nyuuzyou/wikis huggingface dataset:
FG II-Graham

The FG II-Graham (, FG II-Graham) is a robotic enemy from the series.
==Origin==
The FG II-Graham has only appeared in . It is a robotic sentry guard, with units encountered in pairs throughout the different sectors of the . They attack Samus Aran primarily by ramming into her or firing beams at her.
==In ==
FG II-Graham units, along with s and Joulions, appear as stage hazards on Pyrosphere. FG II-Graham units fly down towards the stage and then float in the air, suspended by their propellers. If attacked by a fighter, the FG II-Graham is provoked into shooting its lasers straight ahead; this can be used to deal damage to opponents or Ridley. FG II-Graham units do not appear when the stage is set to Ω form.
===Trophy===
==Gallery==
Fg II graham smash bros.jpg|FG II-Graham unit on Pyrosphere.
Category:Stage hazards
Category:Metroid universe
Category:Trophies (SSB4-Wii U)
Facebook

Facebook is a social media site that is intended to allow users to connect with one another. It has since become the largest social media site in history, with an estimated two billion users.
==Relevance to Super Smash Bros.==
Nintendo owns and operates a host of Facebook pages to promote games and products, as well as provide general corporate updates and announcements. This includes a page dedicated to the Super Smash Bros. series.
Since its inception, Facebook became a popular outlet for smashers to connect with one another. Facebook's ability to allow users to create groups has allowed for such groups to be devoted to entire regions and for specific games, allowing prospective players who are interested in finding tournaments near them or connecting with other players in their region to learn the game. Facebook's popularity had even eclipsed that of Smashboards, owing to its greater presence in most people's lives, it's more well-known interface and etiquette compared to forums, and its ability to streamline groups that allow players to access regions and games pertinent to their interests.
Applied usage of Facebook has also allowed for a number of projects relevant to Smash to be accessible to a wider number of players. For example, various mods such as Project M and Brawl- have their own pages, allowing users to follow updates on both mods without having to use their official sites or follow their threads on Smashboards. Facebook has also allowed smashers to form groups, where much Smash-related content is posted. A popular example is , which currently holds over 41,000 members and includes many top players such as and .
However, the popularity of Facebook has waned in recent years due to more appealing alternatives like Twitter and Discord as well as Facebook falling out of public favor due to poor decisions that both directly and indirectly damaged its reputation. Facebook still sees use with group and event pages, including the afformentioned Melee Hell, though many of its members have moved on to other sites.
The Nintendo Switch allows for any screenshots taken on the system to be posted to the site (as well as Twitter). These screenshots can include any taken of Ultimate.
==External links==
*Facebook's official site
*Nintendo's official Facebook page
*Super Smash Bros.'s official Facebook page
Category:Websites
Fake Smash Ball

The Fake Smash Ball (, Smash Bomb) is an item in Super Smash Bros. Ultimate. It was revealed at E3 2018.
==Overview==
Like a true Smash Ball, the Fake Smash Ball slowly floats through the air, although it tends to drift towards fighters and action instead. Also unlike the Smash Ball, it will occasionally move very erratically, usually to interfere with an attack, making it quite difficult to avoid. It can be distinguished from a true Smash Ball by carefully looking at its black lines, whose thickness is switched around. When broken, it slows down time slightly and yields a colorful X-shaped explosion. The explosion deals 36% damage and very strong knockback to nearby players, likely including the player who broke it, and 18% with weaker knockback as it dissipates.
The Fake Smash Ball is much less durable than a real one with only 24 HP (compared to a real one's 40), likely to make the item more effective since if too much screen time is given to the item then players would likely just stop interacting with it after a few attacks, rendering it pointless. Like a real Smash Ball, it automatically loses 2 HP every 60 frames (1 second) up until it reaches 2.5 or less HP, at which point it won't reduce its own health. It becomes indestructible during a Final Smash, preventing the Final Smash, or any other attack, from breaking it and dealing extra damage to fighters caught in the Final Smash. In addition, the Fake Smash Ball can appear alongside a real one and multiple Fake Smash Balls can appear at once.
The Fake Smash Ball takes different amounts of damage depending on if a player is doing well or not, similar to a real Smash Ball. However, while a real Smash Ball takes more damage from trailing players, the Fake Smash Ball takes more damage from leading players. For players in the lead it will take 1.25× damage while players with a score of -1 or -2 will deal 0.875× damage and players further behind dealing 0.75×.
==Origin==
Although the Fake Smash Ball is an original Smash Bros. universe item, the inspiration for the item can be traced back to the Mario Kart series, which features es. These items made their debut in Mario Kart 64. As with the Fake Smash Ball, Fake Item Boxes are obstacles designed to look like the real thing, distinguishable only by an upside-down question mark, lack of spinning, reddish sheen, or some other mark.
The explosion also resembles that of X Bombs.
==Gallery==
SSBUWebsiteFakeSmashBall1.jpg| and facing a Fake Smash Ball.
SSBUWebsiteFakeSmashBall2.jpg|The Fake Smash Ball exploding.
==Names in other languages==
==Trivia==
*The Japanese name of the Fake Smash Ball, "Smash Bomb", is possibly also a pun on "Smash Ball" ( and , respectively), as they only differ by one syllable.
*For some unknown reason, the blog post for the Fake Smash Ball on the official Super Smash Bros. website was removed shortly after it got posted. This appeared to only happen in American and European regions, as the blog post remained on the Japanese site. The post was eventually restored the next day, along with two other new blog posts.
Fake ledge jumping

Fake ledge jumping is an advanced technique in SSB64 that can only be performed by and , due to their floatiness and ability to . 
It allows the player to "slide" in the air, being unaffected by gravity for a few frames and thus being able to return to the stage without the need for a second jump. Like drop cancelling, it can only be done on a ledge that ends diagonally upwards. 
To execute this technique, the player must dash towards the ledge and hit the opposite direction on the stick at most 3 frames before going off the ledge.
==Video==
Category:Techniques (SSB)
Category:Advanced techniques
Category:Glitches (SSB)
Falco (SSB4)/Back aerial

==Overview==
Falco performs a back kick that recovers into a turn. This is one of Falco's most commonly used moves, with the main reason being its extreme speed. It has very quick startup and decently low ending lag, as well as the ability to autocancel in a SHFF, making it very useful for spacing opponents out. It also has very high power, with its extremely high knockback scaling making it stronger than even 's back throw. As such, it is one of the strongest back aerials in the game and can reliably KO anyone at 130% from center stage. However, its range is mediocre and its duration low, meaning that its use as an approach is very limited. Due to these flaws, it's also difficult to use in edgeguarding (also tied in with Falco's fast falling speed and slow air speed). Nevertheless, the unique combination of speed and power make it a dangerous aerial, with many players considering it Falco's most resilient aerial attack.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-5
Late hit 	6-11
Ending autocancel 	15-
Interruptible 	38
Animation length 	41
|-
===Landing lag===
Animation length	15
Category:Falco (SSB4)
Category:Back aerials (SSB4)
Falco (SSB4)/Back throw

==Overview==
Throws the opponent back then fires a laser. At higher percents, the throw can be DI'd to the point where the laser is unable to hit the opponent, thus reducing damage and knockback. Without DI, it makes for a relatively weak kill throw. Mostly used to simply get an opponent offstage, as the throw itself still has decent knockback to put the opponent in a dangerous position offstage.
==Throw and Hitbox Data==
===Throw===
|}
===Laser===
|}
==Timing==
Invincibility 	1-18
Throw Release 	9
Laser 	18
Interruptible 	42
Animation length	59
|-
Category:Falco (SSB4)
Category:Back throws (SSB4)
Falco (SSB4)/Dash attack

==Overview==
Falco performs a flying kick. It is a very average dash attack, in speed, power and damage. It has minor combo potential due to the angle, although with proper DI, combos can be avoided. The late hit can lead into another dash attack should the opponent miss their tech, due to the lower launch angle. Down throw can also lead into dash attack, however better followups like neutral aerial or back aerial are advised over dash attack, as they provide more reward. It severely lacks kill power, and combined with Falco's slow dash speed, dash attack is not used often in competitive play.
==Hitboxes==
|}
==Timing==
Clean hit 	8-11
Late hit 	12-18
Interruptible 	40
Animation length	51
Category:Falco (SSB4)
Category:Dash attacks (SSB4)
Falco (SSB4)/Down aerial

==Overview==
Falco turns diagonally and, with one foot extended, performs a downward corkscrew stomp. This move is a meteor smash on aerial opponents. Grounded opponents are sent upwards instead, which leaves them open to other moves and prevents them from teching.
This move has a few interesting properties. As a carryover from Melee, it is one of the few meteor smashes that sends opponents diagonally downwards, more akin to a spike from that game, making it more difficult for them to reach the stage. It also benefits greatly from frame cancelling due to its high hitlag, which will almost eliminate the otherwise high landing lag Falco would suffer. The late hit can also jab reset any floored opponent, leaving them wide open to anything Falco decides to use. In spite of these valuable assets, this move is rarely used as an approach, due to its slow startup and high ending and landing lag. It is most commonly used in edgeguarding or as a follow-up after a down throw.
==Update history==
 1.0.4/ 1.0.0
*
 1.0.4/ 1.0.1
*
 1.0.8
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	16-19
Late hit 	20-30
Ending autocancel 	38-
Interruptible 	52
Animation length 	63
|-
===Landing lag===
Animation length	23
Category:Falco (SSB4)
Category:Down aerials (SSB4)
Falco (SSB4)/Down smash

==Overview==
Falco performs a split kick, hitting both sides. It has decent power and speed, as well as being disjointed due to leg intangibility, although its overall range is still relatively poor. It launches at a semi-spike angle, and combined with the ability to hit under ledges, it makes an effective edgeguarding tool. The attack also has 2 hitboxes on the thighs of Falco that have much weaker knockback and launch upwards, as well as dealing less damage. Usually these hitboxes aren't hit often as they are out-prioritized by the sweetspots, however.
==Update history==
 1.1.4
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hitboxes 	7-9
Legs intangible 	3-7
Interruptible 	47
Animation length	52
|Hitboxes 
|-
|Legs 
Category:Falco (SSB4)
Category:Down smashes (SSB4)
Falco (SSB4)/Down special/Default

==Overview==
Falco kicks out his Reflector, which returns back to him. The reflector hitbox comes out frame 1, while the actual attacking hitbox comes out a bit later, at frame 5, and also has a small hitbox in comparison to the effect. When it returns to Falco, it has no hitbox, although the reflector hitbox stays until Falco grabs his Reflector, Falco is also mostly able to move during the animation whilst airborne.
As a reflector, it has great range at the cost of being unable to be held for a long time, unlike most reflectors. This makes it punishable when Falco mistimes the move. The range can make reflected projectiles harder to react to, and it is on par with most other reflectors with similar strength.
As an attack, it has very weak knockback, barely being able to kill just below 999%. The low knockback allows the move to be used as a locking tool, and can be used in edgeguarding due to the disjoint and low knockback being able to send the opponent slightly downwards whilst in hitstun. It is very unsafe at low percents and very close ranges, due to the high endlag with the move.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-14
Reflection 	1-33
Interruptible 	51
Animation length	63
|-
==Properties==
Reflection radius 	9
Reflection damage 	1.2x
Reflection speed 	1.3x
Reflection duration 	0.8x
Max reflectable damage	50
Category:Falco (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Falco (SSB4)/Down throw

==Overview==
Throws the opponent to the ground and shoots them with lasers. It is a very reliable combo starter, as it can lead into an up smash, dash attack or either a neutral, forward, or down aerial at low percentages, as well as a back aerial at medium percentages. The opponent can DI away the attack, however, reducing its combo potential.
==Throw and Hitbox Data==
===Laser===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Laser generated 	26
Throw Release 	33
Interruptible 	44
Animation length	67
|-
Category:Falco (SSB4)
Category:Down throws (SSB4)
Falco (SSB4)/Down tilt

==Overview==
Falco performs a tail sweep across the ground. It has deceptively disjointed range, and has 3 hitboxes that get progressively weaker the farther the opponent is. It is a versatile tool, with the fast disjoint being able to combo into other moves, such as neutral, up or forward aerials, and can kill at reasonable percentages. As Falco has a relatively fast walk animation, down tilt is commonly used out of it as an approach. The damage is also good for a down tilt, dealing 9% at weakest and 12% at strongest, which further increases its usefulness. The main drawback however is that it only hits low, causing it to be beaten out by aerial approaches and the like.
Overall, a very good move for Falco, as it deals good damage, is fast and disjointed, can kill and also combo opponents into his good aerials.
==Hitboxes==
|}
==Timing==
Hitbox 	7-9
Interruptible 	28
Animation length	49
Category:Falco (SSB4)
Category:Down tilts (SSB4)
Falco (SSB4)/Forward aerial

==Overview==
Falco performs a corkscrew attack. The move hits multiple times, and the multi-hits have the autolink angle, which allow it to combo into the hits reliably. The long lasting hitboxes and knockback of the final hit make it a very good edgeguarding tool, coupled with the disjoint. The autolink angle allows Falco to pseudo-meteor smash opponents if he fast falls during the move. which can possibly lead into a footstool or outright prevent them from recovering if they end up too low, making the move very dangerous offstage. Onstage, it has a landing hitbox, which can occasionally be linked into if the final hit is out right as Falco lands, increasing the damage of the move. If Falco lands after the five frame autocancel window at the start of the move, forward aerial can effectively be made faster, at the expense of less damage and knockback. At lower-mid percents, it is possible to chain into another forward aerial.
The move is hampered however by somewhat slow speed, and the inability to short hop autocancel the move makes it easier for Falco to get punished. Despite the weaknesses however, it is a very good attack that is a force to be reckoned with offstage.
==Update history==
 1.0.4/ 1.0.0
*
*
 1.0.8
*
*
*
*
*
**
*
*
==Hitboxes==
Looping hit rehits every 4 frames.
|}
==Timing==
===Attack===
Initial autocancel	1-5
Looping hits 	10-27
Final hit 	28-29
Ending autocancel 	46-
Interruptible 	51
Animation length 	61
|-
===Landing lag===
Hitbox 	1
Animation length	25
Category:Falco (SSB4)
Category:Forward aerials (SSB4)
Falco (SSB4)/Forward smash

==Overview==
Falco performs a two-handed overhead swipe. This is Falco's strongest attack if hit clean, KOing as early as 70% when fully charged. It also has decent range and transcendent priority. However, it has somewhat notable startup and high ending lag, making it easy to punish and often requiring a hard read to successfully land. The late hit has low SDI capacity and no transcendent priority, but also low hitlag and low power.
As a result, this move is used almost exclusively as a punish. It is also forgone in favour of his faster KO moves, such as up smash and back aerial.
==Hitboxes==
|}
==Timing==
Charges between 	12-13
Clean hit 	17-19
Late hit 	20
Interruptible 	49
Animation length	49
Category:Falco (SSB4)
Category:Forward smashes (SSB4)
Falco (SSB4)/Forward throw

==Overview==
Punches the opponent forwards. It possesses weak damage and knockback, making it unreliable for as a kill throw, although at low percents, if an opponent misses a tech, it can lead into a lock from his lasers, which can then be followed up with another attack. Otherwise, his least useful throw available.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	10-11
Throw Release 	12
Interruptible 	34
Animation length	51
|-
Category:Falco (SSB4)
Category:Forward throws (SSB4)
Falco (SSB4)/Forward tilt

Falco forward tilt hitbox visualization	Falco forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Falco performs a roundhouse kick, which can be angled both up and down. It has decent startup, but somewhat high endlag, and the upwards angled variation has a deceptively smaller hitbox than the others. It can kill at very high percents at the ledge with rage, but more importantly, it is able to lock opponents at lower percentages. Forward tilt is one of Falco's most used locking tools, as he has very few other moves to use for locks. Otherwise, the move isn't used often in competitive play.
==Hitboxes==
All three angles have the exact same properties.
|}
==Timing==
Hitboxes 	6-8
Interruptible 	28
Animation length	39
Category:Falco (SSB4)
Category:Forward tilts (SSB4)
Falco (SSB4)/Grab

==Overview==
Falco swipes with the hand closest to the camera to grab the opponent. Slow and has average range. His dash grab has an angled grabbox, different to his other grabs.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	32
Animation length	51
===Dash grab===
Grab 	10-11
Interruptible 	40
Animation length	48
===Pivot grab===
Grab 	11-12
Interruptible 	38
Animation length	47
Category:Falco (SSB4)
Category:Grabs (SSB4)
Falco (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Forward aerial landing 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Blaster 	(unavailable)
Side special 	Falco Phantasm	
Up special 	Fire Bird 	
Down special 	Reflector 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Falco (SSB4)
Category:Hitboxes (SSB4)
Falco (SSB4)/Neutral aerial

==Overview==
Falco spins with his wings, hitting four times for a total of 11%. It is capable of comboing into itself or forward aerial at slightly higher percentages, and the final hit is slightly disjointed. Landing with the move can be unsafe, as the attack lacks a landing hitbox and the landing lag may allow opponents to hit Falco out of landing neutral aerials, however, if buffered from a short hop and fast fallen as soon as possible, Falco can frame cancel the move, making its grounded combo potential very good as the frame cancel is consistent due to the method. The move is also able to kill at higher percents, and the autolinking multi-hits can drag opponents down, possibly leading to gimps.
The move is notably hampered by generally lacking range, like most of Falco's other moves, and the inability to short hop autocancel the move, making it unsafe to use frequently. Overall, however, it is a relatively decent move for Falco, providing good combo potential at lower percents and having decent kill power at the ledge.
==Update history==
 1.0.8
*
*
*
**
*
*
*
*
*
**Initially, this also significantly hindered its safety on shield although the changes to shields in 1.1.0 and 1.1.1 removed this disadvantage.
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	3-5
Hit 2 	6-9
Hit 3 	14-17
Hit 4 	23-24
Ending autocancel 	43-
Interruptible 	49
Animation length 	57
|-
===Landing lag===
Animation length	15
Category:Falco (SSB4)
Category:Neutral aerials (SSB4)
Falco (SSB4)/Neutral attack

==Overview==
Falco performs a series of knifehand strikes, with the standard hits, a rapid jab, then a finisher swipe. The first two jabs can be useful for [[jab cancel]ing, and the rapid jab can put on extra damage if the player does not wish to use jab cancelling, and the attack comes out fast too, at frame 2, being Falco's fastest rounded option. It is hindered however by its short range, and the inability of jab 2 and rapid jab properly connecting, which can cause Falco to get punished, should the opponent either SDI out of the move or simply fall out of it at higher percentages.
For the technical data of each individual hit, see:
*Falco (SSB4)/Neutral attack/Hit 1
*Falco (SSB4)/Neutral attack/Hit 2
*Falco (SSB4)/Neutral attack/Infinite
==Update history==
 1.0.8
*
Category:Falco (SSB4)
Category:Neutral attacks (SSB4)
Falco (SSB4)/Neutral attack/Hit 1

==Overview==
Falco performs a knifehand strike. It is his quickest grounded option, coming out at frame 2, and transitions into his jab 2, then the rapid jab. It can be a useful jab canceling tool, being able to be followed up by a tilt,down smash or grab. Unlike most other jabs, the angle prevents it from being able to lock opponents, as it launches almost completely upwards. The move also has short range, as typical of a jab. The attack also moves Falco forward by a small amount.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-4
Earliest continuable frame	8
Interruptible 	23
Animation length 	35
Category:Falco (SSB4)
Category:Neutral attacks (SSB4)
Falco (SSB4)/Neutral attack/Hit 2

==Overview==
Falco performs a second knifehand strike with the same arm, but in the opposite direction of the first. Compared to the first hit, it isn't used much for jab canceling unless as a mixup, as it has slightly lower damage and can be hard to follow up from. It also can have a bit of trouble connecting into the rapid jab. as the knockback growth can hinder it at higher percentages.
==Hitboxes==
|}
==Timing==
Hitboxes 	3-5
Earliest continuable frame	17
Interruptible 	26
Animation length 	39
Category:Falco (SSB4)
Category:Neutral attacks (SSB4)