nyuuzyou/wikis huggingface dataset:
Kazuya (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Leg intangible 	4-9
Clean hit 	4, 5, 6
Late hit 	7-9
Ending autocancel 	30-
Interruptible 	34
Animation length 	51
!Hitboxes 
|-
!Leg 
|-
!Autocancel 
===Landing lag===
Interruptible 	9
Animation length	41
Category:Kazuya (SSBU)
Category:Up aerials (SSBU)
Kazuya (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
The damage-based armor has a threshold of 6%.
Charges between 	5-6
Damage-based armor	7-10
Arm intangible 	12-17
Clean hit 	12, 13-14
Late hit 	15-17
Interruptible 	48
Animation length 	69
!Hitboxes 
|-
!Body 
|-
!Arm 
Category:Kazuya (SSBU)
Category:Up smashes (SSBU)
Kazuya (SSBU)/Up special

==Overview==
==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
Hitboxes 	12, 13-14, 15-17, 18-20, 21-25
Interruptible 	67
Animation length	73
Category:Kazuya (SSBU)
Category:Up special moves (SSBU)
Kazuya (SSBU)/Up throw

==Overview==
==Throw and Hitbox Data==
The laser uses different data if Kazuya is tiny (more specifically, if he is at 0.5× of his size or less). Its base damage is also multiplied by 0.75× after hitting one target, and 0.5× after hitting two targets.
!Shieldstun
|1.1×
|1.1×
|1.1×
|1.1×
|1.1×
|1.1×
|}
|}
==Timing==
Invincibility 	1-14
Throw release 	14
Laser (early, late)	40, 41-48
Interruptible 	76
Animation length 	97
|-
|-
==Laser parameters==
Lifetime 	9 frames
Travel speed 	20
Travel angle 	45°
Damage multiplier after hitting one target 	0.75
Damage multiplier after hitting two targets	0.5
Category:Kazuya (SSBU)
Category:Up throws (SSBU)
Kazuya (SSBU)/Up tilt

==Overview==
Kazuya's up tilt is a pair of quick uppercuts that deal 16.0% when they both connect.
For the technical data of each individual hit, see:
*Kazuya (SSBU)/Up tilt/Hit 1
*Kazuya (SSBU)/Up tilt/Hit 2
Category:Kazuya (SSBU)
Kazuya (SSBU)/Up tilt/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+1 frame
|+1 frame
|+1 frame
|+3 frames
|+3 frames
|+3 frames
|+1 frame
|+1 frame
|+1 frame
|+3 frames
|+3 frames
|+3 frames
|}
==Timing==
The move grants intangibility to Kazuya's head, bust, and arms.
Upper body intangible 	4-10
Hitboxes (early, late) 	9, 10
Continuability window 	2-20
Earliest continuable frame	11
Interruptible 	30
Animation length 	54
!Hitboxes 
|-
!Upper body 
|-
!Continuability 
Category:Kazuya (SSBU)
Category:Up tilts (SSBU)
Kazuya (SSBU)/Up tilt/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Upper body intangible	1-14
Right arm intangible 	1-16
Hitboxes 	14, 15, 16
Interruptible 	43
Animation length 	72
!Hitboxes 
|-
!Upper body 
|-
!Right arm 
Category:Kazuya (SSBU)
Category:Up tilts (SSBU)
Keep 'Em off the Ship!

Keep 'Em off the Ship! is a co-op event match in . In it, player 1 controls and player 2 controls . They must defeat 4 es with a varied amount of stock without allowing a single one to land on the stage. The Mr. Game & Watches have more stocks on higher difficulties. Players are allowed to spike opponents on the stage without penalty. A red and cyan Mr. Game & Watch initially appears. After a few are defeated, a green one appears, and the final white one appears after a few more are defeated. The landing Mr. Game & Watches appear to have reduced gravity, with the ones with their parachutes deployed falling more slowly than the ones that don't. They also have drastically increased launch rates, far exceeding the maximum 2.0x launch rate available in regular battles.
== Progression ==
This event is unlocked by clearing the Visiting Onett event and unlocking . Completing the event does not unlock any further paths. After both the event is completed and is unlocked, the right path is revealed.
* Right path: Awards 2000G. Leads to Sky Pirates.
Completion of this event on hard difficulty will reward the player with a Critical Hitter Shin Guards equipment.
== Trivia ==
* This event is essentially the co-op variant of Great Fox Defense with the addition of Fox and more Mr. Game & Watches that each have a different color. They also share a description.
* The event icon features black, blue, teal, and lime green Mr. Game & Watches despite them not being featured in the event.
Keldeo

Keldeo (, Keldeo) is a creature from the series.
==Origin==
 is a Water/Fighting-type introduced in , and is a member of the legendary quartet. Keldeo is categorized within the Pokédex at #647 as the "Colt Pokémon". It possesses two s and can switch from its ordinary to its Resolute Forme, the one appearing in Smash when learning Secret Sword.
 is Keldeo's , learned only via specific move tutors. It has 85 base power and 100% accuracy, and despite being a Special move it uses the target's Defense stat when calculating damage.
==In Super Smash Bros. 4==
===As a Poké Ball Pokémon===
Keldeo appears as a Poké Ball and Master Ball summon. Upon release, the screen turns a light shade of white, and Keldeo chases after opponents, swiping them with a high ranged Secret Sword attack with its horn. Each attack does 18%, and it will repeat this for about twenty seconds before disappearing. Keldeo is highly persistent with catching opponents, levitates while unleashing its attacks, and its attack does good knockback and possesses great range, making it difficult to simply run away from the Pokémon. Keldeo cannot be summoned on Jungle Hijinxs.
===Trophy===
In the Keldeo trophy is part of the Legend of Pokémon Black & Pokémon White Trophy Box.
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Keldeo returns as a Poké Ball Pokémon.
Keldeo cannot be summoned on Fourside, Golden Plains, nor Green Hill Zone.
===Spirits===
No.	Image	Name	Type	Class	Slots	Base 	Max 	Base	Max 	Base	Max 	Ability 	Series
534	 	 	★★ 	1 	1660 	6683 	938 	3776	722 	2907	 	Pokémon Series	
535	 	 	★★★★	1 	4799 	12000	2291	5727	2072	5182	Hyper Smash Attacks	Pokémon Series	
==Gallery==
KeldeoAttack.jpg|Keldeo using in .
KeldeoSmash3DS.jpg|Keldeo in .
KeldeoAttackSSBU.gif|Keldeo using its attack in Super Smash Bros. Ultimate.
SSBUKeldeo.png|Official render of Keldeo from Super Smash Bros. Ultimate.
==Names in other languages==
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Ken (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1
Hitboxes 	8-9
Special and Final Smash cancel window	8-17
Ending autocancel 	25-
Interruptible 	42
Animation length 	51
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	11
Animation length	26
Category:Ken (SSBU)
Category:Back aerials (SSBU)
Ken (SSBU)/Back throw

Ken back throw hurtbox visualization	Ken back throw hurtbox visualization	Ken back throw hurtbox visualization	Ken back throw hurtbox visualization	Ken back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-41
Turnaround 	41
Throw release 	41
Interruptible 	70
Animation length	97
|-
Category:Ken (SSBU)
Category:Back throws (SSBU)
Ken (SSBU)/Command input

==Overview==
Ken has two unique command inputs, the Nata Otoshi Geri and the Oosoto Mawashi Geri.
For the technical data of each individual input, see:
*Ken (SSBU)/Command input/Command input 1 (Nata Otoshi Geri)
*Ken (SSBU)/Command input/Command input 2 (Oosoto Mawashi Geri)
Category:Ken (SSBU)
Category:Special moves (SSBU)
Ken (SSBU)/Command input/Command input 1

==Overview==
Ken's first command input move is the Nata Otoshi Geri. It is performed on the ground with a quarter-circle input (→ ↘ ↓) alongside the attack button; by holding the button, the first hit can also be followed up by Inazuma Kick.
==Hitboxes==
!Hitstun
!Shieldstun
|+2 frames
|—
|—
|—
|—
|1.25×
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Hit 1 	12
Inazuma Kick transition 	13
Hit 2 (tapped) 	15-16
Inazuma Kick (held hit 2) 	20-22
Final Smash cancel window (tapped, held)	12-16, 12-22
Interruptible (tapped, held) 	29, 52
Animation length (tapped, held) 	46, 51
!Hitboxes (tapped) 
|-
!FS cancel (tapped) 
|-
!Hitboxes (held) 
|-
!FS cancel (held) 
==Trivia==
*Both hits of Nata Otoshi Geri have a rehit rate of 10, but due to their hitbox duration being shorter, it never takes effect.
*Despite all hits consisting of kicks, their hitboxes are coded as -type attacks.
Category:Ken (SSBU)
Category:Special moves (SSBU)
Ken (SSBU)/Command input/Command input 2

==Overview==
Ken's second command input move is the Oosoto Mawashi Geri. It is performed on the ground with a half-circle input (← ↙ ↓ ↘ →) alongside the attack button; by holding the button, it can also be followed up by Inazuma Kick.
==Hitboxes==
!Shieldstun
|—
|1.25×
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Lower leg intangible 	9-10
Oosoto Mawashi Geri 	9-10
Inazuma Kick transition 	10
Inazuma Kick 	17-19
Final Smash cancel window (tapped, held)	9-10, 9-19
Interruptible (tapped, held) 	33, 49
Animation length (tapped, held) 	39, 48
!Hitboxes (tapped) 
|-
!FS cancel (tapped) 
|-
!Hitboxes (held) 
|-
!FS cancel (held) 
|-
!Lower leg 
==Trivia==
*Oddly enough, the Inazuma Kick is considered a -type attack.
Category:Ken (SSBU)
Category:Special moves (SSBU)
Ken (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Clean hit 	7-9
Late hit 	10-15
Final Smash cancel window	7-15
Interruptible 	41
Animation length 	58
!Hitbox 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Dash attacks (SSBU)
Ken (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1-2
Hitboxes 	8-12
Special and Final Smash cancel window	8-17
Ending autocancel 	33-
Interruptible 	46
Animation length 	45
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	16
Animation length	23
Category:Ken (SSBU)
Category:Down aerials (SSBU)
Ken (SSBU)/Down smash

==Overview==
==Update History==
 
*
**
*
==Hitboxes==
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent. While a special move cancel takes place after hitlag is over, a Final Smash cancel can be done even during it, canceling it in the process.
Charges between 	2-3
Hitboxes 	5-6
Special and Final Smash cancel window	5-13
Interruptible 	42
Animation length 	45
!Hitboxes 
|-
!Special/FS cancel 
Category:Ken (SSBU)
Category:Down smashes (SSBU)
Ken (SSBU)/Down throw

Ken down throw hurtbox and hitbox visualization	Ken down throw hurtbox and hitbox visualization	Ken down throw hurtbox and hitbox visualization	Ken down throw hurtbox and hitbox visualization	Ken down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	18
Throw Release 	19
Interruptible 	45
Animation length	63
|-
Category:Ken (SSBU)
Category:Down throws (SSBU)
Ken (SSBU)/Down tilt

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
===Tapped===
! Hitstun
|+1 frame
|+1 frame
|+1 frame
|}
===Held===
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
===Tapped===
The move can either loop into itself by pressing the attack button repeatedly, or be canceled earlier into a held down tilt, with both using the same window.
Hitboxes 	2-3
Special cancel window 	2-9
Final Smash cancel window	2-3
Down tilt window 	8-14
Interruptible 	15
Animation length 	14
!Hitboxes 
|-
!Down tilt 
|-
!Special cancel 
|-
!FS cancel 
===Held===
Hitboxes 	6-7
Special cancel window 	6-19
Final Smash cancel window	6-7
Interruptible 	28
Animation length 	30
!Hitboxes 
|-
!Special cancel 
|-
!FS cancel 
==Trivia==
*Held down tilt has a 30% trip chance, but due to its launch angle, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Ken (SSBU)
Category:Down tilts (SSBU)
Ken (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)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ken (SSBU)
Category:Edge attacks (SSBU)
Ken (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1-2
Clean hit 	8-9
Late hit 	10-14
Special and Final Smash cancel window	8-14
Ending autocancel 	38-
Interruptible 	37
Animation length 	39
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	12
Animation length	29
Category:Ken (SSBU)
Category:Forward aerials (SSBU)
Ken (SSBU)/Forward smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Ken's other attacks, this can be done even while in hitlag, canceling it in the process.
Charges between 	5-6
Hitboxes 	13-15
Final Smash cancel window	13-15
Interruptible 	46
Animation length 	53
!Hitboxes 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Forward smashes (SSBU)
Ken (SSBU)/Forward throw

Ken forward throw hurtbox visualization	Ken forward throw hurtbox visualization	Ken forward throw hurtbox visualization	Ken forward throw hurtbox visualization	Ken forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	42
Animation length	56
|-
Category:Ken (SSBU)
Category:Forward throws (SSBU)
Ken (SSBU)/Forward tilt

==Overview==
==Update History==
 
*
*
*
==Hitboxes==
===Tapped (close)===
The scripts only specify a hitstun modifier for the ID 0 hitbox, but it also applies to the ID 1 hitbox due to a glitch.
! Hitstun
|+9 frames
|—
|}
===Tapped (far)===
|}
===Held===
|}
==Timing==
For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
===Tapped (close)===
Hitboxes 	3-4
Final Smash cancel window	3-4
Special cancel window 	8-24
Interruptible 	30
Animation length 	39
!Hitboxes 
|-
!Special cancel 
|-
!FS cancel 
===Tapped (far)===
Leg intangible 	6-11
Hitboxes 	8-11
Final Smash cancel window	8-11
Interruptible 	24
Animation length 	41
!Hitboxes 
|-
!Leg 
|-
!FS cancel 
===Held===
Hitboxes 	10-13
Final Smash cancel window	10-13
Interruptible 	35
Animation length 	38
!Hitboxes 
|-
!FS cancel 
==Trivia==
*The tapped far forward tilt has a 50% trip chance that is nearly impossible to achieve in practice, as only the ID 0 hitbox can cause it on steep enough slants, such as the ones in Hanenbow, but hitting it also requires the opponent to be at a distance where the close-range version of the forward tilt is activated instead.
Category:Ken (SSBU)
Category:Forward tilts (SSBU)
Ken (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	40
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	45
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	50
Category:Ken (SSBU)
Category:Grabs (SSBU)
Ken (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 tapped 	Jab 	
Neutral attack 1 held close 	Upper 	
Neutral attack 1 held far 	Inazuma Kick 	
Neutral attack 2 	Body Blow 	
Neutral attack 3 	Hook 	
Forward tilt tapped close 	Hook 	
Forward tilt tapped far 	Side Kick 	
Forward tilt held 	Fist Thrust 	
Up tilt tapped 	Elbow Strike 	
Up tilt held 	Upper 	
Down tilt tapped 	Light Ankle Kick 	
Down tilt held 	Heavy Ankle Kick 	
Dash attack 	Tobisokuto 	
Command input 	Inazuma Kick 	
Command input 1 tapped 	Nata Otoshi Geri 	
Command input 1 held 	Nata Otoshi Geri 	
Command input 2 tapped 	Oosoto Mawashi Geri 	
Command input 2 held 	Oosoto Mawashi Geri 	
Forward smash 	Ichimonji Geri 	
Up smash 	Thrust Upper 	
Down smash 	Kaiten Ashibarai 	
Neutral aerial 	Knee Drop 	
Forward aerial 	Tobigeri 	
Back aerial 	Senpukyaku 	
Up aerial 	Front Kick 	
Down aerial 	Straight Punch 	
Neutral special light 	Hadoken 	
Neutral special medium 	Hadoken 	
Neutral special heavy 	Hadoken 	
Side special start 	Tatsumaki Senpukyaku	
Side special light grounded 	Tatsumaki Senpukyaku	
Side special medium/heavy grounded	Tatsumaki Senpukyaku	
Side special light aerial 	Tatsumaki Senpukyaku	
Side special medium/heavy aerial 	Tatsumaki Senpukyaku	
Up special grounded 	Shoryuken 	
Up special grounded mid 	Shoryuken 	
Up special grounded heavy 	Shoryuken 	
Up special aerial 	Shoryuken 	
Up special aerial mid 	Shoryuken 	
Up special aerial heavy 	Shoryuken 	
Down special level 1 	Focus Attack 	
Down special level 2 	Focus Attack 	
Down special level 3 	Focus Attack 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Hizageri 	
Forward throw 	Seoi Throw 	
Back throw 	Hell Wheel 	
Up throw 	Heel Drop 	
Down throw 	Tile Breaker 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Ken (SSBU)
Category:Hitboxes (SSBU)
Ken (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1
Clean hit 	6-8
Late hit 	9-17
Special and Final Smash cancel window	6-15
Ending autocancel 	28-
Interruptible 	28
Animation length 	34
!Hitboxes 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	6
Animation length	8
==Trivia==
*Along with 's , this move has the shortest landing animation of any aerial attack in Ultimate, with only 8 frames.
Category:Ken (SSBU)
Category:Neutral aerials (SSBU)
Ken (SSBU)/Neutral attack

==Overview==
Ken's neutral attacks consist of 2 jabs finished with a hook that deal 8.0% in total when the first hit is tapped. If the button is held, he'll throw an uppercut when close to an opponent or he'll throw an Inazuma Kick when far from an opponent.
For the technical data of each individual hit, see:
*Ken (SSBU)/Neutral attack/Hit 1
*Ken (SSBU)/Neutral attack/Hit 2
*Ken (SSBU)/Neutral attack/Hit 3
Category:Ken (SSBU)
Category:Neutral attacks (SSBU)
Ken (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
*
*
==Hitboxes==
===Tapped===
|}
===Held (close)===
|}
===Held (far)===
|}
==Timing==
For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
===Tapped===
The move can only transition into the second jab if it hits an opponent; otherwise, pressing the attack button again triggers a consecutive jab.
Hitboxes 	2-3
Jab 2 continuability window	6-24
Special cancel window 	2-11
Final Smash cancel window 	2-3
Consecutive jab frame 	7
Interruptible 	16
Animation length 	30
!Hitboxes 
|-
!Jab 2 
|-
!Special cancel 
|-
!FS cancel 
===Held (close)===
The move grants intangibility to Ken's head, bust, and arms.
Upper body intangible 	4-10
Clean hit 	7
Late hit 	8-11
Special cancel window 	7-20
Final Smash cancel window	7-11
Interruptible 	38
Animation length 	39
!Hitboxes 
|-
!Upper body 
|-
!Special cancel 
|-
!FS cancel 
===Held (far)===
Hit 1 	9-12
Hit 2 (early, late) 	16, 17
Final Smash cancel window	9-17
Interruptible 	33
Animation length 	51
!Hitboxes 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Neutral attacks (SSBU)
Ken (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over. The move can also only transition into the third jab if it hits an opponent.
Hitboxes 	3-4
Jab 3 continuability window	6-24
Special cancel window 	3-12
Final Smash cancel window 	3-4
Interruptible 	28
Animation length 	38
!Hitboxes 
|-
!Jab 3 
|-
!Special cancel 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Neutral attacks (SSBU)
Ken (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.
Hitboxes 	8-10
Final Smash cancel window	8-10
Interruptible 	36
Animation length 	52
!Hitboxes 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Neutral attacks (SSBU)
Ken (SSBU)/Neutral special

==Overview==
==Hitboxes==
===Light===
!Hitstun
|+5 frames
|—
|—
|—
|}
===Medium===
!Hitstun
|+5 frames
|—
|—
|—
|}
===Heavy===
!Hitstun
|+5 frames
|—
|—
|—
|}
==Timing==
Light (clean, late) 	13-19, 20-87
Medium (clean, late)	13-18, 19-79
Heavy (clean, late) 	13-17, 18-72
Interruptible 	58
Animation length 	82
|Light
|-
|Medium
|-
|Heavy
|-
|Ken 
Category:Ken (SSBU)
Category:Neutral special moves (SSBU)
Ken (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Initial autocancel 	1
Hitbox 	5-9
Special and Final Smash cancel window	5-16
Ending autocancel 	19-
Interruptible 	36
Animation length 	37
!Hitbox 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	12
Animation length	17
Category:Ken (SSBU)
Category:Up aerials (SSBU)
Ken (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Ken's other attacks, this can be done even while in hitlag, canceling it in the process.
Charges between 	6-7
Arm intangible 	9-12
Clean hit 	9
Late hit 	10, 11-12
Final Smash cancel window	9-12
Interruptible 	45
Animation length 	53
!Hitbox 
|-
!Arm 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Up smashes (SSBU)
Ken (SSBU)/Up throw

Ken U throw hurtbox visualization	Ken U throw hurtbox visualization	Ken U throw hurtbox visualization	Ken U throw hurtbox visualization	Ken U throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Throw release 	18
Lower leg intangibility	25-30
Hitboxes 	25-30
Interruptible 	47
Animation length 	63
!Throw 
|-
!Full body 
|-
!Lower leg 
Category:Ken (SSBU)
Category:Up throws (SSBU)
Ken (SSBU)/Up tilt

==Overview==
==Update History==
 
*
==Hitboxes==
===Tapped===
|}
===Held===
|}
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
===Tapped===
The move can loop into itself by pressing the attack button repeatedly.
Hitboxes 	3-6
Special cancel window 	3-7
Final Smash cancel window	3-6
Repeat window 	8-14
Interruptible 	15
Animation length 	39
!Hitboxes 
|-
!Repeat 
|-
!Special cancel 
|-
!FS cancel 
===Held===
The move grants intangibility to Ken's head, bust, and arms.
Upper body intangible 	4-10
Clean hit 	7
Late hit 	8-11
Special cancel window 	7-20
Final Smash cancel window	7-11
Interruptible 	38
Animation length 	41
!Hitboxes 
|-
!Upper body 
|-
!Special cancel 
|-
!FS cancel 
Category:Ken (SSBU)
Category:Up tilts (SSBU)
Ken (disambiguation)

Ken may refer to:
*Ken Masters, the character from who appears as:
**a trophy in Smash 4.
**a playable character in Super Smash Bros. Ultimate.
*, a California smasher noted for being the greatest Melee player during the game's golden age.
*, a Japanese Sonic main regarded as the best player in Smash 4 and one of the best players in Ultimate.
*Ken Sugimori, the Pokémon designer.