nyuuzyou/wikis huggingface dataset:
Ryu (SSB4)/Forward aerial

==Overview==
Ryu performs a flying kick. Its sweetspot has high knockback, while the sourspot deals additional shield damage and is great for combos, to the point where it can lead into itself. Based off of Ryu's directional jumping heavy kick from Street Fighter II.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Clean hit 	6-7
Late hit 	8-14
Ending autocancel 	41
Interruptible 	38
Animation length 	39
|-
===Landing lag===
Animation length	14
Category:Ryu (SSB4)
Category:Forward aerials (SSB4)
Ryu (SSB4)/Forward 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:Forward throws (SSB4)
Ryu (SSB4)/Forward tilt

==Overview==
===Tapped===
If the attack button is pressed only lightly, Ryu will perform a weak round kick ahead. While it is a valid out-of-shield option, Ryu's wide variety of other options make his tapped forward tilt see less usage in this capacity.
===Held===
Holding the attack button instead of tapping unleashes his Collarbone Breaker, a two-hit overhand punch originating in Super Street Fighter II Turbo. Although it comes out a bit slower than its tapped companion, it offers one quality that no other forward tilt in the game can, namely, impressive shield damage. Collarbone Breaker can shatter an opponent's shield at around 75% strength, establishing it as an important tool against a combatant unafraid to use their shield in excess.
==Hitboxes==
===Tapped===
|}
===Held===
|}
==Timing==
===Tapped===
Leg intangible 	6-11
Hitboxes 	8-11
Interruptible 	28
Animation length	41
|-
===Held===
Hit 1 	13
Hit 2 	15-16
Interruptible 	35
Animation length	59
Category:Ryu (SSB4)
Category:Forward tilts (SSB4)
Ryu (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	30
Animation length	38
===Dash grab===
Grab 	9-10
Interruptible 	37
Animation length	44
===Pivot grab===
Grab 	10-11
Interruptible 	35
Animation length	49
Category:Ryu (SSB4)
Category:Grabs (SSB4)
Ryu (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 tapped	 	
Neutral attack 1 held 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt tapped 	 	
Forward tilt held 	Collarbone Breaker 	
Up tilt tapped 	 	
Up tilt held 	 	
Down tilt tapped 	Light Ankle Kick 	
Down tilt held 	Heavy Ankle Kick 	
Dash attack 	 	
Forward smash 	Joudan Sokutoger 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	Tobigeri 	
Back aerial 	 	
Up aerial 	Sukui Tsuki 	
Down aerial 	Straight Punch 	
Neutral special 	Hadoken 	(unavailable)
Side special (startup) 	Tatsumaki Senpukyaku	
Side special 	Tatsumaki Senpukyaku	
Up special 	Shoryuken 	
Up special (input) 	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 	 	
Forward throw 	 	
Back throw 	Somersault Throw 	
Up throw 	Heel Drop 	
Down throw 	 	
Category:Ryu (SSB4)
Category:Hitboxes (SSB4)
Ryu (SSB4)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Clean hit 	4-6
Late hit 	7-21
Ending autocancel 	34-
Interruptible 	28
Animation length 	34
|-
===Landing lag===
Animation length	6
Category:Ryu (SSB4)
Category:Neutral aerials (SSB4)
Ryu (SSB4)/Neutral attack

==Overview==
Ryu's neutral attacks consist of two jabs finished with a hook. If the button is held, he'll throw a spinning hook kick.
For the technical data of each individual hit, see:
*Ryu (SSB4)/Neutral attack/Hit 1
*Ryu (SSB4)/Neutral attack/Hit 2
*Ryu (SSB4)/Neutral attack/Hit 3
Category:Ryu (SSB4)
Category:Neutral attacks (SSB4)
Ryu (SSB4)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
===Tapped===
|}
===Held===
|}
==Timing==
===Tapped===
Hitboxes 	2-3
Earliest continuable	6
Interruptible 	16
Animation length 	30
===Held===
Hitbox 	9-10
Interruptible 	33
Animation length	52
Category:Ryu (SSB4)
Category:Neutral attacks (SSB4)
Ryu (SSB4)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	6
Hit 2 	10
Ending autocancel 	18-
Interruptible 	36
Animation length 	49
|-
===Landing lag===
Animation length	14
Category:Ryu (SSB4)
Category:Up aerials (SSB4)
Ryu (SSB4)/Up throw

==Overview==
Kicks the opponent skyward using Heel Drop. The throw can combo into aerial follow-ups at low damage percentages. An axe kick follows the throw, which can harm other opponents in front of Ryu. This second component is completely useless in 1-on-1 matches, as the opponent will already be in the air, but acts as an effective strategy difficult to predict in free-for-all games.
==Throw and Hitbox Data==
===Throw===
|}
===Hitbox===
|}
==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=3|Min (Jigglypuff) 
|-
|-
|-
|rowspan=3|Baseline 
|-
|-
|-
|rowspan=3|Max (Bowser) 
|-
|-
Category:Ryu (SSB4)
Category:Up throws (SSB4)
Ryu (SSB4)/Up tilt

==Overview==
==Hitboxes==
===Tapped===
|}
===Held===
|}
==Timing==
===Tapped===
Hitboxes 	3-6
Earliest loop frame	7
Repeat window 	7-14
Interruptible 	15
Animation length 	39
===Held===
Upper body intangible	4-10
Clean hit 	7
Late hit 	8-11
Interruptible 	38
Animation length 	41
|-
Category:Ryu (SSB4)
Category:Up tilts (SSB4)
Ryu (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:Ryu (SSBU)
Category:Back aerials (SSBU)
Ryu (SSBU)/Back throw

Ryu back throw hurtbox visualization	Ryu back throw hurtbox visualization	Ryu back throw hurtbox visualization	Ryu back throw hurtbox visualization	Ryu back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-23
Turnaround 	23
Throw release 	23
Interruptible 	50
Animation length	75
|-
Category:Ryu (SSBU)
Category:Back throws (SSBU)
Ryu (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:Ryu (SSBU)
Category:Dash attacks (SSBU)
Ryu (SSBU)/Down 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 	1-2
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:Ryu (SSBU)
Category:Down aerials (SSBU)
Ryu (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:Ryu (SSBU)
Category:Down smashes (SSBU)
Ryu (SSBU)/Down throw

Ryu down throw hurtbox and hitbox visualization	Ryu down throw hurtbox and hitbox visualization	Ryu down throw hurtbox and hitbox visualization	Ryu down throw hurtbox and hitbox visualization	Ryu 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:Ryu (SSBU)
Category:Down throws (SSBU)
Ryu (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:Ryu (SSBU)
Category:Down tilts (SSBU)
Ryu (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:Ryu (SSBU)
Category:Edge attacks (SSBU)
Ryu (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:Ryu (SSBU)
Category:Forward aerials (SSBU)
Ryu (SSBU)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Ryu's other attacks, this can be done even while in hitlag, canceling it in the process.
Charges between 	5-6
Hitboxes 	15-17
Final Smash cancel window	15-17
Interruptible 	46
Animation length 	79
!Hitboxes 
|-
!FS cancel 
Category:Ryu (SSBU)
Category:Forward smashes (SSBU)
Ryu (SSBU)/Forward throw

Ryu forward throw hurtbox visualization	Ryu forward throw hurtbox visualization	Ryu forward throw hurtbox visualization	Ryu forward throw hurtbox visualization	Ryu forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	42
Animation length	56
|-
Category:Ryu (SSBU)
Category:Forward throws (SSBU)
Ryu (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
|+2 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
Special cancel window 	3-24
Final Smash cancel window	3-4
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===
Hit 1 	14
Hit 2 	16-17
Final Smash cancel window	14-17
Interruptible 	36
Animation length 	61
!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:Ryu (SSBU)
Category:Forward tilts (SSBU)
Ryu (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:Ryu (SSBU)
Category:Grabs (SSBU)
Ryu (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 tapped 	Jab 	
Neutral attack 1 held close 	Upper 	
Neutral attack 1 held far 	Mawashi Geri 	
Neutral attack 2 	Body Blow 	
Neutral attack 3 	Hook 	
Forward tilt tapped close 	Hook 	
Forward tilt tapped far 	Side Kick 	
Forward tilt held 	Collarbone Breaker 	
Up tilt tapped 	Elbow Strike 	
Up tilt held 	Upper 	
Down tilt tapped 	Light Ankle Kick 	
Down tilt held 	Heavy Ankle Kick 	
Dash attack 	Tobisokuto 	
Forward smash 	Joudan Sokutogeri 	
Up smash 	Thrust Upper 	
Down smash 	Kaiten Ashibarai 	
Neutral aerial 	Knee Kick 	
Forward aerial 	Tobigeri 	
Back aerial 	Senpukyaku 	
Up aerial 	Sukui Tsuki 	
Down aerial 	Straight Punch 	
Neutral special light 	Hadoken 	
Neutral special medium 	Hadoken 	
Neutral special heavy 	Hadoken 	
Neutral special light input 	Shakunetsu Hadoken 	
Neutral special medium input	Shakunetsu Hadoken 	
Neutral special heavy input 	Shakunetsu Hadoken 	
Side special (startup) 	Tatsumaki Senpukyaku	
Side special (grounded) 	Tatsumaki Senpukyaku	
Side special (aerial) 	Tatsumaki Senpukyaku	
Side special (aerial heavy) 	Tatsumaki Senpukyaku	
Up special light 	Shoryuken 	
Up special light input 	Shoryuken 	
Up special mid 	Shoryuken 	
Up special mid input 	Shoryuken 	
Up special heavy 	Shoryuken 	
Up special heavy input 	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 	Somersault Throw 	
Up throw 	Heel Drop 	
Down throw 	Tile Breaker 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Ryu (SSBU)
Category:Hitboxes (SSBU)
Ryu (SSBU)/Neutral 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
Clean hit 	4-6
Late hit 	7-31
Special and Final Smash cancel window	4-13
Ending autocancel 	34-
Interruptible 	36
Animation length 	44
!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:Ryu (SSBU)
Category:Neutral aerials (SSBU)
Ryu (SSBU)/Neutral attack

==Overview==
Ryu'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 a strong kick when far from an opponent.
For the technical data of each individual hit, see:
*Ryu (SSBU)/Neutral attack/Hit 1
*Ryu (SSBU)/Neutral attack/Hit 2
*Ryu (SSBU)/Neutral attack/Hit 3
Category:Ryu (SSBU)
Category:Neutral attacks (SSBU)
Ryu (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 Ryu'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)===
Hitbox 	9-10
Final Smash cancel window	9-10
Interruptible 	33
Animation length 	52
!Hitbox 
|-
!FS cancel 
Category:Ryu (SSBU)
Category:Neutral attacks (SSBU)
Ryu (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:Ryu (SSBU)
Category:Neutral attacks (SSBU)
Ryu (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:Ryu (SSBU)
Category:Neutral attacks (SSBU)
Ryu (SSBU)/Neutral special

==Overview==
==Update History==
 
*
*
*
*
*
 
*
*
 
*Shakunetsu Hadoken
**
**
**
**
**
 
*
*
*
*
==Hitboxes==
===Light===
!Shieldstun
|x1.2
|x1.2
|x1.2
|x1.2
|x1.2
|x1.2
|}
===Medium===
!Shieldstun
|x1.13
|x1.13
|x1.13
|x1.13
|x1.13
|x1.13
|}
===Heavy===
!Shieldstun
|x1.06
|x1.06
|x1.06
|x1.06
|x1.06
|x1.06
|}
===Light Shakunetsu===
! 
!Hitstun
|2
|+10 frames
|2
|+10 frames
|2
|+4 frames
|2
|+4 frames
|2
|+4 frames
|2
|+4 frames
|5
|—
|}
===Medium Shakunetsu===
! 
!Hitstun
|2
|+10 frames
|2
|+10 frames
|2
|+4 frames
|2
|+4 frames
|2
|+4 frames
|2
|+4 frames
|5
|—
|}
===Heavy Shakunetsu===
! 
!Hitstun
|1
|+10 frames
|1
|+10 frames
|1
|+4 frames
|1
|+4 frames
|1
|+4 frames
|1
|+4 frames
|5
|—
|}
==Timing==
The final hit of Shakunetsu Hadoken is triggered after an opponent is hit 5 times maximum. It appears 4 frames after the previous hit.
Light (clean, late) 	12-18, 19-93
Medium (clean, late) 	12-17, 18-78
Heavy (clean, late) 	12-16, 17-61
Light Shakunetsu (clean, late) 	12-21, 22-79
Medium Shakunetsu (clean, late)	12-20, 21-72
Heavy Shakunetsu (clean, late) 	12-19, 20-66
Interruptible 	57
Animation length 	81
|Light
|-
|Medium
|-
|Heavy
|-
|Ryu 
|-
|L Shakunetsu
|-
|M Shakunetsu
|-
|H Shakunetsu
Category:Ryu (SSBU)
Category:Neutral special moves (SSBU)
Ryu (SSBU)/Up 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
Arm intangible 	6-11
Hit 1 	6-7
Hit 2 	9-11
Special and Final Smash cancel window	6-15
Ending autocancel 	18-
Interruptible 	36
Animation length 	49
!Hitboxes 
|-
!Arm 
|-
!Autocancel 
|-
!Special/FS cancel 
===Landing lag===
Interruptible 	12
Animation length	17
Category:Ryu (SSBU)
Category:Up aerials (SSBU)
Ryu (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Canceling into a Final Smash is only possible upon hitting an opponent. Unlike with Ryu'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:Ryu (SSBU)
Category:Up smashes (SSBU)
Ryu (SSBU)/Up throw

Ryu up throw hurtbox visualization	Ryu up throw hurtbox visualization	Ryu up throw hurtbox visualization	Ryu up throw hurtbox visualization	Ryu up 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:Ryu (SSBU)
Category:Up throws (SSBU)
Ryu (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 Ryu'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:Ryu (SSBU)
Category:Up tilts (SSBU)
SKTAR (disambiguation)

SKTAR may refer to:
*SKTAR (tournament series), a tournament series held by .
*SKTAR (tournament), the inaugural tournament of the SKTAR series.
*SKTAR 2, the second tournament of the SKTAR series.
*SKTAR 3, the third tournament of the SKTAR series.
*SKTAR 4, the fourth tournament of the SKTAR series.
SLAPAYO

SLAPAYO is a glitch in Super Smash Bros. Brawl. Naruto[NU] first discovered the glitch on March 30th, 2008. However, on May 4, 2008, the SLAPAHO crew provided the first documented evidence of the creation of the glitch.
The details of the glitch are still uncertain, and there are many questions after reviewing the video. Unfortunately, in their haste to have video evidence of the glitch, SLAPAHO quickly ended the match with little experience of the glitch itself so the replay could be saved.
What is known is that it involves being hit by an attack of equal or higher priority while his yo-yo is outstretched. Shortly before impact, Ness must release the yoyo. The animation will be canceled, causing the yo-yo to fail in retraction, effectively leaving the yo-yo limp at Ness' side. The yo-yo appears to retain its charging hitbox, which only hits an opponent or damageable object once, very similar to the function of the Turnip glitch.
==How to perform==
One of the players must be Ness. The glitch can be done with any stage, and most other characters. Ness must charge his up smash, and the up smash must be hit by an attack. Then, Ness must release his up smash, and the same attack must hit Ness during this time, thus canceling the animation of him putting away his Yoyo. Ness will then appear to be dragging his Yoyo around. If Ness passes through a platform, then the Yoyo will be "caught" and will appear to be stuck on the platform. It will automatically go back to Ness if it finds a clear line between it and Ness. If Ness gets KO'd, then the Yoyo will be stuck under the stage. It can still go back to Ness if he finds a clear path between himself and the Yoyo. The glitch has little competitive use, as it will only damage an opponent once (and weakly, only doing 4%). After this, the Yoyo will still be dragged around, but will not do any damage. The glitch ends when Ness uses his up or down smash again.
==In Melee==
A similar glitch occurs in Melee when reflects a Poké Ball to , where Mario's cape "breaks" and his cape hangs out the entire time.
==Videos==
==External links==
NarutoNU's original thread
==See also==
*Yoyo glitch
Category:Glitches (SSBB)