSB4)
Category:Down aerials (SSB4)
King Dedede (SSB4)/Down throw

==Overview==
King Dedede grabs the foe's head and brings them into the air, then plants them onto the ground. His most reliable way of racking up damage, being able to combo into up tilt and any aerial (except down aerial).
==Update history==
 1.0.4/ 1.0.1
*
*
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	26
Interruptible 	42
Animation length	56
|-
Category:King Dedede (SSB4)
Category:Down throws (SSB4)
Category:Normal attacks (SSB4)
King Dedede (SSB4)/Forward aerial

==Update history==
 1.0.4/ 1.0.1
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	13-15
Ending autocancel 	40-
Interruptible 	42
Animation length 	54
|-
===Landing lag===
Animation length	30
Category:King Dedede (SSB4)
Category:Forward aerials (SSB4)
King Dedede (SSB4)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	12-13
Throw Release 	14
Interruptible 	38
Animation length	49
|-
Category:King Dedede (SSB4)
Category:Forward throws (SSB4)
King Dedede (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	35
===Dash grab===
Grab 	9-10
Animation length	44
===Pivot grab===
Grab 	10-11
Animation length	41
Category:King Dedede (SSB4)
Category:Grabs (SSB4)
King Dedede (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Inhale 	
Side special (swing) 	Gordo Throw 	
Side special 	Gordo Throw 	
Up special 	Super Dedede Jump	
Up special landing 	Super Dedede Jump	
Down special (uncharged grounded) 	Jet Hammer 	
Down special (full charge grounded)	Jet Hanmer 	
Down special (uncharged aerial) 	Jet Hammer 	
Down special (full charge aerial) 	Jet Hammer 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:King Dedede (SSB4)
Category:Hitboxes (SSB4)
King Dedede (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	7-8
Late hit 	9-29
Ending autocancel 	35-
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:King Dedede (SSB4)
Category:Neutral aerials (SSB4)
King Dedede (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*King Dedede (SSB4)/Neutral attack/Hit 1
*King Dedede (SSB4)/Neutral attack/Hit 2
*King Dedede (SSB4)/Neutral attack/Infinite
Category:King Dedede (SSB4)
Category:Neutral attacks (SSB4)
King Dedede (SSB4)/Neutral special/Default

==Hitboxes==
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	10% 	361 	0 	0 	0 	No
Category:King Dedede (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
King Dedede (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-7 	10, 12, 14, 16, 18, 20, 22
Hit 8 	24-25
Ending autocancel 	42-
Interruptible 	45
Animation length 	45
|-
===Landing lag===
Animation length	22
Category:King Dedede (SSB4)
Category:Up aerials (SSB4)
King Dedede (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	16-18
Throw Release 	19
Interruptible 	40
Animation length	44
|-
Category:King Dedede (SSB4)
Category:Up throws (SSB4)
King Dedede (SSBB)/Back aerial

==Overview==
King Dedede sticks out a foot behind himself, doing 13% damage with the initial hitbox and 9% with the subsequent hitbox. It functions as a sex kick due to becoming weaker the longer it is out, but the knockback does not decrease that much. The move has far horizontal reach, a long-lasting hitbox, strong horizontal knockback, and very fast startup. The move is great for edgeguarding and can be used as a WoP technique at low percentages in conjunction with his . It also has above average KO power and is a reliable KO move when not stale. While the move has minor landing lag, it is difficult to punish. It is considered to be one of the best back aerials in the game, and also King Dedede's best attack.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	6-8
Late hit 	9-25
Ending autocancel 	26-
Animation length 	32
|-
===Landing lag===
Animation length	21
===Notes===
*Shield stun: 4, 3
*Shield hitlag: 10, 8
*Advantage on shield: -17/-18 (jump/grab OoS), -10/-11 (normal shield drop)
*The late hit is supposed to only be active until frame 21 however due to a timing error (with the auto-cancel window on frame 26 being listed before the timer to remove the hitboxes on frame 22), the late hit is active until frame 25. This is also reflected by the move's animation as Dedede clearly starts to move his foot back after frame 21 yet the hitboxes are still active.
Category:King Dedede (SSBB)
Category:Normal attacks (SSBB)
Category:Foot attacks (SSBB)
Category:Back aerials (SSBB)
Category:Sex kicks (SSBB)
King Dedede (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	26-35
DACUS window 	3-5
Boost grab window	2-3
Interruptible 	67
Animation length 	69
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:King Dedede (SSBB)
Category:Dash attacks (SSBB)
King Dedede (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hit 1-6 	9, 12, 15, 18, 21, 24
Hit 7 	27
Ending autocancel 	44-
Interruptible 	48
Animation length 	49
|-
===Landing lag===
Animation length	30
Category:King Dedede (SSBB)
Category:Down aerials (SSBB)
King Dedede (SSBB)/Down tilt

==Overview==
 puts out his foot to act as a poke. Down tilt is one of King Dedede's fastest moves and has a 40% trip chance, applicable from around 0-18%. Its long lasting hitbox, excellent range for its appearance, and acceptable endlag makes this a somewhat reliable way to get a to start a chain grab. After a trip, it's also valid to go for if the opponent rolls out. It also has surprisingly high KO potential, doing so at around 135% at the ledge, which can be easily facilitated through . 
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-17
Interruptible 	36
Animation length	51
Category:King Dedede (SSBB)
Category:Down tilts (SSBB)
King Dedede (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hitbox 	16-18
Ending autocancel 	35-
Interruptible 	37
Animation length 	41
|-
===Landing lag===
Animation length	30
Category:King Dedede (SSBB)
Category:Forward aerials (SSBB)
King Dedede (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	12-13
Throw Release 	14
Interruptible 	38
Animation length	49
|-
Category:King Dedede (SSBB)
Category:Forward throws (SSBB)
King Dedede (SSBB)/Forward tilt

==Overview==
 twirls his hammer. Forward tilt is a staple in King Dedede's ground game, having gigantic range to make up for its mediocre startup. The sheer range the move has makes it generally safe on shield and decent at catching jump-ins, forcing the opponent to respect the move and be less aggressive. Naturally, this also means forward tilt is also a solid ledgetrapping tool that covers most options. The large disjoint also makes forward tilt solid for projectile defense, clanking against almost all of them. 
Forward tilt is a reliable followup to , catching opponents that tech in place with the hilt if they're sent into tumble by it and can't be chain grabbed. Because of the hitstun inflicted, this can allow for a regrab. It's also a good followup off of the second hit of neutral attack at around 50%, sometimes being considered better than the rapid jab. 
However, forward tilt is very weak, only dealing 6% at most along with having very low knockback. This strictly makes forward tilt a spacing tool for the neutral game as the reward for landing it is far too low.
==Hitboxes==
|}
==Timing==
Clean hit 	12-15
Late hit 	16-22
Animation length	42
Category:King Dedede (SSBB)
Category:Forward tilts (SSBB)
King Dedede (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	9-10
Animation length	39
===Pivot grab===
Grab 	7-8
Animation length	35
Category:King Dedede (SSBB)
Category:Grabs (SSBB)
King Dedede (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack (infinite)	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Inhale (start) 	
Neutral special 	Inhale 	
Side special 	Waddle Dee Toss 	
Up special 	Super Dedede Jump 	
Down special 	Jet Hammer (ground) 	
Down special 	Jet Hammer (ground max)	
Down special 	Jet Hammer (air) 	
Down special 	Jet Hammer (air max) 	
Final Smash 	Waddle Dee Army 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:King Dedede (SSBB)
Category:Hitboxes (SSBB)
King Dedede (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	7-8
Late hit 	9-29
Ending autocancel 	35-
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:King Dedede (SSBB)
Category:Neutral aerials (SSBB)
King Dedede (SSBB)/Neutral attack

==Overview==
King Dedede's neutral attack consists of 2 hammer swings followed by twirling hammers hits.
For the technical data of each individual hit, see:
*King Dedede (SSBB)/Neutral attack/Hit 1
*King Dedede (SSBB)/Neutral attack/Hit 2
*King Dedede (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	12-13
Jab 2 	31-32
Rapid jab 	53, 56, 59, 62,65, 68, 71, 74,77, 80, 83, 86,89, 92
Interruptible (1, 2)	38, 48
Animation length 	39, 50, 104
|-
|-
Category:King Dedede (SSBB)
Category:Neutral attacks (SSBB)
King Dedede (SSBB)/Neutral attack/Hit 2

==Overview==
The second hit of 's neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a or at higher percents. It's not too bad on shield either, being -15 on shield. 
==Hitboxes==
|}
==Timing==
Hitboxes 	11-12
Earliest continuable	26
Interruptible 	28
Animation length 	30
Category:King Dedede (SSBB)
Category:Neutral attacks (SSBB)
King Dedede (SSBB)/Neutral attack/Infinite

==Overview==
 twirls his hammer. While the multihits themselves are inconsistent, on shield, the move is quite beneficial. Using the wide window to begin the rapid jab from the second hit is also a decent way to force Dedede's way through shield. It's also -7 on shield, making this a relatively low-risk option to go for. Due to the high animation length overall, however, it's generally not good outside of this scenario, with forward tilt almost always being a better option.
==Hitboxes==
|}
==Timing==
Animation length is only for the finisher.
Hitboxes 	7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43, 46
Animation length	12
Category:King Dedede (SSBB)
Category:Neutral attacks (SSBB)
King Dedede (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-7 	10, 12, 14, 16, 18, 20, 22
Hits 8 	24-25
Ending autocancel 	42-
Interruptible 	45
Animation length 	45
|-
===Landing lag===
Animation length	22
Category:King Dedede (SSBB)
Category:Up aerials (SSBB)
King Dedede (SSBB)/Up throw

==Overview==
Dedede throws his opponent up with both of his hands. While its knockback is okay, its mediocre damage output and lack of clear utility makes it his worst throw in his kit. Dedede can attempt to use it into comboing for other aerials, though most of the time his down throw will be used, as that racks up damage significantly more reliably, and deals more damage, making up throw’s slightly higher knockback negligent.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	16-18
Throw Release 	19
Interruptible 	40
Animation length	44
|-
Category:King Dedede (SSBB)
Category:Up throws (SSBB)