nyuuzyou/wikis huggingface dataset:
Zero (disambiguation)

Zero may refer to:
*Zero Suit Samus
**Her appearance in Super Smash Bros. Brawl.
**Her appearance in Super Smash Bros. 4.
**Her appearance in Super Smash Bros. Ultimate.
*, Samus's Final Smash in Brawl, Smash 4, and Ultimate.
*, Zero Suit Samus's Final Smash in Ultimate.
*, a character from the series.
*, an enemy from that appears in the Pyrosphere stage.
*, a song from Kirby 64: The Crystal Shards.
*, a top professional smasher from Chile.
*Zero, a smasher from Tennessee.
*Zero, a smasher from Texas.
*Zero Challenge 2, a large Super Smash Bros. Melee tournament.
*0-Second Melee, a glitch in Melee.
*Zero or Project Zero, the Japanese and European names respectively for the series.
*Zero, a character from who appears as a spirit in Ultimate.
Zero Suit Samus (SSB4)/Back aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	8-9
Ending autocancel 	31-
Interruptible 	40
Animation length 	50
|-
===Landing lag===
Animation length	11
Category:Zero Suit Samus (SSB4)
Category:Back aerials (SSB4)
Zero Suit Samus (SSB4)/Back throw

==Overview==
==Update History==
 1.1.5
*
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	9-10
Throw Release 	11
Interruptible 	28
Animation length	34
|-
Category:Zero Suit Samus (SSB4)
Category:Back throws (SSB4)
Zero Suit Samus (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	14-49
Ending autocancel 	50-
Animation length 	67
Interruptible 	68
|-
===Landing lag===
Hitboxes 	1-2
Animation length	30
Category:Zero Suit Samus (SSB4)
Category:Down aerials (SSB4)
Zero Suit Samus (SSB4)/Down special/Default

==Hitboxes==
|}
==Timing==
===Flip Jump===
Full body intangible 	3-12
Head and Legs intangible 	3-50
Earliest continuable (kick)	19
Footstool detection 	19-26
Interruptible 	50
Animation length 	50
|Footstool detection 
|-
|Flip Jump 
|-
|Full Body 
|-
|Head and Legs 
===Kick===
Hitboxes 	9-14
Interruptible 	60
Animation length	59
===Footstool===
Hitboxes 	1
Interruptible 	84
Animation length	84
Category:Zero Suit Samus (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Zero Suit Samus (SSB4)/Down throw

==Overview==
==Update history==
 1.1.1
*
 1.1.5
*
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	26-27
Throw Release 	28
Interruptible 	46
Animation length	55
|-
Category:Zero Suit Samus (SSB4)
Category:Down throws (SSB4)
Zero Suit Samus (SSB4)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	6-7
Hit 2 	16-17
Ending autocancel 	38-
Interruptibility 	47
Animation length 	74
|-
===Landing lag===
Animation length	16
Category:Zero Suit Samus (SSB4)
Category:Forward aerials (SSB4)
Zero Suit Samus (SSB4)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	6-7
Throw Release 	8
Interruptible 	26
Animation length	34
|-
Category:Zero Suit Samus (SSB4)
Category:Forward throws (SSB4)
Zero Suit Samus (SSB4)/Forward tilt

Zero Suit Samus forward tilt hitbox visualization	Zero Suit Samus forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
==Hitboxes==
===Unangled===
|}
===Angled up/down===
|}
==Timing==
Hitboxes 	6-8
Interruptible 	29
Animation length	73
Category:Zero Suit Samus (SSB4)
Category:Forward tilts (SSB4)
Zero Suit Samus (SSB4)/Grab

==Overview==
==Grabbox Data==
All grabs use the same grabboxes
|}
==Timing==
===Standing grab===
Grab 	16-19, 20-25
Interruptible 	69
Animation length	79
===Dash grab===
Grab 	16-19, 20-25
Interruptible 	72
Animation length	95
===Pivot grab===
Grab 	17-19, 20-25
Interruptible 	80
Animation length	94
Category:Zero Suit Samus (SSB4)
Category:Grabs (SSB4)
Zero Suit Samus (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
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 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial landing 	 	
Neutral special 	Paralyzer 	(unavailable)
Side special 	Plasma Whip	
Up special 	Boost Kick 	
Down special 	Flip Jump 	
Down special (kick) 	Flip Jump 	
Down special (footstool) 	Flip Jump 	
Grab 	 	(unavailable)
Dash grab 	 	(unavailable)
Pivot grab 	 	(unavailable)
Grab aerial 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Zero Suit Samus (SSB4)
Category:Hitboxes (SSB4)
Zero Suit Samus (SSB4)/Neutral aerial

==Overview==
==Update history==
In earlier versions of the game, neutral aerial was a more powerful move, dealing 10% damage in addition to having more range. The move was fairly unsafe on shield in earlier versions of the game despite its low landing lag, being -11 on shield with a perfectly timed landing. This was because the electric effect the move has gave Zero Suit Samus a lot more hitlag on shield compared to her opponent. In update 1.1.1 however, the move became a lot safer, due to the universal increase to shieldstun and the homogenisation of hitlag on shield. The move went from -11 on shield, all the way down to -2, which made it completely unpunishable on regular shield against the entire cast. On powershield, the move became -4, which was still low enough to only allow some characters to get quick jab or tilt punishes.
In update 1.1.5 however, neutral aerial did receive some nerfs. The move's damage went down from 10% to 8%, although its knockback was still extremely similar. This did not affect the move on hit much but this did make the move more punishable on shield, now being -4 on shield. This enabled certain characters to now punish the move on shield (including ), in addition to the move becoming -5 on powershield, opening up more power shield punish opportunities for more characters. The move still remained safe against a majority of the cast however and even against characters who could punish it, Zero Suit Samus could still space the move to make it safe (albeit to a lesser extent). The move's range was also reduced overall, making it even harder for Zero Suit Samus to hit smaller characters with the move, as well as limiting how much she could space the move. 
Overall, neutral aerial is a less effective move than in earlier versions of the game but not by a significant amount. The lower damage did not hurt the move too much, nor did the reduced range on the move. It still remains a strong and effective tool in Zero Suit Samus' kit.
 1.1.5
*
*
*
*
*
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Front hit 	10-11
Back hit 	15-16
Ending autocancel 	42-
Animation length 	51
|-
===Landing lag===
Animation length	10
Category:Zero Suit Samus (SSB4)
Category:Neutral aerials (SSB4)
Zero Suit Samus (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Zero Suit Samus (SSB4)/Neutral attack/Hit 1
*Zero Suit Samus (SSB4)/Neutral attack/Hit 2
*Zero Suit Samus (SSB4)/Neutral attack/Hit 3
Category:Zero Suit Samus (SSB4)
Category:Neutral attacks (SSB4)
Zero Suit Samus (SSB4)/Neutral special/Default

==Overview==
==Update History==
 1.0.4/ 1.0.0
*
 1.0.4/ 1.0.1
*
*
==Hitboxes==
|}
==Timing==
The lag framestrip shows the timing for the uncharged version.
Charges between 	20-21
Shot (no charge clean/late) 	21/22-44
Shot (max charge clean/late) 	43/44-90
Interruptible (from release) 	29
Animation length (from release)	29
|-
|-
===Landing lag===
Animation length	20
Interruptible 	21
Category:Zero Suit Samus (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Zero Suit Samus (SSB4)/Up aerial

==Overview==
==Update history==
 1.1.5
*
**
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	6-12
Ending autocancel	25-
Interruptible 	34
Animation length 	73
|-
===Landing lag===
Animation length	9
Category:Zero Suit Samus (SSB4)
Category:Up aerials (SSB4)
Zero Suit Samus (SSB4)/Up smash

==Overview==
==Update history==
 1.0.4/ 1.0.1
*
*
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	10-11
Hits 2-6 	14, 17, 20, 23, 26
Hit 7 	28-29
Interruptible 	49
Animation length	50
Category:Zero Suit Samus (SSB4)
Category:Up smashes (SSB4)
Zero Suit Samus (SSB4)/Up special/Default

==Overview==
==Update history==
 1.1.4
*
*
==Hitboxes==
===Hit 1===
|}
===Loop hits===
|}
===Final hit===
|}
==Timing==
===Attack===
Hit 1 	4
Hits 2-5 	10-23
Hit 6 	24-26
Hit 7 	30
Hit 8 	36-37
Animation length	79
===Landing lag===
Animation length	23
Category:Zero Suit Samus (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Zero Suit Samus (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	3-4
Throw Release 	5
Interruptible 	41
Animation length	53
|-
Category:Zero Suit Samus (SSB4)
Category:Up throws (SSB4)
Zero Suit Samus (SSB4)/Up tilt

==Overview==
==Hitboxes==
===Hit 1===
|}
===Hit 2===
|}
==Timing==
Legs intangible 	3-10
Hit 1 	3-4
Hit 2 	9-10
Interruptible 	46
Animation length	57
|Hitboxes 
|-
|Legs 
Category:Zero Suit Samus (SSB4)
Category:Up tilts (SSB4)
Zero Suit Samus (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitbox 	8-10
Ending autocancel 	31-
Animation length 	37
|-
===Landing lag===
Animation length	9
Category:Zero Suit Samus (SSBB)
Category:Back aerials (SSBB)
Zero Suit Samus (SSBB)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	9
Throw Release 	10
Interruptible 	28
Animation length	34
|-
Category:Zero Suit Samus (SSBB)
Category:Back throws (SSBB)
Zero Suit Samus (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-15
DACUS window 	3
Boost grab window	2-3
Interruptible 	32
Animation length 	45
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Zero Suit Samus (SSBB)
Category:Dash attacks (SSBB)
Zero Suit Samus (SSBB)/Down aerial

==Overview==
==Hitboxes==
===Hit===
|}
===Landing===
|}
==Timing==
Initial autocancel	1-3
Hitbox 	14-49
Ending autocancel 	50-
Animation length 	67
|-
===Landing lag===
Hitboxes 	1
Animation length	40
Category:Zero Suit Samus (SSBB)
Category:Down aerials (SSBB)
Zero Suit Samus (SSBB)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
===Flip Jump===
Full body intangible 	1-12
Head and Legs intangible 	1-43
Earliest continuable (kick)	19
Animation length 	49
|Flip Jump 
|-
|Full Body 
|-
|Head and Legs 
===Kick===
Early hit 	9-11
Late hit 	12-50
Animation length	60
Category:Zero Suit Samus (SSBB)
Category:Special moves (SSBB)
Category:Down special moves (SSBB)
Zero Suit Samus (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	26
Throw Release 	27
Interruptible 	46
Animation length	55
|-
Category:Zero Suit Samus (SSBB)
Category:Down throws (SSBB)
Zero Suit Samus (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	6-9
Hit 2 (Clean) 	16-17
Hit 2 (Late) 	18-20
Ending autocancel 	38-
Animation length 	47
|-
===Landing lag===
Animation length	16
Category:Zero Suit Samus (SSBB)
Category:Forward aerials (SSBB)
Zero Suit Samus (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	7
Throw Release 	8
Interruptible 	23
Animation length	34
|-
Category:Zero Suit Samus (SSBB)
Category:Forward throws (SSBB)
Zero Suit Samus (SSBB)/Forward tilt

Zero Suit Samus forward tilt hitbox visualizations	Zero Suit Samus forward tilt hitbox visualizations	Zero Suit Samus forward tilt hitbox visualizations	Zero Suit Samus forward tilt hitbox visualizations	Zero Suit Samus forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	29
Animation length	39
Category:Zero Suit Samus (SSBB)
Category:Forward tilts (SSBB)
Zero Suit Samus (SSBB)/Grab

==Overview==
==Grabbox Data==
All grabs use the same grabboxes
|}
==Timing==
===Standing grab===
The hand grabbox is only active for the first 4 frames.
Grab 	16-19, 20-29
Interruptible 	85
Animation length	93
===Dash grab===
The hand grabbox is only active for the first 4 frames.
Grab 	16-19, 20-29
Interruptible 	85
Animation length	93
===Pivot grab===
The hand grabbox is only active for the first 4 frames.
Grab 	16-19, 20-29
Interruptible 	85
Animation length	93
Category:Zero Suit Samus (SSBB)
Category:Grabs (SSBB)
Zero Suit Samus (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
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 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial (landing) 	 	
Neutral special 	Paralyzer 	
Side special 	Plasma Whip 	
Up special 	Plasma Wire 	
Down special 	Flip Jump 	
Down special 	Flip Jump (kick)	
Final Smash 	Power Suit Samus	
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:Zero Suit Samus (SSBB)
Category:Hitboxes (SSBB)
Zero Suit Samus (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitbox 	10-18
Ending autocancel 	42-
Animation length 	51
|-
===Landing lag===
Animation length	10
Category:Zero Suit Samus (SSBB)
Category:Neutral aerials (SSBB)
Zero Suit Samus (SSBB)/Neutral attack

==Overview==
Zero Suit Samus's neutral attacks consist of 2 jabs followed by an elbow strike.
For the technical data of each individual hit, see:
*Zero Suit Samus (SSBB)/Neutral attack/Hit 1
*Zero Suit Samus (SSBB)/Neutral attack/Hit 2
*Zero Suit Samus (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	1-3
Jab 2 	20-21
Jab 3 	30-31
Interruptible 	18, 30, 41
Animation lengths	21, 30, 43
|-
|-
Category:Zero Suit Samus (SSBB)
Zero Suit Samus (SSBB)/Up aerial

==Overview==
Zero Suit Samus performs a fast flip kick upwards in midair. It has very quick startup coming out on frame 4, autocancels in a short hop, has low landing lag, and has a powerful sweetspot, being able to chain into itself at low to mid percentages while also having strong KO potential at high percentages, even being able to KO near the upper blast line at around 90%. This makes it a very potent juggling tool and KO option. Its utility is further aided by Zero Suit Samus' high jumps, which allows her to use the move to keep the opponent in the air for a long time. Its back hit even sends at a good trajectory that can combo into her back aerial.
Up aerial also has an interesting property: its clean hit lasts from frames 4 to 6, but on frame 5 and only frame 5, there is a very large sweetspot hitbox that appears in front of Zero Suit Samus, giving the move a deceptively large disjoint for an attack of its speed and strength. 
Overall, it is one of Zero Suit Samus' most reliable KO options and one of her best moves overall due to its deadly combination of speed, power, juggling ability and disjointed range, and is a huge staple in her fantastic aerial and juggle game.
==Hitboxes==
|}
==Timing==
Hitbox 3 comes out only on frame 5.
Clean hit 	4-6
Late hit 	7-8
Ending autocancel	34-
Interruptible 	34
Animation length 	35
|-
===Landing lag===
Animation length	9
Category:Zero Suit Samus (SSBB)
Category:Up aerials (SSBB)
Zero Suit Samus (SSBB)/Up smash

==Overview==
==Hitboxes==
===Gun===
|}
===Whip===
|}
==Timing==
Charges between 	5-6
Hit 1 	8
Hits 2-6 	10, 13, 16, 20, 22
Hit 7 	28-29
Interruptible 	46
Animation length	51
Category:Zero Suit Samus (SSBB)
Category:Up smashes (SSBB)
Zero Suit Samus (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	3
Throw Release 	4
Animation length	53
|-
Category:Zero Suit Samus (SSBB)
Category:Up throws (SSBB)
Zero Suit Samus (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-3
Hitboxes 	8-9
Ending autocancel 	31-
Interruptible 	40
Animation length 	51
|-
===Landing lag===
Interruptible 	11
Animation length	34
Category:Zero Suit Samus (SSBU)
Category:Back aerials (SSBU)
Zero Suit Samus (SSBU)/Back throw

Zero Suit Samus back throw hurtbox and hitbox visualization	Zero Suit Samus back throw hurtbox and hitbox visualization	Zero Suit Samus back throw hurtbox and hitbox visualization	Zero Suit Samus back throw hurtbox and hitbox visualization	Zero Suit Samus back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Turnaround 	9
Hitbox 	9-10
Throw Release 	11
Interruptible 	28
Animation length	47
|-
Category:Zero Suit Samus (SSBU)
Category:Back throws (SSBU)
Zero Suit Samus (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move first sets Zero Suit Samus' vertical momentum to 0.5 on frames 1-13, then sets her horizontal momentum to 1 and her vertical momentum to -5 from frame 14 onward. Manual horizontal movement is also disabled during frames 1-60.
Initial autocancel	1-3
Hitboxes 	14-49
Ending autocancel 	50-
Interruptible 	68
Animation length 	67
|-
===Landing lag===
Hitbox 	1-3
Interruptible 	25
Animation length	45
Category:Zero Suit Samus (SSBU)
Category:Down aerials (SSBU)
Zero Suit Samus (SSBU)/Down smash

==Overview==
Zero Suit Samus aims her Paralyzer downwards and fires an electrical blast towards the ground which paralyzes opponents for some time, allowing her to follow up with one of her finishers for a potential KO.
The amount of time the move keeps the opponent paralyzed depends on what percent they are at with the move keeping them stunned for longer the higher their percentage is. The move comes out quite slowly on frame 20 which makes it one of the slowest down smashes in the game. However, its ending lag is very low as it only has 17 frames of cooldown, making it difficult to punish. Additionally, it also has large hitboxes that lasts for 5 frames which gives it decent range as well as 2-frame potential. Its low ending lag combined with its decent range even makes it rather safe on shield if it is properly spaced.
The move does have some shortcomings, however. As previously mentioned, the move has slow startup which can make it difficult to land at times and unlike most down smashes, it only hits in front of the user rather than on both sides. A big nerf it has received is that the move also applies hitlag to both Zero Suit Samus and her opponent whereas in previous Smash games, only her opponent suffered from hitlag. Lastly, the move has a lower hitlag multiplier and less overall knockback which reduces the amount of time the opponent is paralyzed, particularly at low percents where it will be unsafe on hit which is exacerbated if the sourspot is landed. All of this combined prevents the move from granting Zero Suit Samus the frame advantage it did in Smash 4 and especially in Brawl, although it is still very rewarding. 
Although not as potent as it was in previous Smash titles due to the nerfs it has received, it still remains as a valuable tool in Zero Suit Samus's toolkit.
==Hitboxes==
|}
==Timing==
Charges between 	15-16
Hitboxes 	20-24
Interruptible 	42
Animation length	55
Category:Zero Suit Samus (SSBU)
Category:Down smashes (SSBU)
Zero Suit Samus (SSBU)/Down special

==Overview==
Zero Suit performs an aerial cartwheel. The direction she travels in can be decided by moving the control stick backwards to flip backwards or simply inputting the down special to make her flip forwards. Aside from acting as a third jump that does not render her helpless, the move has outstanding utility due to its numerous advantages. 
First, the move can act as a reliable recovery option due to its good distance and inability to cause helplessness. It plays a key role in Zero Suit Samus's strong recovery as she can use Flip Jump to gain horizontal distance, then double jump and use Boost Kick or double jump followed by Flip Jump and Boost Kick. It can also be used in tandem with her zair and Plasma Whip. Due to its great synergy with her jump height and other special moves, it grants Zero Suit Samus a great offstage presence. 
It also has intangibility on frames 3-12 of the move. Combined with its horizontal distance and ability to choose direction, it is a fantastic option for breaking out of disadvantage, making it one of the best "get out of jail free cards" in the game. 
Adding to its disadvantage breaking potential is its footstool hitbox. If Zero Suit Samus lands on the opponent during the apex of her flip, she will bury them if they are grounded which can lead to a finisher such as Boost Kick or up smash. If the opponent is airborne, the hitbox will meteor spike them instead which can be deadly at mid to high percents, especially if the opponent doesn't have a good recovery. Therefore, not only can it help get out of disadvantage but the move can also simultaneously put the user into advantage. 
Lastly, if the player presses attack or special during the flip, she will perform a Flip Kick that acts as a superb combo finisher. The kick is extremely powerful and has a meteor spike hitbox on her foot that can be combo'd into from her nair and allow her to potentially take stocks very early. If the meteor sweetspot doesn't land, the kick is still a very dangerous finisher as it deals high damage and knockback which allows it to be a reliable KO move even if the meteor smash fails to connect, although the normal kick attack deals slightly less knockback to grounded opponents. 
Overall, its immense versatility as a recovery option, disadvantage breaker, combo finisher, and ability to turn a troublesome situation into an advantage thanks to its bury and footstool hitboxes has made it widely considered one of the best moves in the entire game.
==Hitboxes==
|}
==Timing==
===Flip Jump===
Full body intangible 	3-12
Earliest continuable (kick)	14
Footstool detection 	19-38
Interruptible 	39
Animation length 	39
|-
|-
===Kick===
Hitboxes 	9-12
Interruptible 	60
Animation length	59
===Footstool===
Hitboxes 	1
Interruptible 	60
Animation length	84
Category:Zero Suit Samus (SSBU)
Category:Down special moves (SSBU)
Zero Suit Samus (SSBU)/Down throw

Zero Suit Samus down throw hurtbox and hitbox visualization	Zero Suit Samus down throw hurtbox and hitbox visualization	Zero Suit Samus down throw hurtbox and hitbox visualization	Zero Suit Samus down throw hurtbox and hitbox visualization	Zero Suit Samus down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
Due to the 0° angle's special behavior in Ultimate, the hitbox's angle against bystanders changes to 32° if it deals knockback of at least 120 units. Under normal damage and knockback conditions, this takes effect at the 115%-125% percent range against middleweights.
|}
|}
==Timing==
Invincibility 	1-22
Hitbox 	20-21
Throw Release 	22
Interruptible 	52
Animation length	59
|-
Category:Zero Suit Samus (SSBU)
Category:Down throws (SSBU)
Zero Suit Samus (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	8-9
Interruptible 	30
Animation length	55
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Zero Suit Samus (SSBU)
Category:Down tilts (SSBU)
Zero Suit Samus (SSBU)/Edge attack

==Overview==
==Hitboxes==
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==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)	1-19
Intangibility (2nd grab)	1-15
Intangibility (3rd grab)	1-9
Hitbox 	17-19
Interruptible 	56
Animation length 	65
!Hitbox 
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!1st grab 
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!2nd grab 
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!3rd grab 
Category:Zero Suit Samus (SSBU)
Category:Edge attacks (SSBU)