nyuuzyou/wikis huggingface dataset:
Danish Power Rankings

These are the Power Rankings for the players living in Denmark.
==Melee==
===2023===
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===2021-2022===
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===Fall 2019===
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===Spring 2018===
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===Spring 2017===
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===2016===
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==Smash 4==
===August 2018===
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===January 2018===
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Honorable mention: 
===April 2017===
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===July 2016===
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Honorable mentions: 
==Ultimate==
===Season 9===
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Honorable mention: 
===Season 8===
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Honorable mention: 
===Season 7===
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===Season 6===
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===Season 5===
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Honorable mention: 
===Season 4===
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Honorable mention: 
===Season 3===
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Honorable mention: 
===Season 2===
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Honorable mentions: , 
Inactive Bosses: , 
===Season 1===
Panel: Duffcity, King Funk, SirShyGuy, DreeGon, Zonkius, Laske, Paul
|}
Honorable mentions: 
==References==
* SSB4 July 2016
*http://imgur.com/a/CZ1p8 SSB4 April 2017
*Melee Spring 2017
*Ultimate Summer 2019
Category:European Power Rankings
Daphne

Daphnes (, Daphne) are enemies from the series.
==Origin==
Daphnes are Underworld-affiliated enemies that appeared in the original Kid Icarus and in Kid Icarus: Uprising. In the original game they were depicted as once-docile flowers that were corrupted by a dark spirit, and grouped in four to attack. In Uprising, their appearance was updated, and they give off an innocent look to hide their true nature. They can attack by releasing explosive flower-like projectiles.
==In ==
===In Smash Run===
Daphnes appear as enemies. They float in the air, and attack by opening and releasing two slow-moving explosive projectiles. Their shots deal deal 14% damage on contact and can be reflected.
===Trophy===
Category:Trophies (SSB4-3DS)
Dark Cannon

Dark Cannons (, Dark Cannon) are the secondary weapon of the Subspace Army in Super Smash Bros. Brawls Adventure Mode: The Subspace Emissary. This large and bulky raygun-like weapon vaguely resembles a draconic head and is capable of reducing a fighter to their trophy form in a single shot.
After a somewhat lengthy charging period, in which the barrel of the weapon glows, it fires an arrow-shaped beam that instantly reduces any fighter it hits to their trophy forms. The shots mainly move in straight lines but can curve slightly in seemingly random directions; should a shot hit something that is not a fighter, it will generate an explosion. Once initially charged up, Dark Cannons can proceed to fire multiple shots in quick succession; the charge time needed seems to lengthen the longer it goes without firing. 
Despite its potentially high rate of fire and fast shot speed, Dark Cannons are not very hard to dodge if the target is aware; in fact, the only times the weapon is seen connecting is on targets that are incapacitated or ambushed. They can also only affect one target at a time; once a shot connects, it quickly vanishes after it pierces through the target. As a result, the victim must be quickly taken away from their group through a very fast escape path such as the Koopa Clown Car to prevent an easy revival. Dark Cannons are also large and unwieldy; they are too heavy for anyone to carry and aim without support.
During the events of The Subspace Emissary, the Dark Cannons are utilized by the Subspace Army's fighter accomplices. Wario uses his to capture either or from the Midair Stadium, followed by at The Ruined Zoo. Bowser uses his to capture and whichever princess Wario did not; shortly afterwards, a doppelgänger of this princess attempts to use the weapon on either and or and as the former passes by The Lake Shore, but is thwarted by the latter, who destroy the Dark Cannon. Bowser then attempts to capture and , but foils him and destroys his Dark Cannon with several shots from his blasters. Finally, following the Subspace Gunship's destruction, uses his Dark Cannon to remove Bowser from the picture in his attempt to seize control of the army.
==Trophy==
==Names in other languages==
Category:Trophies (SSBB)
Dark Pit (SSB4)/Back throw

==Overview==
Dark Pit spins then slams the opponent down. It has weak knockback, incapable of killing until very high percents, and thus is only used to get opponents offstage when needed. At 0%, it can combo into a dash attack on certain characters, albeit with very strict timing, and as such it is more better to go for a combo from down throw instead, as the angle and knockback is better for them. Otherwise, one of Dark Pit's least used throws.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Dark Pit (SSB4)
Category:Back throws (SSB4)
Dark Pit (SSB4)/Dash attack

==Overview==
Dark Pit performs an inward braking slash. It has high base knockback, high damage output and decently high speed, making it one of the safest and most reliable dash attacks in the game.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	39
Animation length	54
Category:Dark Pit (SSB4)
Category:Dash attacks (SSB4)
Dark Pit (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Clean hit 	10
Late hit 	11-12
Ending autocancel 	36-
Interruptibility 	37
Animation length 	54
|-
===Landing lag===
Animation length	24
Category:Dark Pit (SSB4)
Category:Down aerials (SSB4)
Dark Pit (SSB4)/Down throw

==Overview==
Dark Pit throws the opponent down, then slashes them with the Silver Bow. Dark Pit's best combo throw, and when combined with his decent grab and dash attack, cements his dash mixup playstyle. Down throw leads into a plethora of combos, such as running up smashes at low percents, forward, neutral or back aerials at low to mid percents, and up aerials at somewhat higher percents. Down throw can also lead into a footstool, which can then be followed up by a down aerial meteor hitbox to lock them, and extend the followup. Once at higher percents, the throw serves little purpose, as up throw launches higher into the air, being better for juggles. Down throw is also Dark Pit's weakest throw, dealing only 6%.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	13-14
Throw Release 	16
Interruptible 	32
Animation length	63
|-
Category:Dark Pit (SSB4)
Category:Down throws (SSB4)
Dark Pit (SSB4)/Forward aerial

==Hitboxes==
|}
==Timing==
Hits 1-2 	11-12, 14-15
Hit 3 	18-19
Ending autocancel	28-
Interruptibility 	47
Animation length 	55
|-
===Landing lag===
Animation length	20
Category:Dark Pit (SSB4)
Category:Forward aerials (SSB4)
Dark Pit (SSB4)/Forward throw

==Overview==
Dark Pit slashes the opponent away. Dark Pit's strongest kill throw, capable of killing at the ledge at ~120%. The low endlag can also allow fast-fallers to get combo'd into dash attack off a missed tech, as the angle of the throw is also somewhat low. Otherwise, at mid-percents, the throw is simply used for positioning or getting opponents offstage for an edgeguard or ledgetrap situation.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	12-13
Throw Release 	14
Interruptible 	28
Animation length	34
|-
Category:Dark Pit (SSB4)
Category:Forward throws (SSB4)
Dark Pit (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	30
Animation length	39
===Dash grab===
Grab 	8-9
Interruptible 	37
Animation length	53
===Pivot grab===
Grab 	9-10
Interruptible 	35
Animation length	51
Category:Dark Pit (SSB4)
Category:Grabs (SSB4)
Dark Pit (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
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 	Silver Bow 	(unavailable)
Side special (grounded) 	Electroshock Arm 	
Side special (aerial) 	Electroshock Arm 	
Side special (grounded hit) 	Electroshock Arm 	
Side special (aerial hit) 	Electroshock Arm 	
Up special 	Power of Flight 	(none)
Down special 	Guardian Orbitars	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Dark Pit (SSB4)
Category:Hitboxes (SSB4)
Dark Pit (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1-7 	4, 7, 10, 13, 16, 19, 22
Hit 8 	25
Ending autocancel 	30-
Interruptibility 	55
Animation length 	67
|-
===Landing lag===
Animation length	24
Category:Dark Pit (SSB4)
Category:Neutral aerials (SSB4)
Dark Pit (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Dark Pit (SSB4)/Neutral attack/Hit 1
*Dark Pit (SSB4)/Neutral attack/Hit 2
*Dark Pit (SSB4)/Neutral attack/Hit 3
*Dark Pit (SSB4)/Neutral attack/Infinite
Category:Dark Pit (SSB4)
Category:Neutral attacks (SSB4)
Dark Pit (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-4 	12-13, 15-16, 18-19, 21-22
Hit 5 	24-25
Ending autocancel 	37-
Interruptibility 	50
Animation length 	59
|-
===Landing lag===
Animation length	24
Category:Dark Pit (SSB4)
Category:Up aerials (SSB4)
Dark Pit (SSB4)/Up smash

==Overview==
A leaping triple slash. Quick startup and high cooldown. Has low horizontal range despite the visuals; unable to hit behind Dark Pit and only able to drag point-blank opponents into the attack. Can be used after down throw at lower percents as a read. 
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1, Clean 	6
Hit 1, Late 	7
Hit 2 	10
Hit 3 	18
Interruptible 	52
Animation length	69
Category:Dark Pit (SSB4)
Category:Up smashes (SSB4)
Category:Slash attacks (SSB4)
Dark Pit (SSB4)/Up throw

==Overview==
Dark Pit performs a handstand kick. A fairly weak throw in damage and knockback, it is used mainly for juggling purposes, or in tandem with Silver Bow to create aerial pressure for the opponent. Because of this, it can be used to put extra damage on an opponent whilst preventing staling his forward throw, Dark Pit's best kill throw. At very low percents, it is also able to combo into up aerial on certain characters.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	13-14
Throw Release 	15
Interruptible 	33
Animation length	57
|-
Category:Dark Pit (SSB4)
Category:Up throws (SSB4)
Dark Pit (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes (early, late)	10, 11-12
Ending autocancel 	28-
Interruptible 	41
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	22
Category:Dark Pit (SSBU)
Category:Back aerials (SSBU)
Dark Pit (SSBU)/Back throw

Dark Pit back throw hurtbox visualization	Dark Pit back throw hurtbox visualization	Dark Pit back throw hurtbox visualization	Dark Pit back throw hurtbox visualization	Dark Pit back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-29
Turnaround 	29
Throw release 	29
Interruptible 	39
Animation length	67
|-
Category:Dark Pit (SSBU)
Category:Back throws (SSBU)
Dark Pit (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	10
Late hit 	11-12
Ending autocancel 	36-
Interruptible 	37
Animation length 	54
|-
===Landing lag===
Interruptible 	13
Animation length	32
Category:Dark Pit (SSBU)
Category:Down aerials (SSBU)
Dark Pit (SSBU)/Down smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	18-20
Interruptible 	41
Animation length	57
==Trivia==
*The move has a 30% trip chance that can only happen on slants due to the launch angle. In the case of the first hit, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Dark Pit (SSBU)
Category:Down smashes (SSBU)
Dark Pit (SSBU)/Down special

==Overview==
==Update history==
 
*
==Hitboxes==
|}
==Timing==
The timings shown are for the move's shortest duration. The orbitars' duration can be extended up to 100 frames (from 15 minimum), in which case the windboxes' late hit comes out after 29 frames, or on frame 36 counting startup.
Orbitar shields and reflectors	7-21
Windboxes 	7-21 (rehit rate: 4)
Interruptible (from release) 	40 (19)
Animation length (release) 	61 (40)
|-
==Parameters==
===General===
Shield HP is shared between both orbitars, with both of them breaking when it is fully depleted. Dark Pit can still use the move during the cooldown period for broken orbitars, but with no hitboxes coming out.
Minimum active duration 	15 frames (8.0.0 onward)20 frames (before 8.0.0)
Maximum active duration 	100 frames
Shield HP 	15
Shield HP regeneration per frame 	0.07
Orbitar cooldown if HP is fully depleted	600 frames (10 seconds)
Reflector damage threshold 	50%
Reflector damage multiplier 	1.5
Reflector speed multiplier 	1.7
Reflector lifetime multiplier 	0.7
===Orbitar hitboxes===
The orbitars continuously shrink while active, reaching a size of 0.5× at the maximum duration of 100 frames, which affects the move's windboxes, shields, and reflectors. More specifically, the orbitars' size multiplier can be calculated by the formula 1 - 0.5 * (active frames / 100). All hitboxes' Y and Z offsets are also likewise adjusted to be placed higher and closer to Dark Pit as they shrink.
Size 	2u
Bone 	top
Shield offsets 	[0, 2 to 11.5, 7] (front)[0, 2 to 11.5, -7] (back)
Reflector offsets 	[0, 0 to 14, 7] (front)[0, 0 to 14, -7] (back)
Size multiplier at maximum duration 	0.5
Y offset at minimum size (without size multiplier)	8.5u
Z offset at minimum size (without size multiplier)	6u
Category:Dark Pit (SSBU)
Category:Down special moves (SSBU)
Dark Pit (SSBU)/Down throw

Dark Pit down throw hurtbox and hitbox visualization	Dark Pit down throw hurtbox and hitbox visualization	Dark Pit down throw hurtbox and hitbox visualization	Dark Pit down throw hurtbox and hitbox visualization	Dark Pit down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Low knockback throw that can start combos and lead to potential follow-ups while the opponent is in hitstun, depending on their weight and directional influence. If used at an edge, the opponent is pushed 3 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	13-14
Throw Release 	16
Interruptible 	32
Animation length	47
|-
Category:Dark Pit (SSBU)
Category:Down throws (SSBU)
Dark Pit (SSBU)/Down tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	6-7
Interruptible 	26
Animation length	39
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its vertical launch angle.
Category:Dark Pit (SSBU)
Category:Down tilts (SSBU)
Dark Pit (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)	1-27
Intangibility (2nd grab)	1-22
Intangibility (3rd grab)	1-13
Hitbox 	25-27
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Dark Pit (SSBU)
Category:Edge attacks (SSBU)
Dark Pit (SSBU)/Floor attack (trip)

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	14-15
Hit 2 	24-25
Interruptible 	50
Animation length	49
|-
Category:Dark Pit (SSBU)
Category:Floor attacks (SSBU)
Dark Pit (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hits 1-2 	11-12, 14-15
Hit 3 	18-19
Ending autocancel	28-
Interruptible 	47
Animation length 	54
|-
===Landing lag===
Interruptible 	13
Animation length	32
Category:Dark Pit (SSBU)
Category:Forward aerials (SSBU)
Dark Pit (SSBU)/Forward throw

Dark Pit forward throw hurtbox and hitbox visualization	Dark Pit forward throw hurtbox and hitbox visualization	Dark Pit forward throw hurtbox and hitbox visualization	Dark Pit forward throw hurtbox and hitbox visualization	Dark Pit forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	28
Animation length	49
|-
Category:Dark Pit (SSBU)
Category:Forward throws (SSBU)
Dark Pit (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	39
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	54
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	52
Category:Dark Pit (SSBU)
Category:Grabs (SSBU)
Dark Pit (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Forehand Slice 	
Neutral attack 2 	Backhand Slice 	
Neutral attack 3 	Upper Swing 	
Neutral attack rapid jab 	Cutter Rush 	
Neutral attack rapid jab finisher	Cutter Finish 	
Forward tilt 	Cross Chop 	
Up tilt 	Anti-Air Attack 	
Down tilt 	Leg Cutter 	
Dash attack 	Dash Slice 	
Forward smash 	Dual Attack 	
Up smash 	Angel Spin 	
Down smash 	Low Attack Combination	
Neutral aerial 	Spinning Cycle 	
Forward aerial 	Front Cycle 	
Back aerial 	Air Stab 	
Up aerial 	Lightning Rotor 	
Down aerial 	Under-Arc Slash 	
Neutral special 	Silver Bow 	
Side special grounded 	Electroshock Arm 	
Side special grounded hit 	Electroshock Arm 	
Side special aerial 	Electroshock Arm 	
Side special aerial hit 	Electroshock Arm 	
Up special 	Power of Flight 	
Down special 	Guardian Orbitars 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Upper Swing 	
Back throw 	Behind Throw 	
Up throw 	Stand Shoot 	
Down throw 	Bone Divide 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Dark Pit (SSBU)
Category:Hitboxes (SSBU)
Dark Pit (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hits 1-7 	4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
Hit 8 	25
Ending autocancel 	30-
Interruptible 	55
Animation length 	67
|-
===Landing lag===
Interruptible 	15
Animation length	37
Category:Dark Pit (SSBU)
Category:Neutral aerials (SSBU)
Dark Pit (SSBU)/Neutral attack

==Overview==
Dark Pit's neutral attack consists of multiple slashes from his blades.
For the technical data of each individual hit, see:
*Dark Pit (SSBU)/Neutral attack/Hit 1
*Dark Pit (SSBU)/Neutral attack/Hit 2
*Dark Pit (SSBU)/Neutral attack/Hit 3
*Dark Pit (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab. 
Jab 1 	4-5
Jab 2 	11-12
Jab 3 	16
Rapid jab 	18, 20, 22, 24, 26, 28, 30, 32
Rapid jab finisher	36-37
Interruptible 	26, 36, 45, 70
Animation lengths 	34, 45, 50, 99
|-
|-
|-
Category:Dark Pit (SSBU)
Category:Neutral attacks (SSBU)
Dark Pit (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|+2 frames
|}
==Timing==
Hitboxes 	Hitboxes 	4-5
Continuability 	Held on hit or tapped	7-27
Continuability 	Held without hitting 	16
Interruptible 	Interruptible 	26
Animation length	Animation length 	34
|-
Category:Dark Pit (SSBU)
Category:Neutral attacks (SSBU)
Dark Pit (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|+2 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	5-6
Continuability 	Rapid jab 	7-9
Continuability 	Jab 3 (held on hit or tapped)	8-27
Continuability 	Jab 3 (held without hitting) 	17
Interruptible 	Interruptible 	30
Animation length	Animation length 	39
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Dark Pit (SSBU)
Category:Neutral attacks (SSBU)
Dark Pit (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Shieldstun
|3×
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	3-4, 20-21
Rapid jab 	6, 8, 10, 12, 14, 16, 18, 20
Finisher 	4-5
Interruptible 	48
Animation length	67
Category:Dark Pit (SSBU)
Category:Neutral attacks (SSBU)
Dark Pit (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
The arrow's true base damage is specified in its parameters, and ranges from 5.5% to 14.002% based on charge. More specifically, its damage output is equal to 5.5 + 0.1417 * charge frames, with a maximum of 60 charge frames.
|}
==Timing==
While charging, Dark Pit can aim upward or turn around, both taking 7 frames. The turnaround cannot be canceled, but the animations for both aiming up and back down can, allowing Dark Pit to fire the arrow in the chosen direction as early as one frame after the respective animation begins. The arrow's charge is also paused during the turnaround and aiming animations, allowing them to be used for intentionally delaying the attack.
Only one arrow can be active at a time, and Dark Pit cannot use the move again until it disappears. As a result, for the arrow's maximum duration, the earliest Dark Pit can use the move again is on frame 56.
===Forward===
Charges between 	14-15
Arrow (from release) 	16-55 (2-41)
Interruptible (grounded; from release)	47 (33)
Interruptible (aerial; from release) 	44 (30)
Animation length (from release) 	67 (53)
!Arrow 
|-
!Grounded 
|-
!Aerial 
===Up===
Charges between 	14-15, 15-16
Arrow (from release) 	18-57 (3-42)
Interruptible (grounded; from release)	44 (29)
Interruptible (aerial; from release) 	42 (27)
Animation length (from release) 	68 (53)
!Arrow 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.5
Stick sensitivity for turning around 	-0.5
Stick sensitivity for aiming up 	0.6
Total charge time 	60 frames
===Arrow===
Lifetime 	40 frames
Forward firing angle 	0°
Upward firing angle 	90°
Manual angling per frame for active arrow	0.6°
Base travel speed 	4
Added travel speed per charge frame 	0.095
Base damage 	5.5%
Added damage per charge frame 	0.1417%
Ground collision Y offset 	-0.2
Can pierce opponents? 	No
Category:Dark Pit (SSBU)
Category:Neutral special moves (SSBU)