nyuuzyou/wikis huggingface dataset:
Fox (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 	67
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Fox (SSBU)
Category:Edge attacks (SSBU)
Fox (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
All hits except the first add upward momentum to Fox when they come out. The specific amounts added are 0.3, 1.1, 0.9, and 0.5, respectively.
Landing during frames 27-44 will cause landing lag without a hitbox.
Hits 1-4 	7-8, 11-12, 16-17, 21-22
Hit 5 	26-27
Ending autocancel	45-
Interruptible 	44
Animation length 	63
|-
===Landing lag===
Hitboxes 	1
Interruptible 	19
Animation length	38
Category:Fox (SSBU)
Category:Forward aerials (SSBU)
Fox (SSBU)/Forward throw

Fox forward throw hurtbox and hitbox visualization	Fox forward throw hurtbox and hitbox visualization	Fox forward throw hurtbox and hitbox visualization	Fox forward throw hurtbox and hitbox visualization	Fox forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Hitbox 	10
Throw Release 	11
Interruptible 	34
Animation length	44
|-
Category:Fox (SSBU)
Category:Forward throws (SSBU)
Fox (SSBU)/Forward tilt

Fox forward tilt hitbox visualizations	Fox forward tilt hitbox visualizations	Fox forward tilt hitbox visualizations	Fox forward tilt hitbox visualizations	Fox forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	24
Animation length	36
Category:Fox (SSBU)
Category:Forward tilts (SSBU)
Fox (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-8
Interruptible 	37
Animation length	48
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	47
===Pivot grab===
Grab 	11-13
Interruptible 	40
Animation length	46
Category:Fox (SSBU)
Category:Grabs (SSBU)
Fox (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack rapid jab 	Rapid Kick 	
Neutral attack rapid jab finisher	Rapid Kick Finish 	
Forward tilt (mid) 	Fox Whip 	
Forward tilt (high) 	Fox Whip 	
Forward tilt (low) 	Fox Whip 	
Up tilt 	Back Kick 	
Down tilt 	Fox Tail 	
Dash attack 	Jumping Side Kick 	
Forward smash 	Leg Shoot 	
Up smash 	Flip Kick 	
Down smash 	Ground Kick 	
Neutral aerial 	Fox Kick 	
Forward aerial 	Tornado Kick 	
Forward aerial (landing) 	Tornado Kick 	
Back aerial 	Reverse Spin Kick 	
Up aerial 	McCloud Flip 	
Down aerial 	Air Drill 	
Down aerial (landing) 	Air Drill 	
Neutral special 	Blaster 	
Side special 	Fox Illusion 	
Up special 	Fire Fox 	
Down special startup 	Reflector 	
Down special hold 	Reflector 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Smash Elbow 	
Back throw 	Close Range Blaster H 	
Up throw 	Close Range Blaster V 	
Down throw 	Close Range Blaster Down	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Fox (SSBU)
Category:Hitboxes (SSBU)
Fox (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-6
Late hit 	7-23
Ending autocancel 	32-
Interruptible 	39
Animation length 	47
|-
===Landing lag===
Interruptible 	8
Animation length	19
Category:Fox (SSBU)
Category:Neutral aerials (SSBU)
Fox (SSBU)/Neutral attack

==Overview==
Fox's neutral attack consists of 2 jabs followed by a flurry of kicks.
For the technical data of each individual hit, see:
*Fox (SSBU)/Neutral attack/Hit 1
*Fox (SSBU)/Neutral attack/Hit 2
*Fox (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2
Consecutive jab 	6
Jab 2 	6
Rapid jab 	13, 15, 17, 19, 21
Rapid jab finisher	25-26
Interruptible 	18, 25, 61
Animation lengths 	25, 34, 60
|-
|-
Category:Fox (SSBU)
Category:Neutral attacks (SSBU)
Fox (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	2
Continuability 	Pressed repeatedly	5-20
Continuability 	Held on hit 	6
Interruptible 	Interruptible 	21
Animation length	Animation length 	30
|-
Category:Fox (SSBU)
Category:Neutral attacks (SSBU)
Fox (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Shieldstun
|6×
|6×
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 14-15
Rapid jab 	5, 7, 9, 11, 13
Finisher 	3-4
Interruptible 	39
Animation length	38
Category:Fox (SSBU)
Category:Neutral attacks (SSBU)
Fox (SSBU)/Neutral special

==Overview==
Fox shoots lasers from his blaster at a fast pace. The lasers have transcendent priority, meaning they cannot be snuffed out by attacks. They cause no hitlag or knockback. This property alongside their fast fire rate means Fox can use them to rack up damage if the event of breaking a shield at lower percents where his smash attacks can't KO reliably. They can also be used to force approaches to punish from camping opponents and zoning characters (however, this isn't as effective against Steve, due to his blocks being able to sponge up the damage from the lasers), although Fox's rushdown play-style can make this counter-intuitive at times. The lasers also suffer from damage falloff, meaning they become weaker as they travel farther. Despite this, Fox's laser can be a valuable asset in the right hands and isn't to be underestimated.
==Hitboxes==
|}
==Timing==
===Grounded===
Loop points 	6-7, 16-17
Repeat window 	3-17
Clean hit 	11-12
Mid hit 	13-19
Late hit 	20-32
Interruptible (from loop) 	37 (21)
Animation length (from loop)	60 (44)
|-
|-
===Aerial===
Loop points 	4-5, 14-15
Repeat window 	2-15
Clean hit 	9-10
Mid hit 	11-17
Late hit 	18-30
Interruptible (from loop) 	35 (21)
Animation length (from loop)	58 (44)
|-
|-
==Parameters==
These parameters also apply to the lasers fired from Fox's , , and , with the only difference being the trajectories they are fired at.
Laser offsets 	[6, 1.2]
Travel speed 	7
Lifetime 	22 frames
Friction 	0
Initial length 	3
Maximum length throughout travel	11.25
Can pierce opponents? 	No
Category:Fox (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Fox (SSBU)/Side special

==Overview==
==Hitboxes==
The hitbox is attached to the afterimages, which are considered a non-reflectable projectile that trails behind Fox. As a result, he does not experience hitlag from hitting an opponent with it, and it can clang with aerial attacks.
|}
==Timing==
When hitting a shield, in addition to stopping Fox's movement, the move skips to frame 29 on the next frame if the hit happened beforehand, cutting off at most 3 frames.
===Grounded===
Jostling is disabled during frames 24-39.
Hitboxes 	25-29
Interruptible 	56
Animation length	75
|-
===Aerial===
The move enables ledge grabs starting on frame 25 from the front, and frame 28 from behind. Jostling is also disabled during frames 24-41.
Hitboxes 	25-29
Interruptible 	73
Animation length	74
|-
===Landing===
Interruptible 	17
Animation length	47
==Parameters==
Horizontal speed multiplier on startup 	0.67
Acceleration on startup 	0.05
Period before applying startup gravity 	13 frames
Startup gravity 	0.017
Speed at the end of the dash 	2.5 (grounded)2.3 (aerial)
Friction at the end of the dash 	0.15 (grounded)0.07 (aerial)
Speed after hitting a shield 	0.5
Air acceleration multiplier for aerial ending	0.9
Air speed multiplier for aerial ending 	0.7
Period before applying ending gravity 	5 frames
Ending gravity 	0.08
Illusion lifetime 	5 frames
Category:Fox (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Fox (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Hit 1 	9-10
Hit 2 	12-13
Ending autocancel 	25-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Interruptible 	14
Animation length	28
Category:Fox (SSBU)
Category:Up aerials (SSBU)
Fox (SSBU)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 44. Jostling is also disabled during frames 43-72.
Charging hits 	20, 22, 24, 26, 28, 30, 32
Clean hit 	43-46
Late hit 	47-72
Animation length	86
===Bounce off ground===
Animation length	16
===Landing===
Animation length	20
==Parameters==
Horizontal speed multiplier on startup 	0.8
Friction on startup 	0.02
Period before applying startup gravity 	12 frames
Startup gravity 	0.015
Frame to decide dash angle 	30
Dash duration 	30 frames
Initial speed 	3.8
Period before applying dash friction 	6 frames
Dash friction 	0.1
Minimum angle difference to bounce off ground	20°
Bounce-off horizontal speed multiplier 	0.8
Bounce-off friction 	0.05
Bounce-off vertical speed 	3
Bounce-off gravity 	0.19
Helplessness air speed multiplier 	0.85
Landing lag 	20 frames
Category:Fox (SSBU)
Category:Up special moves (SSBU)
Category:Special moves (SSBU)
Fox (SSBU)/Up throw

Fox up throw hurtbox and hitbox visualization	Fox up throw hurtbox and hitbox visualization	Fox up throw hurtbox and hitbox visualization	Fox up throw hurtbox and hitbox visualization	Fox up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-7
Throw Release 	7
Lasers 	18-39, 21-42, 24-45
Interruptible 	50
Animation length	59
|-
|-
|-
|-
Category:Fox (SSBU)
Category:Up throws (SSBU)
Frame canceling

Frame canceling or frame syncing is an advanced technique in Super Smash Bros. 4 that reduces the landing lag of aerial attacks. The technique involves timing an aerial so that it hits the non-shielding opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the freeze frames of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again.
Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of and are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high electric damage. The sweetspot of 's forward aerial can also be frame cancelled this way. Due to the very strict timing needed to pull it off consistently, frame cancelling is almost never used in that way in competitive matches.
It is not to be confused with hitting an opponent with a landing hitbox of an aerial, though a similar effect is achieved.
==See also==
*L-canceling
*Jump-canceling
*Drop cancel
==External links==
*Smashboards thread with more detailed explanation of the phenomenon
Category:Techniques (SSB4)
Category:Glitches (SSB4)
Frame speed multiplier

A frame speed multiplier (also known as a frame speed modifier) is a multiplier applied to the total length of an attack or period of an attack, allowing the duration of a move's animation and properties to be modifiable without needing a completely new animation, or even allowing the attack to change rate continuously.
Depending on the game, the meaning of the technical number used for a multiplier is reversed:
*In Super Smash Bros. Brawl, a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication)
*From Super Smash Bros. 4 onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication).
**Despite this, there are still certain moves from Smash 4 onwards which use a straight multiplication frame speed modifier to alter their animation speed (such as with Homing Attack while Sonic is rising).
*Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in Brawl, using straight multiplication.
*In Super Smash Bros. Ultimate, a variant of frame speed multiplier was introduced which functions how frame speed multipliers did in Brawl, with straight multiplication, labelled "FSR".
==Usage of frame speed multipliers==
*Several normal animations have their execution speed modified to match their coded result:
**Speed of walking and running
**Length of landing lag (particularly prior to Ultimate).
*Weight dependent throws have their speed change calculated as a frame speed multiplier (weight/100) (Melee/Brawl), (26 x (weight / 100 - 1)) (Smash 4).
*Hitstun animations contain a frame speed modifier that's used the match the overall knockback speed sustained (Smash 4/Ultimate).
*Moves with execution speed based on some input or changing property (such as Mach Tornado and Rollout) use a frame speed multiplier to match their appearance to their movement.
*Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations.
*Starting from Smash 4, moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space and time needed to replace the entire animation. This is also used with animations carried over from previous games for the same purpose/reasons. 
*Many newcomers from Smash 4 onwards use frame speed modifiers to alter the speed of their attacks, even without the influence of updates. 
*Ore Clubs uses a frame speed multiplier on all swings.
*Fans use a frame speed multiplier on all swings in Smash 64 and Melee.
*Bosses use a similar system to alter the speed of their attacks based on the set difficulty.
Category:Game mechanics
French Power Rankings/Strasbourg Power Rankings

==Smash 4==
===S2 2017https://twitter.com/HedgeonIndigo/status/947088069236346882/photo/1===
|}
===S1 2017https://twitter.com/HedgeonIndigo/status/879830166805118979===
|}
==Ultimate==
These power rankings were conducted by the Strasbourg community.
===2021 https://twitter.com/StrasTourneys/status/1503802047967211520 ===
|}
Hidden Bosses: 
Honorable Mentions: 
===Winter 2020 https://twitter.com/SmashBrosStras/status/1235494891234435073===
|}
Hidden Bosses: 
Missing: 
===Summer 2019https://twitter.com/SmashBrosStras/status/1135877887230431232===
|}
Hidden Boss: 
==References==
Category:European Power Rankings
Fresh New Faces!

Fresh New Faces! is a Spirit Board event focused on spirits from games released after the end of Super Smash Bros. Ultimates development. It ran from 6 a.m. on January 12, 2024 to 6 a.m. on January 17 (). During the event, defeating spirits on the Spirit Board which are part of the event awarded more than usual.
The spirits for this event were exclusive to it at the time. After June 11, 2024, these spirits became available in the Shop and on the Spirit Board like most other spirits.
==Description==
:New spirits have made their way onto the Spirit Board!
:Defeat them in battle to earn more gold than usual. Don't miss out!
:© Nintendo
:© Nintendo / MONOLITHSOFTEvent page
==Randomly appearing spirits==
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
1,514 	 	The Legend of Zelda Series	• (100 HP)• (70 HP)•Giant (70 HP)• (60 HP)• (60 HP)• (60 HP)• (60 HP) 	 	13,000 	Temple (Battlefield form) 	N/A 	•Stamina battle•The enemy favors neutral specials•Reinforcements will appear after an enemy is KO'd 	 	
1,515 	 	Splatoon Series 	• 	 	9,200 	Moray Towers 	•Assist Trophy Enemies (Squid Sisters)	•Hostile assist trophies will appear•Only certain Pokémon will emerge from Poké Balls (Kyogre) 	 	
1,516 	 	 	• (120 HP)• (Moveset 2132, Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)• (80 HP)	 	9,300 	Bridge of Eldin (Battlefield form)	N/A 	•Stamina battle•Reinforcements will appear after an enemy is KO'd•The enemy starts the battle with a Beam Sword	 	
1,517 	 	Pikmin Series 	•Giant •Alph 	 	8,800 	Distant Planet (Ω form) 	•Item: Hocotate Bomb 	•The enemy favors dash attacks•The enemy can deal damage by dashing into you 	 	
==Names in other languages==
==Trivia==
*This event was teased during the event SSB Ultimate Is Five Years Old! as the first of four Spirit Board events.
*This is the first new Spirit Board event of 2024, and the first event to introduce new spirits to the game in two years.
*The Noah & Mio spirit does not feature their series name, being Xenoblade Chronicles, on the battle screen, nor in the list of spirits. Despite this, the series logo is still present.
*All four Spirit Battles in this event only allow the player to charge up their Final Smash, and not the main opponent.
==References==
Friend code

A friend code is a code that is unique to every player and is generated when the player plays Super Smash Bros. Brawl for the first time over Nintendo Wi-Fi Connection. Another friend code is generated when the player first opens the Friend List application while connected to the Internet on the Nintendo 3DS. The same also applies to the Nintendo Switch. In Brawl, , and Super Smash Bros. Ultimate. player must register each other's friend codes in order to play With Friends, or to join a friend's Battle Arena in Ultimate.
Friend codes are not used by the Wii U; instead, players are identified by their Nintendo Network username, and can send friend requests to other players via the Friend List or . also allows players to send friend requests after playing an online match.
==Overview==
Friends must give these codes to each other before they can play together online. The format is three sets of four-digit numbers, such as 0000-0000-0000. In Brawl, players can check their own friend code and add others on the friend roster; a maximum of 64 friends can be registered. and Ultimate do not include such functionality in-game, as the 3DS uses a single friend code for the system instead of having separate codes for each game like the Wii and DS. Players cannot view each other's online status until they have both registered each other's codes.
After registering a code, the player can play with the other player in a few different modes, including a regular Versus match (with custom taunts usable), a Multi-Man mode match with the other player as a teammate, or Home-Run Contest.
Friend codes are normally no longer usable in Brawl due to the shutdown of the Nintendo Wi-Fi Connection in 2014. However, it is still possible for Brawl to be played online via hacks and private servers, or via the emulator Dolphin.
Category:Online play
Friend roster

The Friend Roster is the list of Friends of Super Smash Bros. Brawl. To register friends, the player must enter their 12-digit Friend Code. When both people enter each other's Friend Code, they will be able to see each other's profile. The player will only be able to register 64 friends.
To the left of the profile, a player will be able to put a picture or logo of a character that they currently have unlocked, a boss or enemy they have beaten, or a Mii. Above the picture, a player will be able to put up their name, which will show up in-game when they are playing with Friends and they are not using another name chosen on the character select screen.
In the upper-right corner, a circle will appear after a game is played between the two players. The circle shows how clear the connection was between the two players. From worst to best, the colors are red, orange, yellow, green, and blue.
On the very bottom, a player can leave text, as to leave a message, or to chat between friends. If one selects their own profile, they will be able to write text that will show up when they taunt. There can be four different texts, one for each taunt (the two side taunts can be used to input different text for each). 
The profile will also display whether a friend is brawling with anyone (shown by "Brawling"), brawling with anyone on a team (shown by "In Team Battle"), brawling with a friend (shown also by brawling), online, or offline. 
==Gallery==
Image:IC.jpg|Icon list.
FR.jpg|The friend list, as seen in an early version of Super Smash Bros. Brawl.
==Trivia==
*Originally, the friend roster would display friends as "on-line" and "off-line", but in the final release of Brawl, the hyphen was removed, instead displaying "online" and "offline".
Category:Features
Category:Online play
Frozen turnip glitch

The frozen turnip glitch is a Super Smash Bros. Melee technique discovered by circa December 2002. The glitch is exclusive to Version 1.0 and occurs when a character holding an item is hit on the first frame of an attack that hides held items on its first frame. The cause of the glitch was discovered by Evsen in December 2015.
==Overview==
Only two attacks are capable of performing the glitch: 's Parasol and 's down tilt. Specifically, these are the only attacks that, upon initiation, cause the character to hide a currently held item to allow for the standard attack animation. This glitch was first discovered with Peach's Turnips/Vegetables, resulting in its name. If done correctly, once the character holding the item has been hit, the held item remains frozen in place for the rest of the match. It does not animate and does not move when thrown, and hangs in the air indefinitely (though some items expire after a length of time). It can be regrabbed and moved elsewhere, causing the item's grabbable range to increase each time it is moved, which can stretch over the entire screen if this is repeated many times. The item retains its hitbox, though some items can only strike once, while others can hit repeatedly. If the item has an extra function, it may or may not work correctly if regrabbed (like the Fire Flower continuously shooting out non-damaging flames).
The glitch has occurred in a tournament in a pools match of versus at . It was Armada's first time encountering it in a tournament, and coincidentally his last Melee singles tournament before his retirement.
==Applications==
Due to only existing on a seldom played version of the game, there is very little documentation and a non-existant metagame around the glitch. If the 1.0 version is used, it is incredibly useful. Items with hitboxes that extend incredibly far past its model is useful for surprising the opponent and a potent gimping tool. If the player can extend the hitbox enough times to cover the whole screen, they are effectively untouchable and nothing short of quickly taking a stock while invincible can make the opponent win the game.
The glitch has occurred in a tournament in a pools match of versus at . It was Armada's first time encountering it in a tournament, and coincidentally his last Melee singles tournament before his retirement.
==Videos==
==External links==
*Frozen Turnip Glitch finally solved (includes details on every item's behaviour)
Category:Glitches (SSBM)