nyuuzyou/wikis huggingface dataset:
Salty Playground

Salty Playground (abbreviated SYPG) is a broadcasting organization based in Germany, whose goal is to provide a centralised source of coverage for the European Smash scene.
SYPG was the only livestream and video provider in Europe to come close to the quality and professionalism of American organizations until Geeky Goon Squad was created.
==Team==
* (Founder, Streaming)
* (Streaming)
* (Social Media)
* (Social Media)
==Streamed events==
Country	Tournament 	Date 	Games 	Streamer
 	OMD#1 	January 25th, 2014 	Melee 	UCK
 	Smash im Pott 	February 2nd, 2014 	Melee, Project M 	UCK, Blayd
 	B.E.A.S.T 4 	February 12th-15th, 2014	Melee, Project M 	UCK, Blayd
 	Witten Temptation 	February 21st-23rd, 2014	Melee, Project M 	UCK, Blayd
 	Avalon III 	March 8th, 2014 	Melee 	UCK
 	OSmash#4 	April 18th-20th, 2014 	Melee, Project M 	UCK, Blayd
 	OMD#2 	May 3rd, 2014 	Melee 	UCK, Liva
 	Technical Smash University #1	May 9th, 2014 	Melee 	Liva
 	Melee @ Meltdown #10 	May 10th, 2014 	Melee 	Liva
 	Republic of Fighters 3 	May 17th-18th, 2014 	Melee 	UCK, Blayd
 	Bielefeld don exits #3 	May 23rd-25th, 2014 	Melee 	Liva
 	Melee @ Meltdown #11 	June 14th, 2014 	Melee 	Liva
 	Berlin Playoffs #2 	June 15th, 2014 	Melee 	Liva
 	Resurrection 	June 20th-22nd, 2014 	Melee, Brawl, Project M 	Liva
 	Avalon IV 	July 12th, 2014 	Melee 	UCK
 	Melee @ Meltdown #12 	July 19th, 2014 	Melee 	Liva
 	Main Smash Fest 2 	July 25th-27th, 2014 	Melee 	Blayd
 	COMEBACK I 	August 1st-3rd, 2014 	Melee, Project M 	Liva
 	SUPER Brawl in Berlin 	August 15th-17th, 2014 	Brawl, Melee, Project M, USF4	Liva
 	Brawl One #9 	August 23rd, 2014 	Brawl, Melee, USF4, UMvC3 	Liva
 	OMD#3 	August 30th-31st, 2014 	Melee, Brawl, Project M 	Liva, UCK
 	Hit & Stun Tournament 2 	September 6th-7th, 2014 	Melee, Project M, USF4 	Liva, UCK
 	SSB4 Launch Event @ Meltdown 	October 2nd, 2014 	SSB4 3DS 	Liva
 	No Birds Allowed 	October 3rd-5th, 2014 	Melee, Project M 	Liva, Blayd
 	Arenan I 	October 17th-19th, 2014 	Melee 	Liva
 	Wedding-Monthly #1 	October 26th, 2014 	Melee 	Liva
 	DrommeLAN 4.0 	November 7th-9th, 2014 	Melee, Project M 	Liva, UCK
 	Avalon VI 	November 29th, 2014 	Melee 	UCK
==External links==
*Official website
*Twitch
*YouTube
*Facebook
*Twitter
Category:Livestreaming groups
Salvadorian Power Rankings

The Salvadorian Power Rankings are the rankings of the Latin American country El Salvador.
====
===Gameshow Legends Rankings v2 (December 2018)===
|}
===Gameshow Legends Rankings v1 (July 2018)===
|}
Honorable Mentions: , 
==Super Smash Bros. Ultimate==
===Smash SV 2024 - Season 6 (December 2024)===
20-11
10-1
|}
===Smash SV 2024 - Season 5 (June 2024)===
June 2024 Ranking
|}
===Smash SV 2023 - Season 4===
20-11
10-1
|}
===Smash SV 2023 - Season 3===
20-11
10-1
|}
===Smash SV 2022 - Season 2 (December 2022)===
Source
|}
===Smash SV 2022 - Season 1 (July 2022)===
Source
|}
===Gameshow Legends Rankings v4 (December 2019)===
|}
===Gameshow Legends Rankings v3 (July 2019)===
|}
==References==
======
*GLR v2 10-1
*GLR v1 20-11
*GLR v1 10-1
===Super Smash Bros. Ultimate===
*GLR v4 20-11
*GLR v4 10-1
*GLR v3 20-11
*GLR v3 10-1
Category:North American Power Rankings
Same color glitch

The same color glitch is a glitch in Super Smash Bros. Melee and Super Smash Bros. Brawl activated in VS Mode that causes two or more players to have the same alternate costume without being in Team Battle or having the shaded versions of the color scheme. This glitch was completely fixed in Super Smash Bros. 4 and Super Smash Bros. Ultimate, although it can still apply if players picking random get the same character and color as someone else.
==How to perform the glitch==
===In Melee===
#One player must be set to Human and choose a character and the desired color scheme
#Another player must also be set to Human and highlight the same character. They must also choose a color scheme adjacent to the desired costume in cycling order by one spot.
#The players performing the glitch must simultaneously perform the following actions:
##The player with the desired color scheme must deselect the character.
##The other player must quickly press the or button to highlight the desired color scheme.
##This can be repeated if other players would like to use the same color scheme.
If done correctly, every player will be using the same color scheme. Unlike in Team Battle, however, there will be no shading on either players' character. This process must be repeated every time a match is finished/exited, because highest port (closest to P4) takes the color chosen and from there each port (starting with P1) takes another color.
===In Brawl===
#One player must be set to Human and choose a character and the desired color scheme
#Change this player to None.
#Another player must choose the same character and costume as the player who disconnected.
#Any additional players who want to do the glitch should repeat the steps taken by the second player, but this must also disconnect and the other players must choose the same character and costume.
#Turn Team Battle on. 
#Change all disconnected players to Human.
#Turn Team Battle off.
If done correctly, all players should be the same palette swap at the start of the match, without any shading. This glitch can be done using any character by any combination of controller ports. However, the glitch will fix itself after the match is finished/exited by assigning the lowest port (closest to P1) as the color selected and each port after gets the next color.
==Videos==
Category:Glitches (SSBM)
Category:Glitches (SSBB)
Samus/Zero Suit Samus (disambiguation)

Samus/Zero Suit Samus is a term used mainly in rankings and statistics, referring to usage of Samus and Zero Suit Samus in conjunction, as opposed to the two separate characters.
Samus may refer to:
*Samus Aran
*Samus (SSBB)
Zero Suit Samus may refer to:
*Zero Suit Samus
*Zero Suit Samus (SSBB)
It could also refer to how Samus transforms into Zero Suit Samus through a taunt or . Zero Suit Samus transforms into Samus by using Power Suit Samus (Brawl only).
Samus (SSB)/Back aerial

==Overview==
Samus performs an overhead kick behind her. The move is very fast coming out on frame 5 (being the second fastest back aerial behind 's) and it has good range. The move does not have a high amount of ending lag either although it does have moderately high landing lag if the move is not L-cancelled or auto-cancelled. It is the strongest back aerial in the game as while it deals below average damage for a back aerial only dealing 14% if the clean hit connects; it has extremely high knockback scaling (145 compared to 100). The move can KO at 97% at the center of and it can even KO him under 120% from one side of the stage to the other. Even the late hit is fairly powerful being able to KO Mario at 138% on Dream Land. Because of these factors, back aerial is one of Samus' most powerful and useful KO moves. 
The move however can be difficult to land due to how floaty Samus is combined with her limited combo options. Samus' high short hop means that she cannot easily land it characters on the ground and Samus does not have many options to combo into the move at higher percents outside of . It is overall one of Samus' better aerials although the move's usefulness is limited due to Samus' attributes. The move also received a reduction to its knockback in the PAL versions not KOing Mario at the center of Dream Land until around 111% (155% for the late hit) making it a worse move overall in those versions.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary====
*
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-8
Late hit 	9-16
Ending autocancel 	17-
Animation length 	39
|-
===Landing lag===
Animation length 	31
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Samus (SSB)
Category:Back aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Samus (SSB)/Down aerial

==Overview==
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary==== 
*
==Timing==
Initial autocancel	1-3
Hitboxes 	4-12
Ending autocancel 	13-
Animation length 	39
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Samus (SSB)
Category:Aerial attacks (SSB)
Category:Down aerials (SSB)
Samus (SSB)/Down smash

==Overview==
Samus crouches and kicks on both sides of herself while spinning, dealing 16% (14% for the back hit) and weak knockback. If the attack connects, the opponent will be sent upwards at a diagonal angle. The move has a somewhat short duration for a move of this criteria. The front hitbox deals more damage and knockback than the back hit. The move hits quite low, being able to hit characters hanging on the edge. However, the move cannot combo well, has very low knockback (cannot KO reliably until above 150%), and is generally not recommended for most situations.
==Hitboxes==
|}
==Timing==
Hit 1 	8-12
Hit 2 	19-22
Animation length	49
==Similar moves==
*
Category:Samus (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)
Samus (SSB)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
The explosion frames shown here is as if the bomb is left alone.
Partial intangibility 	3-48
Head/arm intangibility	3-42
Bomb 	10-108
Explosion 	109-114
Animation length 	56
|Bomb 
|-
|Lag 
|-
|Non chest hurtboxes 
|-
|Head/arm hurtboxes 
Category:Samus (SSB)
Category:Special moves (SSB)
Category:Down special moves (SSB)
Samus (SSB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	5-6
Hit 2 	12-13
Hit 3 	19-20
Hit 4 	26-27
Ending autocancel	28-
Animation length 	51
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Samus (SSB)
Category:Aerial attacks (SSB)
Category:Forward aerials (SSB)
Samus (SSB)/Forward smash

Samus forward smash hitbox visualizations.	Samus forward smash hitbox visualizations.	Samus forward smash hitbox visualizations.	Samus forward smash hitbox visualizations.	Samus forward smash hitbox visualizations.
↗ 	 	 	 	
→↗ 	 	 	 	
→ 	 	 	 	
→↘ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	12-15
Animation length	41
Category:Samus (SSB)
Category:Forward smashes (SSB)
Samus (SSB)/Forward tilt

Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.
↗ 	 	 	 	
→↗ 	 	 	 	
→ 	 	 	 	
→↘ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-11
Animation length	31
Category:Samus (SSB)
Category:Forward tilts (SSB)
Samus (SSB)/Grab

==Overview==
Samus fires her Grapple Beam and grabs opponents with it. Samus' grab is very far ranged, being the longest grab in the game. However, it is also the slowest grab in the game. It grabs on frame 20 and stays out for 19 frames. it has 60 frames of end-lag (making it the laggiest grab in the game). Samus' back and forward throws are both among the strongest, making them great KO options, especially at the ledge.
==Grabboxes==
|}
==Timing==
Grab 	20-38
Animation length	99
Category:Samus (SSB)
Category:Grabs (SSB)
Samus (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Straight 	
Neutral attack 2 	Cannon Hammer 	
Forward tilt 	Spin Kick 	
Forward tilt mid up 	Spin Kick 	
Forward tilt up 	Spin Kick 	
Forward tilt mid down 	Spin Kick 	
Forward tilt down 	Spin Kick 	
Up tilt 	Heel Kick 	
Down tilt 	Low Kick 	
Dash attack 	Shoulder Tackle 	
Forward smash 	Gun Pod Knuckle 	
Forward smash mid up 	Gun Pod Knuckle 	
Forward smash up 	Gun Pod Knuckle 	
Forward smash mid down 	Gun Pod Knuckle 	
Forward smash down 	Gun Pod Knuckle 	
Up smash 	Cover Fire 	
Down smash 	Spinning Low Kick 	
Neutral aerial 	Samus Kick 	
Forward aerial 	Aerial Fire 	
Back aerial 	Sobat 	
Up aerial 	Drill Kick 	
Down aerial 	Meteor Knuckle 	
Neutral special (minimum charge)	Charge Shot 	
Neutral special (maximum charge)	Charge Shot 	
Up special grounded 	Screw Attack 	
Up special aerial 	Screw Attack 	
Down special 	Bomb 	
Grab 	Grapple Beam 	
Forward throw 	Grappling Throw 	
Back throw 	Grappling Back Throw	
Crouch 	 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Samus (SSB)
Category:Hitboxes (SSB)
Samus (SSB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-27
Ending autocancel 	28-
Animation length 	49
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Samus (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Samus (SSB)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
===Minimum charge===
This data is from charge release. Start up animation is 15 frames, which increases up to 19 frames as the charge level increases. This is then put in front of the shooting animation in the frame strips.
Hitbox 	2-
Animation length	30
|-
===Maximum charge===
This data includes the start up as it is unlikely to release the Charge Shot at maximum charge from the charge animation.
Hitbox 	21-
Animation length	49
|-
Category:Samus (SSB)
Category:Special moves (SSB)
Category:Neutral special moves (SSB)
Samus (SSB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hit 1 	6-7
Hit 2 	9-10
Hit 3 	12-13
Hit 4 	15-16
Hit 5 	18-19
Ending autocancel 	20-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Trivia==
* The move was intended to have a final hitbox with higher knockback but due to a developer oversight, this hitbox does not appear in the regular game. This hitbox is not activated because the game calls for the hitbox to end on the same frame it is supposed to be activated. As a result of this, the final hit is never activated. A similar error can be found with although the error occurs for a different reason and unlike Luigi's dash attack, the final hit for Samus' up aerial was fixed in Melee.
Category:Samus (SSB)
Category:Aerial attacks (SSB)
Category:Up aerials (SSB)
Samus (SSB)/Up smash

==Overview==
Samus shoots 5 bursts of fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with very high start-up lag, and it can deal serious damage if all hits connect (with each hit dealing 10% for a total of 50%). The move can also break shields on its own if all the hits connect. However it's nearly impossible to land all its hits without the opponent intentionally SDIing to get hit, as not only is it easy to SDI out of the attack, but the hits don't deal set knockback and they all launch opponents away from Samus (which leads to the attack hitting opponents out of it on its own). Each hit deals weak knockback for a smash attack, so it also cannot KO until very high percents. Additionally, it has a moderate amount of ending lag and its hitboxes are almost strictly above Samus making it easy to punish. The move flatout cannot connect against smaller characters if they are in front of Samus, leaving her wide open for a punish. The move can occasionally be used an as anti-air attack due to its long duration and wide coverage angle and if the back hit connects, it can potentially combo, but overall it is a really poor move on its own due to its slow speed and non reliability and is one of Samus' worst attacks, with it having little practical use for about any situation, and Samus has other superior options in situations where it could be used.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
**
==Timing==
Hitboxes 	17-19, 21-23, 25-27, 29-31, 33-34
Hitboxes (NTSC-J)	17-18, 21-22, 25-26, 29-30, 33-34
Animation length 	59
|NTSC-U/PAL 
|-
|NTSC-J 
Category:Samus (SSB)
Category:Up smashes (SSB)
Samus (SSB)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Invincibility (NTSC-U/PAL)	1-5
Invincibility (NTSC-J) 	1-11
Hit 1 	4-5
Hits 2-4 	6-7, 8-9, 10-11
Hits 5-14 	12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27, 28-29, 30-31
Hit 15 	32-33
Animation length 	49
|Hitboxes 
|-
|Hurtboxes (NTSC-U/PAL) 
|-
|Hurtboxes (NTSC-J) 
===Aerial===
Invincibility 	1-3
Hits 1-13 	4-5, 6-7, 8-9, 10-11, 12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27, 28-29,
Hit 14 	30-31
Animation length	47
|-
===Landing lag===
Animation length	20
Category:Samus (SSB)
Category:Special moves (SSB)
Category:Up special moves (SSB)
Samus (SSB)/Up tilt

==Overview==
Samus raises her leg high and drops it like an axe, with the attack consisting of two hits; the first deals 8% and very low knockback, and the second deals 13% and higher horizontal knockback. This attack hits above Samus at the beginning and in front of her at the end. It has decent range both above and in front of Samus and it even has some range behind Samus.
The move in general is very slow, however, with high startup lag and a long total duration. The early hit comes out on frame 8 which is not too slow but the late hit does not come out until frame 25, which is incredibly slow for a tilt attack. Its very high startup lag means that the move can easily be avoided on reaction and the opponent can punish Samus during its startup. To make matters worse, the move has a clean hit and a late hit rather than two different sets of hitboxes so if the Samus player connects the first hit, they cannot land the second hit at all. The early hit is unsafe on shield and it is even punishable on hit until high percents, making it detrimental to hit. This also means that while the move can be used as an anti-air, it is completely useless for this purpose, as Samus can be punished for landing it. The second hit is stronger and more rewarding but its knockback isn't even that strong for an up tilt, especially considering is abysmal speed. The move does not have a lot of ending lag after the second hit and the second hit does give Samus a decent amount of frame advantage on shield but it isn't quite extreme enough to lead into Samus' strong shield pressure and its slow speed means that the opponent can avoid shielding it in the first place. 
Its only potential use is for edgeguarding. The move launches opponents horizontally and it can hit characters hanging on the edge, due to its hitbox extending below the platform, so it can be used for this purpose. However, its slow speed makes it difficult to land even in this situation and Samus has much faster options which do the same thing but more effectively such as down tilt and down aerial. It can also lead into followups if the opponent hits a wall due to its fairly low ending lag but in a tournament setting, the chances of Samus hitting the opponent with the move and the opponent ledge DIing the move on Dream Land into a potential followup are extremely low. 
Overall, Samus' up tilt is not only one of Samus' worst moves but also one of the worst moves in the game. The move does not work properly, it is way too slow and the reward for landing it is too low at best and downright punishing at worst. As a result, the move is almost never used in competitive play. Interestingly, possesses a near identical up tilt although his is superior in almost every way being faster, stronger and it actually has two sets of hitboxes, giving his up tilt some use.
==Hitboxes==
|}
==Timing==
Hit 1 	8-24
Hit 2 	25-29
Animation length	43
==Similar moves==
*
Category:Samus (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Samus (SSB4)/Back aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Clean hit 	9-10
Late hitboxes 	11-14
Ending autocancel 	42-
Interruptible 	39
Animation length 	55
|-
===Landing lag===
Animation length	18
Category:Samus (SSB4)
Category:Back aerials (SSB4)
Samus (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:Samus (SSB4)
Category:Back throws (SSB4)
Samus (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Early hit 	17-18
Meteor hit 	19-21
Late hit 	22-23
Ending autocancel 	34-
Interruptible 	49
Animation length 	59
|-
===Landing lag===
Animation length	20
Category:Samus (SSB4)
Category:Down aerials (SSB4)
Samus (SSB4)/Forward aerial

==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	6-7
Hits 2-4 	12-13, 18-19, 24-25
Hit 5 	30-31
Ending autocancel	47-
Interruptible 	60
Animation length 	63
|-
===Landing lag===
Animation length	24
Category:Samus (SSB4)
Category:Forward aerials (SSB4)
Samus (SSB4)/Forward smash

Samus forward smash hitbox visualization	Samus forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Charges between 	3-4
Hitboxes 	10-11
Interruptible 	49
Animation length	54
Category:Samus (SSB4)
Category:Forward smashes (SSB4)
Samus (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:Samus (SSB4)
Category:Forward throws (SSB4)
Samus (SSB4)/Forward tilt

Samus forward tilt hitbox visualization	Samus forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
===Angled up/down===
|}
===Angled forward===
|}
==Timing==
Hitboxes 	8-10
Interruptible 	34
Animation length	47
Category:Samus (SSB4)
Category:Forward tilts (SSB4)
Samus (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing & Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	16-19, 20-25
Interruptible 	70
Animation length	87
===Dash grab===
Grab 	16-19, 20-26
Interruptible 	68
Animation length	77
===Pivot grab===
Grab 	17-19, 20-28
Interruptible 	84
Animation length	93
Category:Samus (SSB4)
Category:Grabs (SSB4)
Samus (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down) 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Charge Shot 	(unavailable)
Side special (homing missile)	Missile 	
Side special (super missile) 	Missile 	
Up special (grounded) 	Screw Attack	
Up special (aerial) 	Screw Attack	
Down special 	Bomb 	
Down special (explosion) 	Bomb 	
Grab 	 	(unavailable)
Dash grab 	 	(unavailable)
Pivot grab 	 	(unavailable)
Grab air 	 	(unavailable)
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Samus (SSB4)
Category:Hitboxes (SSB4)
Samus (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hit 1 	8-11
Hit 2, Clean 	16-17
Hit 2, Late 	18-24
Ending autocancel 	35-
Interruptibility 	46
Animation length 	53
|-
===Landing lag===
Animation length	16
Category:Samus (SSB4)
Category:Neutral aerials (SSB4)
Samus (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hit 1 	5-6
Hits 2-5 	8-9, 11-12, 14-15, 17-18
Hit 6 	20-21
Ending autocancel 	34-
Interruptibility 	40
Animation length 	53
|-
===Landing lag===
Animation length	12
Category:Samus (SSB4)
Category:Up aerials (SSB4)
Samus (SSB4)/Up smash

==Hitboxes==
|}
==Timing==
Charges between 	9-10
Linking hits 	11-12, 15-16, 19-20, 23-24
Final hit 	27-28
Interruptible 	57
Animation length	58
Category:Samus (SSB4)
Category:Up smashes (SSB4)