nyuuzyou/wikis huggingface dataset:
Yoshi (SSBU)/Side special

==Overview==
==Hitboxes==
The hitbox can deal from 10% to 14% damage based on Yoshi's movement speed.
|}
==Timing==
Egg Roll itself activates on frame 21, and can then last from 25 to 180 frames depending on when the player cancels it, but its hitbox does not appear until Yoshi lands on the ground, which is on frame 32 for a flat surface. The frame strip below shows the move's minimum duration with the additional hitbox startup accounted for. The move also has no hitbox while turning, or if initiated in midair until landing.
Roll duration 	21-45
Hitbox 	32-45
Interruptible (from cancelation) 	85 (40)
Animation length (from cancelation)	89 (44)
==Parameters==
The hitbox's damage is equal to 10 + roll speed, with the move's rolling speed being highly volatile and affected by various factors. The maximum reachable roll speed is of roughly 4.
Maximum roll duration 	180 frames
Period before the roll can be canceled 	25 frames
Roll duration lost per target hit 	40 frames
Vertical speed on startup 	2
Gravity 	0.13
Fall speed 	1.95
Initial roll speed when landing 	0.9
Base roll speed 	1.4 to 3.2 (grounded)
Grounded roll speed multiplier via input 	1.2
Aerial roll speed via input 	0.4
Roll acceleration 	0.05
Roll friction 	0.07
Roll speed decrease on hit 	1
Maximum jumps per use 	1
Lowest jump angle 	30°
Horizontal speed multiplier when bouncing off	0.4 (wall)1.3 (floor)
Vertical speed when bouncing off 	1.7 (wall)0.6×; 1 max (floor)
Speed multiplier when canceled 	0.7 (horizontal)0.5 (vertical)
Ground friction when canceled 	0.05
Category:Yoshi (SSBU)
Category:Side special moves (SSBU)
Yoshi (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	5-6
Ending autocancel 	31-
Interruptible 	37
Animation length 	43
|-
===Landing lag===
Interruptible 	9
Animation length	19
Category:Yoshi (SSBU)
Category:Up aerials (SSBU)
Yoshi (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Clean hit 	11-13
Late hit 	14-16
Foot intangible 	11-13
Interruptible 	47
Animation length	59
!Hitboxes 
|-
!Foot 
Category:Yoshi (SSBU)
Category:Up smashes (SSBU)
Yoshi (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The egg bursts when hitting an opponent or surface, triggering the explosion hitbox earlier.
Yoshi can grab ledges during any portion of the move as long as he is not moving upward.
Egg 	16-61
Burst 	62-64
Interruptible 	56
Animation length	57
|-
==Parameters==
===Move===
Gravity 	0.07
Falling speed 	1.29
Air speed multiplier 	0.9
Vertical speed multiplier 	0.8
Vertical speed from first aerial throw 	2.5
Vertical speed multiplier for subsequent throws 	0.8
Maximum vertical boosts from throws per air time	3
Default throw angle 	58°
Throw angle range 	90° to 18°
Stick sensitivity to aim throw 	0.5
Egg X/Y offsets 	[5, 13]
===Egg===
The eggs' initial speed when thrown is equal to 1.5 + 0.082f, where f is the amount of frames the button is held for during startup (15 maximum).
Lifetime before exploding 	46 frames
Vertical speed multiplier 	1.25
Gravity 	0.09
Falling speed 	10
Maximum vertical speed to bounce off ground	1.6
Speed multiplier after bouncing off ground 	0.8
Maximum bounces 	2
Category:Yoshi (SSBU)
Category:Up special moves (SSBU)
Yoshi (SSBU)/Up throw

Yoshi up throw hurtbox visualization	Yoshi up throw hurtbox visualization	Yoshi up throw hurtbox visualization	Yoshi up throw hurtbox visualization	Yoshi up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	44
Animation length	56
|-
Category:Yoshi (SSBU)
Category:Up throws (SSBU)
Yoshi (game)

Yoshi (, Yoshi's Egg), known in Europe as Mario & Yoshi, is a 1991 puzzle video game developed by Game Freak for the Nintendo Entertainment System and the Game Boy. Despite the name, the player does not actually play as Yoshi, but rather as Mario. The basic format involved a number of objects falling from the top of the screen in one of four columns. When they reach the floor, they stop, and if they fall on top of another object, they stack. Mario has the ability to switch any two adjacent stacks. He must maneuver the columns such that objects of the same type fall on one another and cancel each other out. The Yoshi Egg object will fall in two halves, and if united, will hatch a baby Yoshi. The adult Yoshi stands to the side of the screen, keeping score of the amount of baby Yoshi hatched.
==In the series==
Yoshi appears as a Masterpiece in . It must be unlocked by clearing with . The player is given 3 minutes to a demo, and begins at the title screen, allowing them to play both the A game and the B game. Despite its prominence as a masterpiece, there are no elements from Yoshi's moveset, or from stages in Smash series that originate from this game.
Category:Games
Category:Mario universe
Category:Yoshi universe
Yoshi Team

The Yoshi Team is a group of variously colored Yoshis that appears in some way in every installment of the series except . Generally, the Yoshi Team appears in groups of two or three, with each member having below-average strength, particularly in lower difficulty levels.
==In the series==
===Super Smash Bros.===
In Super Smash Bros., the Yoshi Team is made up of 18 multi-colored Yoshis. They are the second opponent(s) the player faces in the 1P Game after . The Yoshis rarely attack, are very weak, and will get sent flying from almost any attack. They tend to jump in random directions, often off the edge. KOing them in the order they appear yields the Yoshi Rainbow bonus.
If the player is using Yoshi, the members of the team that match the player's color will be given a light-colored tint, similar to the method of distinguishing two players of the same character on the same team.
The Yoshi team also boasts two unique alternate costumes that are unplayable: dark blue (not to be confused with the light blue costume) and pink.
===Super Smash Bros. Melee===
In Super Smash Bros. Melee, a Yoshi team appears in Adventure Mode, about 2/3 of the way through the stage. There are only 10 Yoshis in the team this time, but they act mostly the same. However, in , there is no equivalent to the Yoshi Team as a multi-character opponent on Stage 8.
A complement of 30 Yoshis appear in The Yoshi Herd, SSBM's 24th Event Match, with the final one being giant.
===Super Smash Bros. Brawl===
In Super Smash Bros. Brawl, the fifth Co-Op Event Match is . The largest Yoshi Team thus far is even easier to KO than its predecessors, but on higher difficulties, the significantly reduced time alloted - combined with Brawl's relatively slow loading times - can make them quite challenging. There is also a mini-team of 6 Yoshis in the solo event Yoshi's Rainbow), which must be KO'd in a colored order similarly to the Yoshi Rainbow bonus. Like Melee, there is no equivalent to the Yoshi Team in .
===Super Smash Bros. 4===
In Super Smash Bros. for Wii U, a Yoshi team appears in the solo event King of the Yoshis. In this solo event, the player's assigned character is . The opponents are a team of seven Yoshis, whom the player must KO to complete this event.
Like both Melee and Brawl, there is no equivalent to the Yoshi Team in .
===Super Smash Bros. Ultimate===
In Super Smash Bros. Ultimate, although only limited to five, a Yoshi team appears in Round 2 of Marth's route, due to Yoshi's draconic characteristics. A trio of Yoshis appear in Dr. Mario's Classic Mode route as well, mainly in reference to the three viruses Dr. Mario often defeats with megavitamins. This makes Dr. Mario and Marth the only characters to face an equivalent to the Yoshi Team in Classic Mode, as all characters have their own route for this mode.
Additionally, a team consisting of all 8 costumes of Yoshi assist a tiny in the Spirit Battle for Baby Mario.
Category:Yoshi universe
Young Link (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	6-9
Hit 2 	18-23
Ending autocancel	29-
Interruptible 	30
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Young Link (SSBM)
Category:Back aerials (SSBM)
Young Link (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	7-12
Boost grab window	2-4
Interruptible 	40
Animation length 	53
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
Category:Young Link (SSBM)
Category:Dash attacks (SSBM)
Young Link (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-12
Clean Hit 	13-15
Late Hit 	16-64
Ending autocancel 	65-
Interruptible 	80
Animation length 	89
|-
===Landing lag===
Animation length 	50
L-cancelled animation length	25
|Normal 
|-
|L-cancelled 
Category:Young Link (SSBM)
Category:Down aerials (SSBM)
Young Link (SSBM)/Down throw

==Overview==
==Throw and Hitbox 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) 
|-
Category:Young Link (SSBM)
Category:Down throws (SSBM)
Young Link (SSBM)/Edge attack (fast)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-23
Hitboxes 	27-29
Animation length	55
|
|-
|
==Similar moves==
*
Category:Young Link (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Young Link (SSBM)/Edge attack (slow)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-46
Hitboxes 	50-55
Animation length	69
|
|-
|
==Similar moves==
*
Category:Young Link (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Young Link (SSBM)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	14-16
Late hit 	17-33
Ending autocancel	47-
Interruptible 	47
Animation length 	55
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Young Link (SSBM)
Category:Forward aerials (SSBM)
Young Link (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
The hand grabbox is only active for the first 3 frames.
===Standing grab===
Grab (clean) 	11-13
Grab (late) 	14
Animation length	85
===Dash grab===
The hand grabbox is only active for the first 2 frames.
Grab (clean) 	14-15
Grab (late) 	16-17
Animation length	95
Category:Young Link (SSBM)
Category:Grabs (SSBM)
Young Link (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Counter Slash 	
Neutral attack 3 	Stab 	
Neutral attack infinite 	Illusion Stab 	
Forward tilt 	Sword Chop 	
Up tilt 	Half-Moon Swipe 	
Down tilt 	Grass Cutter 	
Dash attack 	Running Hack 	
Forward smash (1st hit) 	Sword Slice 	
Forward smash (2nd hit) 	Double Sword Slice	
Up smash 	Triple Sword Swipe	
Down smash 	Sword Sweep 	
Neutral aerial 	Hylian Kick 	
Forward aerial 	Spinning Sword 	
Back aerial 	Double Kick 	
Up aerial 	Stab Up 	
Down aerial 	Sword Plant 	
Grab aerial 	Hookshot 	
Neutral special (firing)	Fire Bow 	
Side special (throw) 	Boomerang 	
Up special (ground) 	Spin Attack 	
Up special (aerial) 	Spin Attack 	
Grab 	Hookshot 	
Dash grab 	Hookshot 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Young Link (SSBM)
Category:Hitboxes (SSBM)
Young Link (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-5
Late hit 	6-27
Ending autocancel 	32-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Young Link (SSBM)
Category:Neutral aerials (SSBM)
Young Link (SSBM)/Neutral attack

==Overview==
Young Link's neutral attack consists of 2 slashes from the Kokiri Sword followed by either a final stab or a flurry of slashes.
For the technical data of each individual hit, see:
*Young Link (SSBM)/Neutral attack/Hit 1
*Young Link (SSBM)/Neutral attack/Hit 2
*Young Link (SSBM)/Neutral attack/Hit 3
*Young Link (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	6-8
Jab 2 	16-17
Jab 3 	26-30
Rapid jab 	29-30, 36-37, 43-44, 50-51, 57-58, 64-65
Interruptible 	20, 27, 52
Animation lengths	23, 31, 69, 76
|-
|-
|-
Category:Young Link (SSBM)
Category:Neutral attacks (SSBM)
Young Link (SSBM)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
Catching the Boomerang will stop its duration.
Boomerang (clean, early, returning) 	27-29, 30-63, 64-167
Boomerang (Smash input) (clean, early, returning)	27-29, 30-82, 83-207
Animation length 	45
|Normal 
|-
|Smash 
|-
|Lag 
Category:Young Link (SSBM)
Category:Side special moves (SSBM)
Young Link (SSBM)/Techs

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-20
Animation length	26
===Forward tech===
Intangible 	1-20
Animation length	40
===Back tech===
Intangible 	1-20
Animation length	40
===Wall tech===
Intangible 	1-14
Wall jump tech window	1-4
Animation length 	31
* Inputting a jump or upwards direction on the control stick on any frame 1-4 will start the wall jump tech on frame 6.
|
|-
|
===Wall jump tech===
Intangible 	1-9
Animation length	40
===Ceiling tech===
Intangible 	1-13
Animation length	26
Category:Young Link (SSBM)
Category:Techs (SSBM)
Young Link (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	5-7
Late hit 	8-49
Ending autocancel 	55-
Interruptible 	60
Animation length 	69
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	15
|Normal 
|-
|L-cancelled 
Category:Young Link (SSBM)
Category:Up aerials (SSBM)
Young Link (SSBM)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hit 1 	11-14
Hit 2 	26-28
Hit 3 (clean hit)	40-42
Hit 3 (late hit) 	43-44
Interruptible 	52
Animation length 	60
Category:Young Link (SSBM)
Category:Up smashes (SSBM)
Young Link (SSBM)/Up special

==Overview==
==Hitboxes==
===Ground===
|}
===Aerial===
|}
==Timing==
===Ground===
Loop hits 	8-43 (Rehit: 3)
Final hit 	44
Animation length	79
===Aerial===
Hit 1 	8-13
Hit 2 	16-20
Hit 3 	22-27
Hit 4 	31-37
Hit 5 	46-50
Animation length	79
==Similar moves==
*
Category:Young Link (SSBM)
Category:Up special moves (SSBM)
Young Link (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	6-8
Hit 2 	18-20
Ending autocancel	29-
Interruptible 	30
Animation length 	51
|-
===Landing lag===
Interruptible 	7
Animation length	25
Category:Young Link (SSBU)
Category:Back aerials (SSBU)
Young Link (SSBU)/Back throw

Young Link back throw hurtbox and hitbox visualization	Young Link back throw hurtbox and hitbox visualization	Young Link back throw hurtbox and hitbox visualization	Young Link back throw hurtbox and hitbox visualization	Young Link back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	11-12
Throw Release 	13
Interruptible 	40
Animation length	59
|-
Category:Young Link (SSBU)
Category:Back throws (SSBU)
Young Link (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Upon hitting a target without fast falling, Young Link bounces off them, with his vertical momentum being set to 1.6, and the hitbox reappears after 30 frames.
===Attack===
Initial autocancel	1-12
Clean hit 	13-15
Late hit 	16-64
Ending autocancel 	65-
Interruptible 	80
Animation length 	89
|-
===Landing lag===
Interruptible 	18
Animation length	42
==Trivia==
*In addition to the 30-frame interval between hits when bouncing off, the move's hitbox is coded to only reappear up to twice, for a maximum of three hits. However, due to the combined intervals of these hits exceeding the hitbox's duration, this limit never comes into play.
Category:Young Link (SSBU)
Category:Down aerials (SSBU)
Young Link (SSBU)/Down special

==Overview==
==Update History==
 
*
==Hitboxes==
Each hit has a base damage of 2%. Per the item throw damage formula, the damage of each hit from a thrown Bomb is equal to 2 + throw speed * 0.2.
|}
==Timing==
The Bomb cannot be pulled if Young Link is already holding an item.
===Bomb pull===
Bomb generated 	17
Interruptible 	40
Animation length	51
===Explosion===
Hits 1-4	1-2, 3-4, 5-6, 7
==Parameters==
Up to two Bombs per player can be active at a time.
Hurtbox size 	4
HP 	6
Maximum time before exploding 	220 frames
Flashing time before automatic explosion 	154 frames
Throw speed multiplier 	0.72
Size multiplier 	0.6
Base damage modifier for item throw damage 	0
Multiplier to item throw speed for additional damage 	0.2
Gravity 	0.049
Falling speed 	2.3
Friction 	0 (aerial)0.03 (grounded)
Speed multiplier when bouncing off 	0.4 (floor/wall/ceiling)0.2 (target)
Added vertical speed when bouncing off wall 	1.25
Minimum speed to bounce off terrain 	0.1
Minimum vertical speed to explode on impact with ground	1.7
Collision detection box half-lengths 	2 (horizontal)2 (vertical)
Pickup detection box lengths 	4 (horizontal)4 (vertical)
Effect when shielded 	Bounces off
Category:Young Link (SSBU)
Category:Down special moves (SSBU)
Young Link (SSBU)/Down throw

Young Link down throw hurtbox and hitbox visualization	Young Link down throw hurtbox and hitbox visualization	Young Link down throw hurtbox and hitbox visualization	Young Link down throw hurtbox and hitbox visualization	Young Link down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
If used at an edge, the opponent is pushed 2 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
|}
|}
==Timing==
Invincibility 	1-28
Hitbox 	22-23
Throw Release 	28
Interruptible 	50
Animation length	80
|-
Category:Young Link (SSBU)
Category:Down throws (SSBU)
Young Link (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)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Young Link (SSBU)
Category:Edge attacks (SSBU)
Young Link (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	14-15
Hit 2 	24-25
Ending autocancel	41-
Interruptible 	41
Animation length 	49
|-
===Landing lag===
Interruptible 	7
Animation length	25
Category:Young Link (SSBU)
Category:Forward aerials (SSBU)
Young Link (SSBU)/Forward throw

Young Link forward throw hurtbox and hitbox visualization	Young Link forward throw hurtbox and hitbox visualization	Young Link forward throw hurtbox and hitbox visualization	Young Link forward throw hurtbox and hitbox visualization	Young Link forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	11-12
Throw Release 	13
Interruptible 	40
Animation length	59
|-
Category:Young Link (SSBU)
Category:Forward throws (SSBU)
Young Link (SSBU)/Grab

==Overview==
==Grabbox Data==
All grabs have the same grabboxes.
|}
==Timing==
The hand grabbox is only active for the first 2 frames.
===Standing grab===
Grab 	12-13, 14-18
Interruptible 	53
Animation length	77
===Dash grab===
Grab 	14-15, 16-20
Interruptible 	61
Animation length	83
===Pivot grab===
Grab 	15-16, 17-21
Interruptible 	56
Animation length	81
Category:Young Link (SSBU)
Category:Grabs (SSBU)
Young Link (SSBU)/Grab aerial

==Overview==
==Update History==
 
*
*
==Hitboxes==
! Hitstun
|+4 frames
|}
==Timing==
===Attack===
The tether recovery can be triggered on frame 2. The move enables ledge grabs from both sides starting on frame 72.
Hitbox 	9-16
Interruptible 	72
Animation length	85
===Landing lag===
The move's landing animation only applies if Young Link lands during frames 10-43; otherwise, he uses his standard landing animation, but still experiences 8 frames of landing lag.
Interruptible 	9
Animation length	31
Category:Young Link (SSBU)
Category:Grab aerials (SSBU)
Young Link (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Counter Slash 	
Neutral attack 3 	Stab 	
Neutral attack rapid jab	Illusion Slash 	
Neutral attack finisher 	Illusion Finish 	
Forward tilt 	Bamboo Splitter 	
Up tilt 	Half-Moon Slash 	
Down tilt 	Grass Cutter 	
Dash attack 	Splitting Slice 	
Forward smash 1 	Sword Slash 	
Forward smash 2 	Double Sword Slash 	
Up smash 	Triple Sword Slice 	
Down smash 	Front and Back Sword Slice	
Neutral aerial 	Link Kick 	
Forward aerial 	Spinning Sweep 	
Back aerial 	Double Kick 	
Up aerial 	Jump Thrust 	
Down aerial 	Downward Thrust 	
Grab aerial 	Midair Hookshot 	
Neutral special 	Fire Bow 	
Side special 	Boomerang 	
Up special (ground) 	Spin Attack 	
Up special (air) 	Spin Attack 	
Down special 	Bomb 	
Standing grab 	Hookshot 	
Dash grab 	Hookshot 	
Pivot grab 	Hookshot 	
Pummel 	Grab Hilt Strike 	
Forward throw 	Kick Off 	
Back throw 	Back Kick Off 	
Up throw 	Throw Away Slash 	
Down throw 	Elbow Strike 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Young Link (SSBU)
Category:Hitboxes (SSBU)
Young Link (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-5
Late hit 	6-27
Ending autocancel 	32-
Interruptible 	36
Animation length 	54
|-
===Landing lag===
Interruptible 	7
Animation length	28
Category:Young Link (SSBU)
Category:Neutral aerials (SSBU)
Young Link (SSBU)/Neutral attack

==Overview==
Young Link's neutral attack consists of 2 slashes from the Kokiri Sword followed by either a final stab or a flurry of slashes.
For the technical data of each individual hit, see:
*Young Link (SSBU)/Neutral attack/Hit 1
*Young Link (SSBU)/Neutral attack/Hit 2
*Young Link (SSBU)/Neutral attack/Hit 3
*Young Link (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 	12-13
Jab 3 	20-21
Rapid jab 	19, 21, 23, 25, 27, 29, 31, 33
Rapid jab finisher	37-38
Interruptible 	18, 23, 50, 79
Animation lengths 	31, 41, 69, 78
|-
|-
|-
Category:Young Link (SSBU)
Category:Neutral attacks (SSBU)
Young Link (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	4-5
Continuability 	Held on hit or tapped	7-30
Continuability 	Held without hitting 	13
Interruptible 	Interruptible 	18
Animation length	Animation length 	31
|-
Category:Young Link (SSBU)
Category:Neutral attacks (SSBU)
Young Link (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==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 	6-7
Continuability 	Rapid jab 	8-11
Continuability 	Jab 3 (held on hit or tapped)	9-30
Continuability 	Jab 3 (held without hitting) 	13
Interruptible 	Interruptible 	17
Animation length	Animation length 	35
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Young Link (SSBU)
Category:Neutral attacks (SSBU)
Young Link (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|6×
|—
|—
|—
|—
|}
==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 	46
Animation length	45
Category:Young Link (SSBU)
Category:Neutral attacks (SSBU)