nyuuzyou/wikis huggingface dataset:
Pac-Man (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Pac-Hook 	
Neutral attack 2 	Pac-Counter Hook 	
Neutral attack 3 	Pac-Upper Bite 	
Forward tilt 	Pac-Kick 	
Forward tilt up 	Pac-Kick 	
Forward tilt down 	Pac-Kick 	
Up tilt 	Pac-Upper Punch 	
Down tilt 	Pac-Bite 	
Dash attack 	Pac-Dash Bite 	
Forward smash 	Blinky 	
Up smash 	Inky 	
Down smash 	Pinky & Clyde 	
Neutral aerial 	Pac-Roll 	
Forward aerial 	Pac-Air Kick 	
Back aerial 	Pac-Drop Kick 	
Up aerial 	Pac-Somersault Kick	
Down aerial 	Pac-Stomp 	
Neutral special cherry 	Bonus Fruit 	
Neutral special strawberry 	Bonus Fruit 	
Neutral special apple 	Bonus Fruit 	
Neutral special orange 	Bonus Fruit 	
Neutral special melon 	Bonus Fruit 	
Neutral special galaxian 	Bonus Fruit 	
Neutral special bell 	Bonus Fruit 	
Neutral special key 	Bonus Fruit 	
Side special early 	Power Pellet 	
Side special late 	Power Pellet 	
Up special 	Pac-Jump 	
Up special trampoline hurtbox	Pac-Jump 	
Down special falling 	Fire Hydrant 	
Down special flying 	Fire Hydrant 	
Down special hurtbox 	Fire Hydrant 	
Down special water 	Fire Hydrant 	(unavailable)
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Pac-Headbutt 	
Forward throw 	Pac-Capture Cut 	
Back throw 	Pac-Giant Swing 	
Up throw 	Pac-Upper Throw 	
Down throw 	Pac-Devour 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Pac-Man (SSBU)
Category:Hitboxes (SSBU)
Pac-Man (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-9
Latest hit 	10-19
Ending autocancel 	45-
Interruptible 	52
Animation length 	54
|-
===Landing lag===
Interruptible 	8
Animation length	15
Category:Pac-Man (SSBU)
Category:Neutral aerials (SSBU)
Pac-Man (SSBU)/Neutral attack

==Overview==
Pac-Man's neutral attacks consist of 2 jabs and a kick. It does 8.0% in total.
For the technical data of each individual hit, see:
*Pac-Man (SSBU)/Neutral attack/Hit 1
*Pac-Man (SSBU)/Neutral attack/Hit 2
*Pac-Man (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	4
Consecutive jab 	10
Jab 2 	10
Jab 3 	16-17
Interruptible 	20, 28, 46
Animation lengths	33, 41, 64
|-
|-
Category:Pac-Man (SSBU)
Category:Neutral attacks (SSBU)
Pac-Man (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+4 frames
|+4 frames
|+4 frames
|+4 frames
|}
==Timing==
Hitboxes 	4
Continuability window	7-30
Consecutive jab frame	10
Interruptible 	20
Animation length 	33
|-
Category:Pac-Man (SSBU)
Category:Neutral attacks (SSBU)
Pac-Man (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move temporarily shifts Pac-Man's position upward when used.
Initial autocancel	1
Hitboxes 	9-16
Ending autocancel 	32-
Interruptible 	37
Animation length 	59
|-
===Landing lag===
Interruptible 	11
Animation length	22
Category:Pac-Man (SSBU)
Category:Up aerials (SSBU)
Pac-Man (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	11
Clean hit 2 	15-17
Late hit 2 	18-28
Interruptible 	50
Animation length	61
Category:Pac-Man (SSBU)
Category:Up smashes (SSBU)
Pac-Man (SSBU)/Up throw

Pac-Man up throw hurtbox visualization	Pac-Man up throw hurtbox visualization	Pac-Man up throw hurtbox visualization	Pac-Man up throw hurtbox visualization	Pac-Man up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	38
Animation length	43
|-
Category:Pac-Man (SSBU)
Category:Up throws (SSBU)
Pac-Man (SSBU)/Up tilt

==Overview==
Pac-Man does a overhead uppercut. It reaches high, is pretty big, and grants intangibility to Pac-Man's hand. On top of this, it has low knockback, making it a great combo starter and extender, especially on stages with platforms. The main weakness is that the there is no scooping hitbox to get opponents to it, with the move being incapable of hitting grounded opponents in front of or behind Pac-Man himself. Additionally, due to the hitbox being so large relative to the animation, up tilt's hitbox is also slightly misleading, as one can get too confident or too hesitant with this move, which can probably get one punished. Overall, up tilt is too situational of a move to be used properly unless one's opponent makes a poorly planned-out jump, or one uses Pac-Man's up throw against heavyweights.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Fist intangible 	7-10
Interruptible 	25
Animation length	47
!Hitboxes 
|-
!Fist 
Category:Pac-Man (SSBU)
Category:Up tilts (SSBU)
Pac-Man (game)

Pac-Man (, Pacman) is a maze video game, originally distributed to arcades and later ported to several platforms. The goal of the game is to eat all the Pac-Dots, while avoiding ghosts, who could be defeated with the use of a Power Pellet. After eating all the Pac-Dots in one maze, players would go onto the next level, where the Ghosts become faster as a means of raising the difficulty. This game is where the character Pac-Man originally debuted.
==In the series==
===Fighter===
Pac-Man originated in this game. A number of his moves are Namco references. His neutral special move causes him to conjure fruit, which appeared in this game as bonus items. His smash attacks involve bringing ghosts into the field to strike his enemies. His Final Smash, Super Pac-Man, is based on his sprite from the game, as well as power-ups that allow him to fight enemies.
===Stage===
The stage Pac-Maze in is based on the maze in this game, even having Inky, Blinky, Pinky, and Clyde as enemies.
===Assist Trophy===
The four ghosts, Blinky, Inky, Pinky and Clyde debuted in this game as enemies.
===Music===
Two tracks based on this game's music, PAC-MAN and PAC-MAN (Club Mix), are available in Pac-Maze and Pac-Land. Pac-Man's victory theme is based on the level start jingle.
===Masterpiece===
The NES version of the game is available as a default Masterpiece in . After the timer elapsed, players were given the opportunity to purchase the game as a Virtual Console title on the Nintendo eShop before its shutdown on March 27, 2023.
Category:Games
Category:Bandai Namco
Paisy

Paisy is a collective slang term that refers to the following characters:
*Peach
*Daisy
With both Peach and Daisy being nigh-identical clones of each other in Super Smash Bros. Ultimate, with no gameplay differences aside from different taunts and a few minor animations, they are often referred to by players collectively, such as when discussing how a particular combo works on opposing characters or when discussing tier lists and matchups. The name "Paisy" is a simple portmanteau of their names. Sometimes the term "Princess" is used instead, as both are princesses, though due to the term being applicable to other characters that are otherwise completely unrelated gameplay-wise, such as Zelda, it sees less usage.
Category:Character-specific terminology
Category:Unofficial lingo
Category:Peach
Category:Daisy
Pak E. Derm (disambiguation)

Pak E. Derm is a character from the series who appears as:
*A background character on Yoshi's Story.
*A trophy in Melee.
*A sticker in Brawl.
*A spirit in Ultimate.
Category:Yoshi universe
Category:Background characters
Category:Trophies (SSBM)
Category:Stickers
Category:Spirits
Palutena's Army

Palutena's Army (, Palutena Royal Guards) is 's Final Smash in Super Smash Bros. Brawl.
==Overview==
Pit calls to the goddess Palutena for her army of Centurions. An enormous image of Palutena will appear in the sky (which is transparent on most stages, but is easier seen on stages such as ). The Centurions fly onto screen one-by-one, ramming into other players at incredibly high speeds. When hit by a Centurion, the opponent takes a range of 15-25%. Each Centurion deals a single attack to a character, and then falls in battle. During the course of the attack, Pit is free to move and attack as he pleases, but he is not invincible during his Final Smash. Centurions can be destroyed by enemy attacks; however, due to Centurions' high damage output and speed, it is far more preferable to dodge.
The quote Pit yells out is: "All troops.....move out!" ("", All troops/units.....charge!)
In Super Smash Bros. 4, Pit's Final Smash changed from Palutena's Army to Three Sacred Treasures. However, it is referenced in Palutena's Guidance, where Palutena, now joining the fight and becoming a playable character, refuses to help Pit during their battle.
==Instructional quotes==
==Trophy==
==Origin==
In the original Kid Icarus for the Nintendo Entertainment System, Centurions (, Icarus) are rank-and-file soldiers of Palutena and Angel Land who were turned to stone by Medusa's army. The Centurions play a large role in boss fortresses; in these levels, Pit can find mallets and use them to break open statues scattered around the area, freeing the Centurion trapped inside. When Pit eventually reaches the boss chamber, any Centurions that he rescued will fly in and attack the enemy; this is where the Final Smash concept is taken from. Just as in Brawl, the Centurions in Kid Icarus would perish after being hit a single time, though they could attack repeatedly in the original game.
The Final Smash's name is derived from the NES game's manual: "The Tale of Kid Icarus" describes the losses suffered by Palutena's army against Medusa's Underworld forces, and the "Introducing the Inhabitants In Angel Land" section directly refers to the Centurion as a warrior in Palutena's army. While the Final Smash does not return in SSB4, this name is referenced again in the Centurions' NTSC trophy description in , which refers to them as standard soldiers of Palutena's Army.
==Names in other languages==
==Trivia==
*Teammates can destroy Centurions, regardless of whether Team Attack is turned on or not.
*In NTSC versions of Super Smash Bros. Brawl, a CPU Pit will mostly spam his Palutena's Arrow attack after he uses his Final Smash, even at Level 9, similar to that of the way that a CPU using Negative Zone will spam his .
*Pit's Final Smash trophy is the only one of its kind to not feature the character themselves.
*The Centurions in Brawl are largely faithful to their original artwork from Kid Icarus. Therefore, unlike Pit and Palutena, their later redesign in Kid Icarus: Uprising was not influenced by their appearance in Brawl.
Category:Trophies (SSBB)
Category:Kid Icarus universe
Category:Pit
Category:Pit (SSBB)
Category:Final Smashes (SSBB)
Palutena (SSB4)/Back aerial

==Overview==
Palutena attacks behind her using her shield. It is her strongest aerial in terms of damage, which makes it great at edgeguarding. Her shield also renders her upper body's back invincible for 8 frames, which lets it beat any attack or projectile that comes in contact with her back. However, it is easy to miss if the opponents is too close to her since it does not have a hitbox around her, and its high ending lag sometimes makes it punishable if it misses (though doing so is quite hard), which makes it necessary to cancel this move from a short hop, or by SHFFing if the opponent does not have a move fast enough. It also has a small sourspot on her shoulder deals 3% less damage, but makes the same sound. While the hitbox is small and is both overlapped and outprioritized by the sweetspot, the sound it makes renders it almost unperceptible if the move is hitting with the sourspot.
This move can also be comboed from a down throw, then SHFFd to avoid taking the move's ending lag. Its landing lag, however, while relatively low, makes it more viable as a possible, albeit hard to land, KO setup at high percents, while using her neutral or forward aerials at low percents to avoid getting punished due to either their lower ending or landing lag, respectively.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-2
Partial Invincibility	3-10
Hitboxes 	8-10
Ending autocancel 	35-
Interruptible 	50
Animation length 	53
|-
|-
===Landing lag===
Animation length	16
Category:Palutena (SSB4)
Category:Back aerials (SSB4)
Palutena (SSB4)/Back throw

==Overview==
Palutena elevates the opponent, then performs a ballet kick to the air, which magically launches the opponent back. Despite it being her strongest throw (KOing at 155% with no DI), it sends the opponent at an unfavorable angle, which is the Sakurai angle. Due to this, this throw is among the easiest to DI to avoid getting KOd. As such, it is recommended to not stale this throw as well as only use it with high rage to KO middle-heavy to lightweight characters, or characters with bad recovery moves like , while using it on heavyweight characters to reliably rack up damage.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	20
Interruptible 	55
Animation length	59
|-
Category:Palutena (SSB4)
Category:Back throws (SSB4)
Palutena (SSB4)/Down aerial

==Overview==
An arcing kick below herself. This is the fourth fastest meteor smash in the game, tied with 's and 's down aerials. Its quick startup also makes it a good out of shield option. However, it lasts for only one frame, has disproportionately high landing lag, starts autocancelling incredibly late -though still before the move ends- and it is the laggiest aerial in the entire game, having 48 frames of ending lag, meaning she will not be able to react until she lands or passes the platform she was in before entering the air.
As a result of its unprecedentedly low post-hitbox speed, its sees extremely little usage in competitive play outside of edgeguarding. Despite this, it is still capable of comboing if one times the move well as Palutena lands during the move, occasionally leading into an aerial at mid percentages, though this is difficult to pull off.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	10
Ending autocancel 	48-
Interruptible 	59
Animation length 	65
|-
===Landing lag===
Animation length	18
Category:Palutena (SSB4)
Category:Down aerials (SSB4)
Palutena (SSB4)/Down throw

==Overview==
Using her magic, Palutena slams the opponent into the ground. Her best throw in general, as it leads into her combos and setting up a KO.
Depending on the opponent's DI, it can combo into a neutral, forward, back or up aerial at low percents, which all of them give Palutena her most reliable way of racking up damage without custom moves. If the opponent reacts poorly, it can also be used near the ledge, where it can lead into a down aerial to edgeguard the opponent. Hitting the opponent with a forward aerial and SHFFing it can lead into a jab, then thrown again and repeat the process. However, it is not recommended to use this throw when she has high rage, as it will possibly not lead into anything if the opponent DIs correctly and isn't a medium-heavy to heavyweight.
At high percents, it can lead into an up aerial if the opponent DIs the wrong way, and it may also lead into an up smash if the opponent's air dodge is read.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	25
Interruptible 	50
Animation length	79
|-
Category:Palutena (SSB4)
Category:Down throws (SSB4)
Palutena (SSB4)/Down tilt

==Overview==
==Update history==
 1.0.4/ 1.0.0
*
 1.1.0
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	14-24
Interruptible 	40
Animation length	58
Category:Palutena (SSB4)
Category:Down tilts (SSB4)
Palutena (SSB4)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-20
Hitbox 	23-25
Back hit 	24-25
Interruptible 	50
Animation length	69
|
|-
|
Category:Palutena (SSB4)
Category:Normal attacks (SSB4)
Category:Edge attacks (SSB4)
Palutena (SSB4)/Final Smash

==Overview==
Palutena's Final Smash is Black Hole Laser. In this Final Smash, Black Hole is used to draw opponents in, forcing them in tumbling state and rendering them unable to move. She follows it up with Mega Laser, a wide-range beam that hits repeatedly, regardless if the opponent was trapped beforehand. The Black Hole has massive range, and the Mega Laser shifts vertically slightly and stretches across the entire stage, no matter how large it is. This makes the move extremely efficient at catching multiple opponents at once and a deadly edgeguarding move. Otherwise, it KOs at 45% from the center of .
Both moves used originate from and are classified as in said game.
==Hitboxes==
===Black Hole===
|}
===Mega Laser===
|}
==Timing==
Category:Palutena (SSB4)
Category:Final Smashes (SSB4)
Palutena (SSB4)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-25
Back hit 	14-15
Front hit 	24-25
Interruptible 	46
Animation length	62
|
|-
|
Category:Palutena (SSB4)
Category:Normal attacks (SSB4)
Category:Floor attacks (SSB4)
Palutena (SSB4)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-26
Back hit 	16-17
Front hit 	25-26
Interruptible 	46
Animation length	59
|
|-
|
Category:Palutena (SSB4)
Category:Normal attacks (SSB4)
Category:Floor attacks (SSB4)
Palutena (SSB4)/Floor attack (trip)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-7
Front hit 	13-14
Back hit 	24-25
Interruptible 	50
Animation length	62
|
|-
|
Category:Palutena (SSB4)
Category:Normal attacks (SSB4)
Category:Floor attacks (SSB4)
Palutena (SSB4)/Forward aerial

==Overview==
Palutena dropkicks in front of herself. It has a long horizontal hitbox with good range. It also has low landing lag and a fairly wide autocancel window (though not as wide as 's forward aerial) that lets it SHFF. Its low power makes it viable for comboing: when SHFF'd it can lead into a jab, another forward aerial, a back aerial if timed well, or a grab. It has, however, relatively high ending lag.
==Update history==
 1.1.0
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	9-11
Ending autocancel 	24-
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Animation length	12
Category:Palutena (SSB4)
Category:Forward aerials (SSB4)
Palutena (SSB4)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitboxes 	18-19
Windbox (early, late)	20-25, 26-31
Interruptible 	67
Animation length 	79
Category:Palutena (SSB4)
Category:Forward smashes (SSB4)
Palutena (SSB4)/Forward throw

==Overview==
Using the force of her body, Palutena pushes the enemy away with her magic. This is her weakest throw in terms of knockback, but it does decent damage, and it can be used to throw opponents off the ledge to set up an edgeguard. If the opponent does not react, Autoreticle can be used after the throw to make recovering more difficult, as well as to bait the opponent's reaction and punish accordingly.
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	20
Interruptible 	45
Animation length	69
|-
Category:Palutena (SSB4)
Category:Forward throws (SSB4)
Palutena (SSB4)/Forward tilt

==Overview==
==Update history==
 1.1.0
*
*
**
**
==Hitboxes==
|}
==Timing==
Hit 1 	17-24
Hit 2 	25-39
Interruptible 	68
Animation length	74
Category:Palutena (SSB4)
Category:Forward tilts (SSB4)
Palutena (SSB4)/Grab

==Overview==
Palutena rises her arms and uses her staff's magic to telekinetically clinch the opponent. All of her grabs have fairly large, disjointed range, having overall the second largest non-tether, disjointed grab range (losing to ). Her grab game is a fundamental part of her metagame, since most of the damage she inflicts starts from a grab, often pummeling the opponent before she throws them. A large number of Palutena's conversions come off a grab, then a down throw to set the opponent for a combo involving her aerials.
Palutena's standing grab is typically her most used one, since it has large range alongside fast startup and decent ending lag. Her pivot grab (turn-around grab) is, as with most other characters, her grab with the largest range, although it suffers from higher ending lag than other grabs. Her dash grab is often considered to be unanimously her worst grab, since it lacks the overall range of her standing and pivot grabs in relation to her position, and like most dash grabs, it suffers from hefty ending lag. As a result, both her dash and pivot grabs should be used sparingly, although the former does benefit when roll-canceled, and the latter benefits from good spacing. Overall, this is one of Palutena's most used moves in her moveset, and one of the reasons her grab and throw game is considered to be among the most solid ones in the metagame.
==Update history==
Palutena's grabs have got a mix of buffs and nerfs in game updates, but they are considered to be slightly buffed as a whole.
In the initial 3DS version, Palutena's pivot grab used to be considered among the best in the game due to its range being incredibly large and disjointed. Following this, update 1.0.4 and the Wii U release of the game nerfed its range, putting it more in-line with other characters' pivot grab ranges, which hindered her grab game (although it still remained highly disjointed).
On the other hand, Palutena's grabs also suffered from heavier ending lag that most others, apart from having slower startup than the average one of a regular grab (such as or ). Update 1.1.0 remedied this by reducing the ending lag on all of her grabs, thus making them much less punishable for whiffing and less risky to use, once again improving significantly her grab game.
 1.0.4/ 1.0.0
*
 1.1.0
*
**
**
==Hitboxes==
|}
==Timing==
===Standing grab===
Grabboxes 	7-8
Interruptible 	32
Animation length	44
|-
===Dash grab===
Grabboxes 	9-10
Interruptible 	40
Animation length	44
===Pivot grab===
Grabboxes 	10-11
Interruptible 	40
Animation length	48
Category:Palutena (SSB4)
Category:Grabs (SSB4)
Palutena (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
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 	Autoreticle 	(unavailable)
Side special 	Reflect Barrier	
Down special 	Counter 	
Down special (hit) 	Counter 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Palutena (SSB4)
Category:Hitboxes (SSB4)
Palutena (SSB4)/Neutral aerial

==Overview==
Palutena spins her staff one and a half times in front of her, trapping the opponent. This is one of her most commonly used moves in the air. This move can combo into other aerial moves at low percentages due to its low ending lag, particularly into itself or a forward, back or up aerial. It is also a common followup from a down throw. On the other hand, the last hit's low base knockback and immense knockback scaling makes it a gimmicky move for comboing at very low percents, but render it impractical for following up past mid-low percents. However, it also means it can be used at higher percents for edge-guarding very effectively. It is especially deadly when ledge-cancelling Warp, then fast-falling while using it to efficiently interrupt most recoveries.
It can also be used for catching the opponent out of an air dodge, or pressuring the opponent on a platform or in the air. However, it should not be used as an approach option due to its low range (which is only limited to her).
Interestingly enough, despite having as a type and sound effect, it uses the normal effect.
==Update history==
 1.1.0
*
 1.1.5
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Looping hits 	5-27
Final hit 	31-32
Ending autocancel 	40
Interruptible 	52
Animation length 	54
|-
===Landing lag===
Animation length	20
Category:Palutena (SSB4)
Category:Neutral aerials (SSB4)
Palutena (SSB4)/Neutral attack

==Overview==
Palutena's neutral attack consists of magic blasts from her staff.
For the technical data of each individual hit, see:
*Palutena (SSB4)/Neutral attack/Hit 1
*Palutena (SSB4)/Neutral attack/Infinite
Category:Palutena (SSB4)
Category:Neutral attacks (SSB4)
Palutena (SSB4)/Neutral special/Default

==Overview==
==Hitboxes==
===Detection radius===
|}
===Projectiles===
|}
==Timing==
Detection radius	7
Shot 1 	29-
Shot 2 	35-
Shot 3 	41-
Animation length	67
|-
|-
|-
Category:Palutena (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)