nyuuzyou/wikis huggingface dataset:
Burning Dropkick

Burning Dropkick (, Combustion Dropkick), rendered as Burning Drop Kick in the PAL version, is one of the three side special moves usable by Mii Brawlers.
==Overview==
When used, the Brawler charges, then launches forward with their feet ablaze, damaging and knocking back the first enemy hit, while causing the Brawler to bounce back afterwards. This move is similar to Pikachu's Skull Bash and Luigi's Green Missile, in that it can aid the Mii Brawler in recovering horizontally, due to not leaving them helpless and being able to sweetspot ledges. If the move is performed like a smash attack, it charges faster. Another property that the move has include its ability to block projectiles (including 's Gordos if timed properly). However, when the Mii is in mid-launch, the move can be exploited like any other projectile, and is thus susceptible to Reflectors, which can sometimes cost the player a stock.
Despite the backward bounce upon hitting a foe preventing the attack from being punished with a shield grab, it is still generally unsafe due to its long lag making it easy to hit the Brawler out of it, as well as the bounce still leaving them vulnerable to any other out of shield options such as an aerial attack. As such, Onslaught is often preferred over this move and Headache Maker due to its faster startup and ability to tech-chase. On the other hand, though, the backward bounce does allow the Brawler to evade particularly laggy counterattacks (such as 's Vision).
In Ultimate, the move works the exact same as before, but was heavily nerfed: the move lost its ability to charge and now only deals a set amount of damage because of this, thus hindering the move's horizontal recovery and mindgame potential. However, the move's landing lag can be reduced if used at the peak of a jump.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Onslaught 	2. Burning Dropkick 	3. Suplex
 	 	
"Rush forward with a flurry of kicks, sending foes upward. The more damage you have, the stronger the launch!"	"Dropkicks in a fiery blaze. Hitting an opponent or a wall breaks the fall."	"Dashes forward to grab an opponent and perform a backdrop."
==Gallery==
BurningDropkickSSB4.jpg|Burning Dropkick in .
Mii Brawler SSBU Skill Preview Side Special 2.png|Burning Dropkick as shown by the Move List in Ultimate.
==Names in other languages==
Category:Side special moves
Category:Super Smash Bros. universe
Category:Mii Fighter
Category:Mii Fighter (SSB4)
Category:Mii Brawler (SSB4)
Burning Sword

Burning Sword (, Burning Sword) is Pyra's Final Smash.
==Overview==
Pyra summons Rex, who says "Do it, Pyra!" (, Let's go, Homura!) and performs an overhand slash to transition into a cutscene. In the cutscene, Pyra says "Yeah, on it." (, Yes, Rex.), and she and Rex hold the Aegis Sword together and leap toward the trapped opponents, shouting the move’s name. The game then transitions back into normal gameplay, where Pyra and Rex summon a large pillar of fire in front of them, which then explodes; the trapped opponents are moved into the center of the pillar to prevent their escape, regardless of where they were when first hit. Pyra says "Witness our power!" (, This is our power!) at the end of the Final Smash. Compared to Mythra's Sacred Arrow, Pyra's Burning Sword deals less total damage and has less horizontal coverage, but has much higher KO potential.
Up to three opponents can be trapped into the cutscene; if no opponents are hit, the move fails.
==Instructional quotes==
==Origin==
In Xenoblade Chronicles 2, Burning Sword is Pyra's Level 4 Blade Special. The technique also serves as one of Pyra's signature moves, as she and Rex perform Burning Sword during many cutscenes. The move's animation in Smash is a recreation of its animation in battles in Xenoblade Chronicles 2.
==Gallery==
SSBUWebsitePyra5.jpg|Pyra and Rex during Burning Sword
Burningsword.png|Rex assisting Pyra with Burning Sword.
Pyra SSBU Skill Preview Final Smash.png|Burning Sword as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*Burning Sword, Sacred Arrow, and Final Blaster are the only Final Smashes that start off with a cinematic but end in-game. The opposite holds true for Infernal Climax.
**Along with , these are also the only Final Smashes from DLC characters in Ultimate to contain non-cinematic elements.
*Masahiro Sakurai revealed in a YouTube videoOdds and Ends of Supervising [Graphics] that footage from was used to tweak the animation of Burning Sword during development.
==References==
Category:Final Smashes (SSBU)
Category:Xenoblade Chronicles universe
Category:Pyra
Category:Pyra (SSBU)
Burrowing Snagret

The Burrowing Snagret (, Snake Crow) is a recurring enemy and common mini-boss from the series.
==Origin==
The Burrowing Snagret first appeared in the original Pikmin, serving as the basis for its trophy in Super Smash Bros. Brawl. Its later design in Pikmin 3 serves as the basis for its appearances in both Super Smash Bros. 4 and Super Smash Bros. Ultimate. Within the Pikmin games, the Burrowing Snagret is a strong enemy and occasional boss that attacks by ambushing prey from underground and pecking at anything within reach. Though there are related species that fully emerge from the ground to chase their prey, the Burrowing Snagret chooses to remain at least partially buried at all times. In Pikmin 3, it not only pecks at both the leaders and their Pikmin, but can also pin them down and regurgitate them as a form of attack.
==In Super Smash Bros. Brawl==
The Burrowing Snagret makes its Smash debut in Brawl as a randomly-acquired trophy.
===Trophy===
==In ==
The Burrowing Snagret appears once again as a trophy, but only in Super Smash Bros. for Wii U.
===Trophy===
==In Super Smash Bros. Ultimate==
===As an Assist Trophy===
When summoned, the Burrowing Snagret waits a short while and then starts wildly pecking in front of itself. It then burrows into the ground and reappears below an opponent (including on platforms), repeating this routine several times before disappearing. Although it cannot be grabbed and has flinch resistance, it can be stunned and left open for attack, and is one of the many Assist Trophies that can be KO'd. Training Mode describes its Assist Trophy: Pecks at opponents with its beak. 
The Burrowing Snagret cannot be summoned on Brinstar Depths, Cloud Sea of Alrest, Mute City SNES, Pilotwings, Pokémon Stadium, Spirit Train, and Venom.
===Spirit===
The Burrowing Snagret also appears as an Ace-class primary spirit. It can be summoned using the cores of and .
The Burrowing Snagret Spirit Battle uses a Giant puppet fighter and is fought on the Garden of Hope stage. During the battle, the Burrowing Snagret appears as a hostile Assist Trophy and the Pitfall items appear, referencing the Burrowing Snagret's nature to burrow underground.
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
813	 	 	★★★ 	2 	3095 	9288	1562	4687	1304	3913	Speed ↓	Pikmin Series	
==Gallery==
Burrowing Snagret Assist Trophy (SSBU).png|The Burrowing Snagret as an Assist Trophy in Super Smash Bros. Ultimate.
SSBUWebsiteBurrowingSnagret4.jpg|The Burrowing Snagret about to "eat" an apple on Green Greens.
SSBUWebsitePokémonTrainer4.jpg|Alongside three Pokémon.
FinishZoomDuckHunt.jpg|The Burrowing Snagret pecking Duck Hunt.
==Names in other languages==
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Pikmin universe
Category:Spirits
es:Tagarote escurridizo
Burst Grenade

Burst Grenade (, Exploding Pill) is Sheik's side special move in Super Smash Bros. 4 and Super Smash Bros. Ultimate. It replaced Chain from Super Smash Bros. Melee and Super Smash Bros. Brawl.
==Overview==
When activated, Sheik throws a small grenade connected to a chain, presumably the same one seen in Melee and Brawl. The throwing animation involves Sheik throwing with her left hand, spinning around on one foot, then landing on one knee before standing back up. After being thrown, the grenade will activate a vortex effect, pulling any close by opponents in before exploding and damaging said opponents. Holding down the button can delay the explosion for a brief moment. The vortex also steadily deals minor damage over time. 
The throwing animation ends before the grenade explodes, which means Sheik can perform an action around the time the vortex activates. This can be useful for positioning Sheik to tech-chase or combo an exploded opponent. Sheik can also be hit before the grenade activates. If this happens, the grenade will fall to the ground without exploding. This grenade can then be picked up and thrown, similar to Hand Grenade. The grenade deals 6-8% damage, but with no vortex.
In Smash 4, performing this move in the air will put Sheik in a helpless state. This effect was removed in Ultimate.
===Item Gravitation glitch===
In Ultimate, if Sheik uses Burst Grenade when anyone in the match (including herself) has the spirit effect Item Gravitation or Healing-Item Attraction, the grenade will never explode. The grenade will instead slide across the ground at high speed before disappearing, nearly covering the entire length of . Similar to the grenade's behavior when Sheik is attacked before detonating the grenade, the grenade can be picked up and thrown like an item.
This glitch appears to have been added in First known instance of the glitch and is still present in , the latest version of Ultimate.
==Instructional quotes==
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
# Burst Grenade: Default.
# Gravity Grenade: No draw in effect before explosion and deals less damage, but enemies hit by the blast are knocked towards Sheik, allowing for combos.
# Skimming Grenade: Grenade bounces on the ground away from Sheik with a controllable timed delay before exploding. The explosion deals less damage, but the bounces can deal up to triple the damage of the regular version's hit and pull.
GravityGrenadeWiiU.jpg|Mario being affected by Gravity Grenade in .
SkimmingGrenadeWiiU.jpg|Skimming Grenade in .
==Gallery==
Burst Grenade SSB4.jpeg|Burst Grenade in .
Sheik SSBU Skill Preview Side Special.png|Burst Grenade as shown by the Move List in Ultimate.
==Names in other languages==
==References==
Category:The Legend of Zelda universe
Category:Side special moves
Category:Projectiles
Category:Sheik
Category:Sheik (SSB4)
Category:Sheik (SSBU)
Category:Vacuums
es:Granada fulminante
Buzzy Beetle (disambiguation)

Buzzy Beetle is an enemy in the series and appears as:
*A trophy in Brawl
*A trophy in Super Smash Bros. for Nintendo 3DS
*A background character appearing on Mushroom Kingdom (SSB) in Super Smash Bros. and Super Smash Bros. Ultimate
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Mario universe
Byleth (SSBU)/Back aerial

==Overview==
Byleth performs a backwards thrust using his spear. It consists of two hits; a stronger hit on frames 13 and 14, and a weaker one on 15 and 16. Both of these have sour and sweet spot, on the tip of the spear and base of the spear, with the tipper being the stronger hit. While sharing many characteristics with his forward aerial, the two moves have slightly distinct strengths. Back air is one frame slower, and two frames more minus on shield, it does more damage and has higher base knockback, giving it a slightly higher risk but much higher reward. Players will often confirm this move off of up special for very early kills, sometimes as early as 50%, or use it to catch a spotdodge or something of the such. Its range and power make it a formidable move in Byleth's kit.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	13-14
Late hit 	15, 16-17
Ending autocancel 	40-
Interruptible 	47
Animation length 	61
|-
===Landing lag===
Interruptible 	14
Animation length	35
Category:Byleth (SSBU)
Category:Back aerials (SSBU)
Byleth (SSBU)/Back throw

Byleth back throw hurtbox and hitbox visualization	Byleth back throw hurtbox and hitbox visualization	Byleth back throw hurtbox and hitbox visualization	Byleth back throw hurtbox and hitbox visualization	Byleth back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Byleth changes direction on frame 25.
Invincibility 	1-48
Collateral hit 	12-13, 23-24
Turnaround 	25
Throw release 	30
Interruptible 	44
Animation length	93
|-
Category:Byleth (SSBU)
Category:Back throws (SSBU)
Byleth (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes (early, late)	9, 10-11
Interruptible 	45
Animation length 	67
==Trivia==
*The ID 4 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.
Category:Byleth (SSBU)
Category:Dash attacks (SSBU)
Byleth (SSBU)/Down aerial

==Overview==
Swings Aymr downward, with the ability to meteor smash opponents if the farthest hitbox connects. Otherwise, launches upwards diagonally. Unlike other "non-tipper" hitboxes commonly found in other sword characters, this diagonal hitbox is strong enough to launch the opponents into the top blastzone. This move can then serve as a follow-up to Byleth's up special, either to rack up damage at early percents, or to go for a kill. If the opponent's percentage is high enough, the downwards hitbox can also finish them off, since they will bounce high off of platforms and hazards.
Deals heavy damage, dealing 19%. Also does heavy shield damage and has long range. However, it is extremely slow to start, has a lot of ending lag, only autocancels from a double jump, and its landing lag is among the highest out of any conventional down aerial in the entire game.
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	22-24
Ending autocancel 	52-
Interruptible 	60
Animation length 	84
|-
===Landing lag===
Interruptible 	29
Animation length	64
Category:Byleth (SSBU)
Category:Down aerials (SSBU)
Byleth (SSBU)/Down special

==Overview==
Byleth channels all of his energy into a sluggish but colossally powerful slash at 30% at its highest using the Hero's Relic Aymr. It has super armor during startup, can be reversed, and Byleth can drop through platforms while performing it. Like other "bold" moves (such as Falcon Punch, Warlock Punch, and Hatchet Man), it triggers Special Zoom. When successfully executed, Aymr can break shields in a single hit. When it is used successfully while falling off the battlefield, by an edge, and it hits the battlefield, Byleth will be suspended, ending the fall. Much like the aforementioned "bold" moves, it expectedly has extremely high lag all around in exchange for its power, making it a very risky yet rewarding move mainly used for hard reads, with the only consistent use being in shield break scenarios. Byleth may occasionally yell "A...ymr!" while using this move. When used in the air, Byleth is stalled slightly just before the hitbox comes out. The animation itself is based on , a combat art learned exclusively by Edelgard once mastering the Emperor class in Three Houses.
==Hitboxes==
The shockwave hitboxes function like Hand Slap. They will match the ground they impact. Aerial shockwave implies that the axe was planted into a platform as Byleth is airborne.
|}
==Timing==
The timing implies Aymr doesn't touch the ground. If it does, a shockwave hitbox appears on frames 3-6 after impact.
Hitbox 	62-67
Heavy Armor (grounded)	34-63
Interruptible 	134
Animation length 	144
|Lag 
|-
|Grounded 
Category:Byleth (SSBU)
Category:Down special moves (SSBU)
Byleth (SSBU)/Down throw

Byleth down throw hurtbox and hitbox visualization	Byleth down throw hurtbox and hitbox visualization	Byleth down throw hurtbox and hitbox visualization	Byleth down throw hurtbox and hitbox visualization	Byleth down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
A simple whip that sends at a diagonally upward angle. The move can immediately be followed up by forward aerial, forward tilt, and neutral aerial, the latter of which can be used repetitively to extend combos for more damage, or be used to drag down an opponent, to then extend the combo. The move can also be followed up with a back aerial as a kill confirm, which can kill early as around 50% at the ledge on smaller stages with the tipper.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12
Throw Release 	13
Interruptible 	32
Animation length	63
|-
Category:Byleth (SSBU)
Category:Down throws (SSBU)
Byleth (SSBU)/Edge attack

==Overview==
While getting up, Byleth performs a low, outward slash while climbing up. Like most edge attacks in competitive play, it is rarely used since it leaves Byleth vulnerable.
==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 	78
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Byleth (SSBU)
Category:Edge attacks (SSBU)
Byleth (SSBU)/Floor attack (back)

==Overview==
Byleth slashes behind themself and then in front of themself dealing 7% damage. In competitive play, the move is rarely used as it can leave Byleth vulnerable.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	68
|-
Category:Byleth (SSBU)
Category:Floor attacks (SSBU)
Byleth (SSBU)/Floor attack (front)

==Overview==
Byleth slashes behind themself and then in front of themself dealing 7% damage. In competitive play, the move is rarely used as it can leave Byleth vulnerable.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	68
|-
Category:Byleth (SSBU)
Category:Floor attacks (SSBU)
Byleth (SSBU)/Floor attack (trip)

==Overview==
Byleth slashes in front and then behind themself dealing 5% damage. In competitive play, the move is rarely used as it can leave Byleth vulnerable.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	50
Animation length	68
|-
Category:Byleth (SSBU)
Category:Floor attacks (SSBU)
Byleth (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-2
Hitboxes (early, late)	12, 13
Ending autocancel 	36-
Interruptible 	40
Animation length 	57
|-
===Landing lag===
Interruptible 	12
Animation length	47
Category:Byleth (SSBU)
Category:Forward aerials (SSBU)
Byleth (SSBU)/Forward smash

Byleth forward smash hitbox visualizations	Byleth forward smash hitbox visualizations	Byleth forward smash hitbox visualizations	Byleth forward smash hitbox visualizations	Byleth forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	13-14
Hitboxes 	23-25
Interruptible 	64
Animation length	98
Category:Byleth (SSBU)
Category:Forward smashes (SSBU)
Byleth (SSBU)/Forward throw

Byleth forward throw hurtbox and hitbox visualization	Byleth forward throw hurtbox and hitbox visualization	Byleth forward throw hurtbox and hitbox visualization	Byleth forward throw hurtbox and hitbox visualization	Byleth forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	13
Throw Release 	14
Interruptible 	36
Animation length	71
|-
Category:Byleth (SSBU)
Category:Forward throws (SSBU)
Byleth (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	40
Animation length	53
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	56
===Pivot grab===
Grab 	11-12
Interruptible 	43
Animation length	57
Category:Byleth (SSBU)
Category:Grabs (SSBU)
Byleth (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash up 	 	
Forward smash down 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Failnaught 	
Neutral special interpolated 	Failnaught 	
Neutral special fully charged moving image	Failnaught 	
Neutral special fully charged still image 	Failnaught 	
Side special grounded 	Areadbhar 	
Side special aerial 	Areadbhar 	
Up special grounded 	Sword of the Creator 	
Up special aerial 	Sword of the Creator 	
Down special 	Aymr 	
Down special super armour 	Aymr 	
Final smash 	Progenitor God Ruptured Heaven	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Byleth (SSBU)
Category:Hitboxes (SSBU)
Byleth (SSBU)/Neutral aerial

==Overview==
Comprehensive Byleth Nair Document/Guide
Spins Failnaught around himself, hitting multiple times. Byleth's fastest aerial attack. It is useful for edgeguarding and approaching, has some combo potential, and it also possesses a landing hitbox, making it a useful multi-purpose aerial attack. Byleth may occasionally say "Failnaught!" while using this move. At its highest, it does 10.5% damage overall.
===Combo Guide===
* Ways to Combo into Nair
* Nair Combos
* NQ Combos
* DIDJ Nair
* Advanced Combos and Concepts (Escalator, Walkway and more)
* Nair Combos Worth Learning/Using
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Multihits 	6-26 (rehit rate: 7)
Final hit 	28
Ending autocancel 	39-
Interruptible 	52
Animation length 	74
|-
===Landing lag===
Hitbox 	2
Interruptible 	14
Animation length	42
Category:Byleth (SSBU)
Category:Neutral aerials (SSBU)
Byleth (SSBU)/Neutral attack

==Overview==
Byleth's neutral attack consists of a knifehand strike and a kick followed by either a third kick or a flurry of whip hits from the Sword of the Creator.
For the technical data of each individual hit, see:
*Byleth (SSBU)/Neutral attack/Hit 1
*Byleth (SSBU)/Neutral attack/Hit 2
*Byleth (SSBU)/Neutral attack/Hit 3
*Byleth (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
Consecutive jab 	16
Jab 2 	10-11
Jab 3 	17-19
Rapid jab 	22, 25, 28, 31, 34, 37
Rapid jab finisher	43-44
Interruptible 	23, 31, 47, 88
Animation lengths 	38, 61, 67, 88
|-
|-
|-
Category:Byleth (SSBU)
Category:Neutral attacks (SSBU)
Byleth (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+7 frames
|+7 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	4-5
Continuability 	Rapid jab 	6-9
Continuability 	Jab 3 	7-28
Interruptible 	Interruptible 	25
Animation length	Animation length	55
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Byleth (SSBU)
Category:Neutral attacks (SSBU)
Byleth (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+3 frames
|9×
|+3 frames
|9×
|—
|—
|}
==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 	8-9, 26-27
Rapid jab 	11, 14, 17, 20, 23, 26
Finisher 	6-7
Interruptible 	51
Animation length	51
Category:Byleth (SSBU)
Category:Neutral attacks (SSBU)