nyuuzyou/wikis huggingface dataset:
Roy (SSBM)/Neutral special

== Overview ==
==Hitboxes==
*L: number of charging loops completed, from 0 to 7*
|}
* Releasing the charge between the final frame of a loop and the starting frame of the next counts as completing that loop. As a result, there is only a one-frame window to release a charge made of seven loops, due to the attack automatically reaching and using full charge afterwards. The "just under fully charged" attack has higher knockback scaling compared to the fully charged attack, which becomes relevant in the Home-Run Contest.
===Resulting charge levels===
Charge level 	Charge time (frames)	Damage	
1 (uncharged) 	0-29 	6% 	%
2 	30-59 	11% 	%
3 	60-89 	16% 	%
4 	90-119 	21% 	%
5 	120-149 	26% 	%
6 	150-179 	31% 	%
7 	180-209 	36% 	%
8 	210 	41% 	%
9 (fully charged)	211 	50% 	%
==Timing==
===Uncharged===
Hitbox 	16-21
Animation length	44
===Charged===
Charge loop 	12-41
Hitbox 	[release+5]-[release+10]
Animation length	[release+33]
Category:Roy (SSBM)
Category:Neutral special moves (SSBM)
Roy (SSBM)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
===Hit 1===
Hitboxes 	6-8
Continuable 	8-26
Animation length	29
|-
===Hit 2 (up)===
Hitboxes 	12-15
Continuable 	17-33
Animation length	40
|-
===Hit 2 (side)===
Hitboxes 	14-16
Continuable 	17-33
Animation length	40
|-
===Hit 3 (up)===
Clean hit 	13-14
Late hit 	15-17
Continuable 	18-38
Animation length	46
|-
===Hit 3 (side)===
Hitboxes 	11-14
Continuable 	16-37
Animation length	46
|-
===Hit 3 (down)===
Hits 1-3 	16, 18, 20
Hit 4 	22
Continuable 	23-35
Animation length	46
|-
===Hit 4 (up)===
Hitboxes 	20-25
Animation length	50
===Hit 4 (side)===
Hitboxes 	23-26
Animation length	50
===Hit 4 (down)===
Hits 1-4 	13-15, 19-21, 25-27, 31-33
Hit 5 	37-38
Animation length	60
==Gallery==
 	First hit	Second hit	Third hit	Fourth hit
Up 	  	 	 	
Side 	 	 	 	
Down 	  	  	 	
Category:Roy (SSBM)
Category:Side special moves (SSBM)
Roy (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hitbox 	5-10
Ending autocancel 	30-
Interruptible 	49
Animation length 	52
|-
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Roy (SSBM)
Category:Up aerials (SSBM)
Roy (SSBM)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Hits 1-4 	15-16, 17-18, 19-20, 21-22
Hit 5 	23-24
Interruptible 	46
Animation length	62
Category:Roy (SSBM)
Category:Up smashes (SSBM)
Roy (SSBM)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	9
Hit 1 	9
Optional reverse* 	10
Loss of double jump	10
Hits 2-4 	10-15 (Rehit: 2)
Hits 5-7 	16-21 (Rehit: 2)
Animation length 	48
*Roy reverses if and only if the control stick is held backwards between frames 10 and 11.
|-
Category:Roy (SSBM)
Roy (SSBM)/Up throw

==Overview==
Similar to Marth's Up throw, but deals 1% more damage and sends the opponent upwards at a slightly greater angle. This move is capable of chaingrabbing.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Marth (SSBM)/Up throw
Category:Roy (SSBM)
Category:Up throws (SSBM)
Roy (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Turnaround 	3
Hitboxes 	8-10
Ending autocancel 	32-
Interruptible 	36
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	22
Category:Roy (SSBU)
Category:Back aerials (SSBU)
Roy (SSBU)/Back throw

Roy back throw hurtbox visualization	Roy back throw hurtbox visualization	Roy back throw hurtbox visualization	Roy back throw hurtbox visualization	Roy back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-8
Throw Release 	8
Interruptible 	45
Animation length	55
|-
Category:Roy (SSBU)
Category:Back throws (SSBU)
Roy (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	16-17
Ending autocancel 	52-
Interruptible 	52
Animation length 	69
|-
===Landing lag===
Interruptible 	15
Animation length	29
Category:Roy (SSBU)
Category:Down aerials (SSBU)
Roy (SSBU)/Down special

==Overview==
Roy enters a defensive stance before letting loose a counterattack. The counter has a 1.35× damage multiplier, putting it a step above the usual swordfighter counters. This gives it slightly more KO potential as well. As with most counters, it is reserved to reads in terms of usage, resetting the neutral game or breaking out of a disadvantageous position.
However, the counter is quite slow, being frame 8 with frame 7 intangibility. In terms of FAF, it's 3 frames slower than 's Gut Check, one of the slowest counters in the game. Roy also falls much faster and removes any horizontal momentum when the counter is used, sometimes even causing an SD if used after a midair jump. As a result, the move is generally considered to be poor.
==Hitboxes==
The move's true base damage is equal to 1.35× of the countered attack's damage, with a minimum of 8% and a maximum of 50%. Additionally, the hitboxes ignore any kind of armor, except 's double jump, and they play an additional sound effect on hit if an attack that deals at least 13% is countered, which is shared with Roy's Final Smash.
|}
==Timing==
===Counter===
Intangibility 	7-9
Counter 	8-29
Interruptible 	68
Animation length	70
|-
===Attack===
Upon countering an attack, Roy immediately transitions to the first frame of this state, in which he freezes for 21 frames alongside the opponent before the counterattack proceeds.
Intangibility 	1-6
Hitboxes 	5-6
Interruptible 	42
Animation length	65
|-
==Parameters==
Horizontal speed multiplier on startup	0.5
Air friction 	0.0025
Gravity 	0.06
Fall speed 	1.4
Counter hitlag on activation 	21 frames
Counter damage multiplier 	1.35
Counter minimum damage 	8%
Counter maximum damage 	50%
Counter bubble size 	9.7u
Counter bubble bone 	top
Counter bubble offsets 	[0, 8.2, 0]
==Trivia==
*Oddly enough, the additional sound effect for countering a powerful attack does not apply to the aerial version of the move. This is also the case for 's .
Category:Roy (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Roy (SSBU)/Down throw

Roy down throw hurtbox visualization	Roy down throw hurtbox visualization	Roy down throw hurtbox visualization	Roy down throw hurtbox visualization	Roy down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	42
Animation length	51
|-
Category:Roy (SSBU)
Category:Down throws (SSBU)
Roy (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)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Roy (SSBU)
Category:Edge attacks (SSBU)
Roy (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	10-12
Ending autocancel	31-
Interruptible 	30
Animation length 	50
|-
===Landing lag===
Interruptible 	9
Animation length	21
Category:Roy (SSBU)
Category:Forward aerials (SSBU)
Roy (SSBU)/Forward throw

Roy forward throw hurtbox visualization	Roy forward throw hurtbox visualization	Roy forward throw hurtbox visualization	Roy forward throw hurtbox visualization	Roy forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-15
Throw Release 	15
Interruptible 	32
Animation length	71
|-
Category:Roy (SSBU)
Category:Forward throws (SSBU)
Roy (SSBU)/Grab

==Overview==
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	44
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	52
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	52
Category:Roy (SSBU)
Category:Grabs (SSBU)
Roy (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Slash 	
Forward tilt 	Sharp Edge 	
Up tilt 	Anti-air Slash 	
Down tilt 	Low Stab 	
Dash attack 	Raid Down 	
Forward smash 	Power Slash 	
Up smash 	Flame Sword 	
Down smash 	Whirl Wind 	
Neutral aerial 	Double Slash 	
Forward aerial 	Flag Cut 	
Back aerial 	About Face 	
Up aerial 	Luna Slash 	
Down aerial 	Half Moon 	
Neutral special 	Flare Blade 	
Neutral special (fully charged)	Flare Blade 	
Side special hit 1 (all) 	Double-Edge Dance	
Side special hit 2 (mid & low) 	Double-Edge Dance	
Side special hit 2 (high) 	Double-Edge Dance	
Side special hit 3 (mid) 	Double-Edge Dance	
Side special hit 3 (high) 	Double-Edge Dance	
Side special hit 3 (low) 	Double-Edge Dance	
Side special hit 4 (mid) 	Double-Edge Dance	
Side special hit 4 (high) 	Double-Edge Dance	
Side special hit 4 (low) 	Double-Edge Dance	
Up special (ground) 	Blazer 	
Up special (air) 	Blazer 	
Down special 	Counter 	
Down special (attack) 	Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Elbowbutt 	
Back throw 	Leg Hooker 	
Up throw 	Casting 	
Down throw 	Slam 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Roy (SSBU)
Category:Hitboxes (SSBU)
Roy (SSBU)/Neutral aerial

==Overview==
Roy's neutral aerial treats every character as having the same weight on the second hit. This means every character is K.O.ed at the same percent.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	6-7
Hit 2 	15-21
Ending autocancel 	47-
Interruptible 	46
Animation length 	49
|-
===Landing lag===
Interruptible 	10
Animation length	34
Category:Roy (SSBU)
Category:Neutral aerials (SSBU)
Roy (SSBU)/Neutral special

==Overview==
Roy charges Flare Blade, swinging the sword down with an explosion occurring thereafter. It deals relatively high knockback even with low charge, though it isn't easy to land without reads. At maximum charge, which takes around 5 seconds, the move is treated as a one-hit KO that also breaks shields. Roy will take recoil damage if the move is fully charged. Flare Blade can deal slightly more damage if the move is released just before it reaches the one-hit KO threshold.
Flare Blade can be turned around during the charge, removing the need for a b-reverse. This also gives it minor utility on the ledge if spaced away from edge attacks. B-reversed Flare Blade does still have utility, however, as the momentum gives it minor use as an approach option, kill move or for general reads. It is committal, however, being -15 on shield and having a relatively long animation. 
==Hitboxes==
When not fully charged, the hitboxes' true base damage is specified in the move's parameters, and is equal to 8 + 0.166667 * (charge frames / 240), for a maximum of 47.833333% right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
|}
==Timing==
Roy can turn around while charging the move, which takes 19 frames, during which the move continues charging. He can continue turning until the move reaches full charge, albeit with a delay of at least 5 frames between consecutive turns.
===Not fully charged===
Charges between 	11-12
Hitbox (from release) 	21-24 (10-13)
Interruptible (from release) 	45 (34)
Animation length (grounded; from release)	78 (67)
Animation length (aerial; from release) 	82 (71)
!Grounded 
|-
!Aerial 
===Fully charged===
The timings are shown from release. Roy receives 10% recoil damage on frame 10.
Hitboxes 	10-14
Interruptible 	34
Animation length (grounded)	67
Animation length (aerial) 	71
!Grounded 
|-
!Aerial 
===Differences for 's Copy Ability===
*
==Parameters==
The move has three charge levels before reaching full charge (making four total), but the differences between them are only aesthetic, with the second and third levels having a more pronounced voice clip and particle effects, and the third level causing a Special Zoom on hit.
===Move===
Horizontal speed multiplier on startup 	0.8
Air friction 	0.02
Half-seconds of charge for second level	3 (90 frames)
Half-seconds of charge for third level 	5 (150 frames)
Total half-seconds of charge 	8 (240 frames)
Base damage 	8%
Added damage per half-second of charge 	5%
Recoil damage for fully charged attack 	10%
Delay between consecutive turns 	5 frames
===Special Zoom===
Duration 	40 frames
Slowdown magnitude 	2
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Roy (SSBU)
Category:Neutral special moves (SSBU)
Roy (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	5-12
Ending autocancel 	38-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	21
Category:Roy (SSBU)
Category:Up aerials (SSBU)
Roy (SSBU)/Up smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Lower arm intangible	10-23
Hit 1 (early, late) 	12, 13
Hits 2-4 	15, 17, 19
Hit 5 	22-23
Interruptible 	59
Animation length 	79
!Hitboxes 
|-
!Lower arm 
Category:Roy (SSBU)
Category:Up smashes (SSBU)
Roy (SSBU)/Up special

Roy Up Special Hitbox Visualizations	Roy Up Special Hitbox Visualizations
Grounded 	
 	
Aerial 	
 	
==Overview==
Roy rises up with the sword held backwards to perform Blazer. While it lacks in KO potential, it has super armor and a frame of intangibility on startup when grounded, making it an effective out of shield option. However, it is possible to be grabbed out of it like with any move with armor. The KO potential can be improved if Roy has the support of platforms or if the opponent is near the upper blast zone in general. 
It is also one of Roy's only effective methods of recovery, with the ability to be angled to aid in mixups or optimally reaching the ledge. The hitboxes also add a degree of protection to the recovery, making it slightly harder to intercept. However, it is still noticeably poor for this, with Roy relying heavily on his midair jump to get back. As such, he remains very vulnerable to gimps. Angling the recovery reduces its vertical distance as well, further increasing Roy's reliance on the jump for this move's success. 
==Update History==
 
*
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 24. It lacks a window for backward ledge grabs, so Roy cannot grab ledges from behind until a frame after the animation is over (frame 51 onward).
Super armor (grounded only)	4-8, 10
Intangible 	9
Hit 1 	9
Multihits 	11-19 (rehit rate: 3)
Final hit 	20-21
Animation length 	49
!Hitboxes 
|-
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	31
Animation length	43
==Parameters==
Horizontal speed multiplier on startup	0.66
Stick sensitivity to angle 	0.5
Maximum angle deviation 	40°
Gravity after jump 	0.06
Aerial height multiplier 	1.1
Helplessness air speed multiplier 	0.45
Landing lag 	30 frames
Category:Roy (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Roy (SSBU)/Up throw

Roy up throw hurtbox visualization	Roy up throw hurtbox visualization	Roy up throw hurtbox visualization	Roy up throw hurtbox visualization	Roy up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	45
Animation length	44
|-
Category:Roy (SSBU)
Category:Up throws (SSBU)
Roy (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes (early, mid, late)	6, 7-8, 9-11
Interruptible 	39
Animation length 	53
==Trivia==
*The ID 0 hitbox is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.
Category:Roy (SSBU)
Category:Up tilts (SSBU)
Roy (disambiguation)

Roy may refer to:
*Roy, a fighter from the series.
**His playable appearance in Melee.
**His playable appearance in SSB4.
**His playable appearance in Ultimate.
*Colonel Roy Campbell, a character from the Metal Gear series.
*, one of the seven Koopalings and an alternate costume for Bowser Jr.
*King Roy, a trophy in Super Smash Bros. for 3DS.
*, an American main.
Run turnaround cancel

A run turnaround cancel, abbreviated as RTC, is a technique in Super Smash Bros. Brawl and Super Smash Bros. 4. It is done by performing any grounded action from the run turnaround animation, such as a tilt.
While the tech is still present in Super Smash Bros. Ultimate, it doesn't provide much use as every character is able to use grounded moves out of their run.
==Application==
In both Brawl and SSB4, RTC is functionally the same. RTC is mainly used as a grounded mixup tool, or to approach with grounded moves. When using RTC, certain moves are more useful than others, as some stop the player's momentum when used while others don't. An example of this would be 's spot dodge and up tilt; his spot dodge stops all forward momentum, while his up tilt doesn't. All characters have different timing to when they can use a grounded move during a run turnaround, some are extremely strict and provide little to no benefit (such as or 's run turnaround), and some can be done rather easily and provide a good distance from sliding (such as or 's run turnaround).
If a run turnaround is performed right at the ledge, characters will move sooner than they would without being blocked off by the ledge, allowing more slide from RTC.
==Characters that notably benefit==
* - all of Bowser Jr.'s grounded moves don't stop momentum when used, and coupled with the distance of the slide and how easy it is to perform for him, he has a very good RTC. It can allow down tilt to connect into its hits better, or you can use RTC forward smash to approach with it.
* - Diddy Kong can hit his up smash more effectively via RTC up smash or RTC down tilt to up smash.
* - using RTC, Kirby can quickly turn around during the animation then use up tilts, making it a decent way of starting up tilt combos from the ground. He can also use down smash effectively, utilizing the slide to hit opponents more easily. Down tilt is another good move, as Kirby can slide while remaining crouched and throwing out hitboxes, and the slide allows for slightly better followup potential from the attack.
* - Ryu can use RTC weak and strong variations of both his up and down tilts. The weak variations are especially useful as they combo into True Shoryuken.
* - down tilt is very useful out of RTC, especially as the slide makes it able for the attack to combo into waft. It will also allow for slightly better followup potential into other moves.
* - using RTC when turning from the left then wiggling the control stick in a certain way allows Wii Fit to crawl absurd distances, and slide much more with her moves than a regular RTC.
* - Yoshi gains a notable slide from his run turnaround, and can slide with jab, up tilt, forward tilt and up smash.
==External links==
*Reflex's guide on RTC.
*The 'Wii Fit Slide'.
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Advanced techniques
Rush (disambiguation)

Rush can refer to:
*Rush, a character from the universe, appearing as:
**Rush Coil, 's up special move which involves said character.
**a trophy in Super Smash Bros. 4.
**a spirit in Super Smash Bros. Ultimate.
*Trophy Rush, a minigame in Super Smash Bros. 4.
*Reverse aerial rush, a technique in Brawl, Smash 4, and Super Smash Bros. Ultimate.
*Drill Rush, Meta Knight's side special move.
*, a move from the series used by in Smash 4 as an alternative version of Flare Blitz as well as during its Final Smash, Mega Charizard X.
*Jungle Rush, 's Final Smash in Super Smash Bros. Ultimate.
*Dede-Rush, 's Final Smash in Super Smash Bros. Ultimate.
*Giga Mac Rush, 's Final Smash in Super Smash Bros. Ultimate.
*Space Pirate Rush, 's side special move in Super Smash Bros. Ultimate.
*, a move from used by Spring Man as an Assist Trophy.
**ARMS Rush, 's Final Smash in Super Smash Bros. Ultimate based on said move.
Russian Power Rankings

The Russian Power Rankings are power rankings for players of The Russian Federation. Because the majority of tournaments are held online, it can also include players from countries that were previously in the Soviet Union, including Ukraine, Belarus, Kazakhstan, Uzbekistan, Moldova, Latvia, Lithuania, Estonia, Armenia and Georgia. Rather than panelists or a dedicated algorithm, the rankings are based on a TrueSkill system on braacket.com.
==Super Smash Bros. Melee==
===January - June, 2024===
|}
===July - December, 2023===
|}
This power rankings are an exception to the braacket.com system, since they were conducted by a panelist, Gorgi, with the additional help from Noxxa.
===August - December, 2022===
|}
===October - December, 2021===
|}
==Super Smash Bros. Ultimate==
===January 1st, 2022 - June 12th, 2022 (Season 6)===
|}
===July 31st, 2021 - December 25th, 2021 (Season 5)===
|}
===December 6th, 2020 - May 16th, 2021 (Season 4)===
|}
===May 15th, 2020 - October 17th, 2020 (Season 3)===
|}
===December 10th, 2019 - May 15th, 2020 (Season 2)===
|}
===August 2019 - December 9th, 2019 (smash.gg Season 1)===
|}
===January - July 2019 (Challonge Season 1)===
|}
===Moscow Power Rankings===
====August 25th, 2019 - August 15th, 2021====
|}
==External links==
*SSBM RU Monthly tournaments dashboard
*Dashboard of the SSBU Russian Power Rankings and tournaments
*EX-USSR SSBU community official Twitter account
*EX-USSR SSBU community official YouTube channel
Category:European Power Rankings
Ryu (SSB4)/Back aerial

==Overview==
Ryu performs an outward crescent kick. It has very high power for its speed, KOing at 115%. Based off of Ryu's neutral jumping heavy kick from Street Fighter II.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	8-9
Ending autocancel 	25
Interruptible 	42
Animation length 	51
|-
===Landing lag===
Animation length	12
Category:Ryu (SSB4)
Category:Back aerials (SSB4)
Ryu (SSB4)/Back throw

==Overview==
==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:Ryu (SSB4)
Category:Back throws (SSB4)
Ryu (SSB4)/Down aerial

==Overview==
Ryu punches diagonally downward in the air relatively quickly. An incredibly useful tool in Ryu's arsenal, this aerial attack offers numerous advantages. When used alone, its sweetspot acts as a rare diagonal meteor smash, though the hitbox to make this happen is rather small. As part of a combo, when used near the floor, it sets up the player for several potential follow-ups, most notably up tilt (tap or hold), up smash, and Shoryuken, each of which are usually difficult for the opponent to escape from.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	8-12
Ending autocancel 	33-
Interruptible 	46
Animation length 	45
|-
===Landing lag===
Animation length	18
Category:Ryu (SSB4)
Category:Down aerials (SSB4)
Ryu (SSB4)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==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:Ryu (SSB4)
Category:Down throws (SSB4)
Ryu (SSB4)/Down tilt

==Overview==
==Hitboxes==
===Tapped===
|}
===Held===
|}
==Timing==
===Tapped===
Hitboxes 	2-3
Repeat window 	6-14
Interruptible 	15
Animation length	14
===Held===
Hitboxes 	6-7
Interruptible 	28
Animation length	31
Category:Ryu (SSB4)
Category:Down tilts (SSB4)