nyuuzyou/wikis huggingface dataset:
Bowser Jr. (SSB4)/Up smash

==Overview==
Bowser Jr. does a handstand, then hits the opponent multiple by rapidly spinning the propeller on the Junior Clown Car. The attack deals 13% when uncharged and 18.174% when fully charged, launching the opponent vertically. Only the last hit knocks the opponent away but the low base knockback and knockback scaling requires the opponent to be at a very high percentage of damage to be KO'd.
==Update History==
 1.1.4
*
==Hitboxes==
! 
|0
|4
|4
|4
|4
|4
|4
|0
|}
==Timing==
Charges between 	4-5
Hit 1 	7-9
Hits 2-5 	10-24
Hit 6 	25
Hit 7 	30-31
Interruptible 	57
Animation length	65
Category:Bowser Jr. (SSB4)
Category:Up smashes (SSB4)
Bowser Jr. (SSB4)/Up special/Default

==Overview==
Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. Deals 5% on contract and 13%from the explosion. The move covers a decent amount of vertical distance, and is flexible with horizontal steering. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still dodge or attack with a hammer, which is powerful enough to KO at medium to high percentages. Deals either 15% or 10%. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.
==Hitboxes==
|}
==Timing==
===Hammer Attack===
Hit 1 	8
Hit 2 	13
Interruptible 	40
Animation length	44
Category:Bowser Jr. (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Bowser Jr. (SSB4)/Up throw

==Overview==
Bowser Jr. throws the opponent while spinning in a circle once, sending them upwards and very slightly behind Bowser Jr. The attack deals 7% damage, the lowest out of all his throws, and the endlag is too high for the throw to be useful for any following up. It does possess somewhat strong knockback like the rest of his throws, being able to kill at ~170% on midweights with rage. Otherwise, it does not see much use at all, due to its low utility overall and the lack of a good grab.
==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:Bowser Jr. (SSB4)
Category:Up throws (SSB4)
Category:Normal attacks (SSB4)
Bowser Jr. (SSB4)/Up tilt

==Overview==
 leans back, swinging a large metal fork upwards. The attack deals 6% with low knockback, and combos into itself, up smash or up aerials. The attack, while disjointed, has notable trouble hitting smaller sized opponents, and makes for a bad out of shield option, as it fails to catch many landing animations. The disjoint makes it a decent anti air, although the weak damage and knockback doesn't allow the move to kill until very high percents. Thus, it is mainly used as a juggling tool or early percent combo tool, and not used quite often especially on grounded opponents due to its poor hitbox against them.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-14
Interruptible 	33
Animation length	41
Category:Bowser Jr. (SSB4)
Category:Up tilts (SSB4)
Bowser Jr. (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-11
Clean hit 	12-13
Late hit 	14-18
Ending autocancel 	30-
Interruptible 	46
Animation length 	59
|-
===Landing lag===
Interruptible 	15
Animation length	22
Category:Bowser Jr. (SSBU)
Category:Back aerials (SSBU)
Bowser Jr. (SSBU)/Back throw

Bowser Jr. back throw hurtbox visualization	Bowser Jr. back throw hurtbox visualization	Bowser Jr. back throw hurtbox visualization	Bowser Jr. back throw hurtbox visualization	Bowser Jr. back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-24
Turnaround 	24
Throw release 	24
Interruptible 	62
Animation length	69
|-
Category:Bowser Jr. (SSBU)
Category:Back throws (SSBU)
Bowser Jr. (SSBU)/Dash attack

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Multihits (early, late)	8-12, 13-20 (rehit rate: 3)
Late hit 	25-26
Interruptible 	48
Animation length 	51
Category:Bowser Jr. (SSBU)
Category:Dash attacks (SSBU)
Bowser Jr. (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Multihits 	15-38 (rehit rate: 3)
Final hit 	39
Ending autocancel 	55-
Interruptible 	57
Animation length 	58
|-
===Landing lag===
Hitbox 	1-2
Interruptible 	16
Animation length	23
Category:Bowser Jr. (SSBU)
Category:Down aerials (SSBU)
Bowser Jr. (SSBU)/Down special

==Overview==
The Junior Clown Car drops a Mechakoopa from its underside hatch. The Mechakoopa falls in a strong downward arc; once it lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate. The Mechakoopa will also bite onto opponents on contact that deals 2%, guaranteeing that it will explode on them shortly after that deals 7%. Lastly, if enough time passes and they have not hit an opponent yet, they will spark out and detonate automatically. They can be picked up and thrown as items either by Bowser Jr. or his opponent. If an opponent shields a walking Mechakoopa, it will drop to the ground harmlessly, which can then be picked up.
==Hitboxes==
|}
==Timing==
Mechakoopa generated	13
Interruptible 	68
Animation length 	74
Category:Bowser Jr. (SSBU)
Category:Down special moves (SSBU)
Bowser Jr. (SSBU)/Down throw

Bowser Jr. down throw hurtbox and hitbox visualization	Bowser Jr. down throw hurtbox and hitbox visualization	Bowser Jr. down throw hurtbox and hitbox visualization	Bowser Jr. down throw hurtbox and hitbox visualization	Bowser Jr. down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-50
Multihits 	16-49 (rehit rate: 5)
Throw Release 	50
Interruptible 	78
Animation length	87
|-
Category:Bowser Jr. (SSBU)
Category:Down throws (SSBU)
Bowser Jr. (SSBU)/Down tilt

==Overview==
The Junior Clown Car uses its tongue to lick forward three times. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox. It can KO ledge-hanging opponents at around 120%.
==Update History==
 
*
*
==Hitboxes==
! Hitstun
! Shieldstun
|+4 frames
|1.2×
|+4 frames
|1.2×
|+4 frames
|1.2×
|+4 frames
|1.2×
|—
|—
|—
|—
|}
==Timing==
Hits 1-2 	4-6, 12-14
Hit 3 	23-25
Interruptible 	41
Animation length	44
Category:Bowser Jr. (SSBU)
Category:Down tilts (SSBU)
Bowser Jr. (SSBU)/Edge attack

==Overview==
Slams a pair of wrecking balls while climbing up. Deals a considerable 10% and fair knockback. Can be used to knock opponents away. Junior is not on stage while hitting or afterwards, making it possible to meteor smash him after his intangibility ends.
==Update History==
 
*
==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:Bowser Jr. (SSBU)
Category:Edge attacks (SSBU)
Bowser Jr. (SSBU)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-23
Hitbox 	22-23
Interruptible 	46
Animation length	56
|-
==Trivia==
*Alongside 's front floor attack, this is the only floor attack in the game to consist of a single hit, rather than two separate hits to the character's respective sides.
**It also deals less damage than each hit of other characters' floor attacks (7% → 6%), but with some more shield damage to compensate (8 → 10).
Category:Bowser Jr. (SSBU)
Category:Floor attacks (SSBU)
Bowser Jr. (SSBU)/Floor attack (trip)

==Overview==
Gets up while thrusting a large dinner fork on both sides. Deals 5% on both sides Can be used to knock opponents away, although the intangibility doesn't last for the entire duration.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	16-17
Hit 2 	24-25
Interruptible 	50
Animation length	57
|-
Category:Bowser Jr. (SSBU)
Category:Floor attacks (SSBU)
Bowser Jr. (SSBU)/Forward aerial

==Overview==
The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. It is useful for edge-guarding and spacing and is a viable KOing option. It deals 11%/9% on a clean hit, 8%/6.5% at the middle, and 5%/4% if late. The landing hit deals 2%.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	10-13
Late hit 	14-17
Latest hit 	18-23
Ending autocancel 	34-
Interruptible 	44
Animation length 	57
|-
===Landing lag===
Hitboxes 	2
Interruptible 	17
Animation length	25
Category:Bowser Jr. (SSBU)
Category:Forward aerials (SSBU)
Bowser Jr. (SSBU)/Forward smash

Bowser Jr. forward smash hitbox visualizations	Bowser Jr. forward smash hitbox visualizations	Bowser Jr. forward smash hitbox visualizations	Bowser Jr. forward smash hitbox visualizations	Bowser Jr. forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Multihits 	18-32 (rehit rate: 3)
Final hit 	35-37
Interruptible 	56
Animation length	65
Category:Bowser Jr. (SSBU)
Category:Forward smashes (SSBU)
Bowser Jr. (SSBU)/Forward throw

Bowser Jr. forward throw hurtbox and hitbox visualization	Bowser Jr. forward throw hurtbox and hitbox visualization	Bowser Jr. forward throw hurtbox and hitbox visualization	Bowser Jr. forward throw hurtbox and hitbox visualization	Bowser Jr. forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	14-15
Throw Release 	16
Interruptible 	35
Animation length	53
|-
Category:Bowser Jr. (SSBU)
Category:Forward throws (SSBU)
Bowser Jr. (SSBU)/Forward tilt

Bowser Jr. forward tilt hitbox visualizations.	Bowser Jr. forward tilt hitbox visualizations.	Bowser Jr. forward tilt hitbox visualizations.	Bowser Jr. forward tilt hitbox visualizations.	Bowser Jr. forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	32
Animation length	43
==Trivia==
*Oddly enough, while the upward and forward angled versions use the stab effect, the downward angled version uses a standard slash effect. This is the only difference between these versions whatsoever.
Category:Bowser Jr. (SSBU)
Category:Forward tilts (SSBU)
Bowser Jr. (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	11-13
Interruptible 	41
Animation length	40
===Dash grab===
Grab 	14-16
Interruptible 	49
Animation length	49
===Pivot grab===
Grab 	15-17
Interruptible 	44
Animation length	49
Category:Bowser Jr. (SSBU)
Category:Grabs (SSBU)
Bowser Jr. (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Clown Jab 	
Neutral attack 2 	Clown Hook 	
Neutral attack rapid jab 	Clown Hundred Rending Punch 	
Neutral attack finisher 	Clown Hundren Rending Finish	
Forward tilt 	Fork 	
Forward tilt up 	Fork 	
Forward tilt down 	Fork 	
Up tilt 	Push-Up Fork 	
Down tilt 	Licking 	
Dash attack 	Round Saw 	
Forward smash 	Smash Twin Drills 	
Forward smash up 	Smash Twin Drills 	
Forward smash down 	Smash Twin Drills 	
Up smash 	Rotary Mixer 	
Down smash 	Double Iron Ball 	
Neutral aerial 	Propeller Punch 	
Forward aerial 	Iron Ball Swing 	
Forward aerial (landing) 	Iron Ball Swing 	
Back aerial 	Back Iron Ball 	
Up aerial 	Ceiling Crush 	
Down aerial 	Piercing Drill 	
Down aerial (landing) 	Piercing Drill 	
Neutral special 	Clown Cannon 	
Side special dash grounded	Clown Kart Dash 	
Side special dash aerial 	Clown Kart Dash 	
Side special spinout 	Clown Kart Dash 	
Up special 	Abandon Ship! 	
Up special explosion 	Abandon Ship! 	
Up special hammer 	Abandon Ship! 	
Down special 	Mechakoopa 	
Down special explosion 	Mechakoopa 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Piko Piko Hammer 	
Forward throw 	Body Blow 	
Back throw 	Centrifugal Throw 	
Up throw 	Fling Away 	
Down throw 	Back Drill 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Bowser Jr. (SSBU)
Category:Hitboxes (SSBU)
Bowser Jr. (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	7-8
Mid hit 	9-13
Late hit 	14-19
Ending autocancel 	42-
Interruptible 	44
Animation length 	51
|-
===Landing lag===
Interruptible 	10
Animation length	14
Category:Bowser Jr. (SSBU)
Category:Neutral aerials (SSBU)
Bowser Jr. (SSBU)/Neutral attack

==Overview==
Bowser Jr.'s neutral attack consists of 2 jabs followed by a flurry of punches and ending with an uppercut.
For the technical data of each individual hit, see:
*Bowser Jr. (SSBU)/Neutral attack/Hit 1
*Bowser Jr. (SSBU)/Neutral attack/Hit 2
*Bowser Jr. (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	4-5
Consecutive jab 	12
Jab 2 	10-11
Rapid jab 	16, 19, 22, 25, 28, 31, 34, 37, 40, 43
Rapid jab finisher	50-51
Interruptible 	20, 36, 87
Animation lengths 	39, 53, 94
|-
|-
Category:Bowser Jr. (SSBU)
Category:Neutral attacks (SSBU)
Bowser Jr. (SSBU)/Neutral attack/Hit 1

==Overview==
The Junior Down Car performs a quick punch with a boxing glove. Does 2% damage when hit. The next inputs are another jab, then an infinite.
==Hitboxes==
|}
==Timing==
Hitboxes 	4-5
Continuability window	7-30
Consecutive jab frame	12
Interruptible 	20
Animation length 	39
|-
Category:Bowser Jr. (SSBU)
Category:Neutral attacks (SSBU)
Bowser Jr. (SSBU)/Neutral attack/Hit 2

==Overview==
The Junior Crown Car performs another jab just like the first jab. It does 2% when hit. The next and last input is an infinite.
==Update History==
 
*
==Hitboxes==
! Hitstun
|+3 frames
|+3 frames
|+3 frames
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed at least 3 times and released at least 2 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	4-5
Continuability 	Pressed repeatedly	6-29
Continuability 	Held on hit 	10
Interruptible 	Interruptible 	30
Animation length	Animation length 	47
|-
Category:Bowser Jr. (SSBU)
Category:Neutral attacks (SSBU)
Bowser Jr. (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+3 frames
|8×
|+3 frames
|8×
|+3 frames
|8×
|+3 frames
|8×
|—
|—
|—
|—
|—
|—
|}
==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, 33-34
Rapid jab (right punch)	5, 11, 17, 23, 29
Rapid jab (left punch) 	8, 14, 20, 26, 32
Finisher 	6-7
Interruptible 	43
Animation length 	50
Category:Bowser Jr. (SSBU)
Category:Neutral attacks (SSBU)
Bowser Jr. (SSBU)/Neutral special

==Overview==
Bowser Jr.'s neutral special, Clown Cannon, has the Junior Clown Car opening its mouth to fire a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag. As the projectile's hitbox changes once it begins to drop to the ground, a cannonball can hit an opponent's shield twice with correct timing, which deals immense shield damage. It inflicts 10% initially and 7% at long range when uncharged, and 20% initially and 14% at long range when fully charged.
==Update History==
 
*
==Hitboxes==
|}
==Trivia==
*The hitbox is coded as an extended hitbox despite being circular. It cannot interpolate because of this.
Category:Bowser Jr. (SSBU)
Category:Neutral special moves (SSBU)
Bowser Jr. (SSBU)/Pummel

==Overview==
Hits the opponent with a toy hammer. A fairly fast pummel that deals 1.3% per hit. Each hit plays the recurring sound of Mario jumping onto a Koopa Troopa in the Super Mario franchise.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	19
Category:Bowser Jr. (SSBU)
Category:Pummels (SSBU)
Bowser Jr. (SSBU)/Side special

Bowser Jr. Side Special Hitbox Visualizations.	Bowser Jr. Side Special Hitbox Visualizations.	Bowser Jr. Side Special Hitbox Visualizations.	Bowser Jr. Side Special Hitbox Visualizations.	Bowser Jr. Side Special Hitbox Visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
The Junior Clown Car transforms into a go-kart that speeds forward. Tilting the control stick/circle pad in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut, which deals significantly more damage and higher knockback to opponents on contact compared to simply charging into them. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be jump canceled, even right after hitting an opponent, which can lead into combos and mix-ups. Does 5.2%-8.8% upon collision, and 10%-16.3% on the doughnut.
==Update History==
 
*
 
*
**
*
*
 
*
 
*
==Hitboxes==
|}
==Timing==
===Spinout===
Hitbox 	3-14
Interruptible 	59
Animation length	58
Category:Bowser Jr. (SSBU)
Category:Side special moves (SSBU)
Bowser Jr. (SSBU)/Up aerial

==Overview==
Quickly swings a hammer above himself. Bowser Jr. is often able to link two or three additional up aerials, making for an excellent damage-racking and combo move. Has KO potential at around 170%. Does 10% when cleaned and 6.5% if late.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Clean hit 	6-9
Late hit 	10-13
Ending autocancel 	16-
Interruptible 	26
Animation length 	43
|-
===Landing lag===
Interruptible 	10
Animation length	15
Category:Bowser Jr. (SSBU)
Category:Up aerials (SSBU)
Bowser Jr. (SSBU)/Up smash

==Overview==
Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches. Does 1% at the first hit, 1.3% for hits 2-4, 2.3% for hit 5, and 6% on the last hit.
This move received major buffs during game updates. Version 3.1.0 increases the knockback for the final hit, allowing to KO opponents easily. Version 9.0.0 has its hitboxes to increase in size.
==Update History==
 
*
 
*
 
* 
==Hitboxes==
|}
==Timing==
During the late multihits, the ID 0 hitbox can hit simultaneously alongside either the ID 1 or 2 hitbox due to having different part numbers.
Charges between 	4-5
Hit 1 	7-8
Multihits (early, late)	9-17, 18 (rehit rate: 3)
Final hit 	22-23
Interruptible 	55
Animation length 	65
Category:Bowser Jr. (SSBU)
Category:Up smashes (SSBU)
Bowser Jr. (SSBU)/Up special

==Overview==
Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground, dealing 5% upon contact and then explodes while dealing 13% with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still attack with a hammer that deals 10/15% (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. He is also able to airdodge once. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing. The Junior Clown Car's angle usually sends opponents at a favorable position to follow up with the hammer swing.
This move received a few updates, but was overall buffed with the exception of one. Update 1.1.0 haves Bowser Jr. receive more air dodge frames while rising, although a nerf exists where he can no longer air dodge more than once in midair, which reduces its safety and recovery. Version 3.1.0 hitboxes are more reliable to connect. And version 9.0.0 has less startup, which helps him quickly rise in the air.
==Update History==
 
*
*
 
*
*
 
*
==Hitboxes==
|}
==Timing==
===Hammer===
Hitboxes 	8-9, 13-14
Interruptible 	40
Animation length	44
===Hammer (Landing Lag)===
Interruptible 	38
Animation length	39
Category:Bowser Jr. (SSBU)
Category:Up special moves (SSBU)
Bowser Jr. (SSBU)/Up throw

Bowser Jr. up throw hurtbox visualization	Bowser Jr. up throw hurtbox visualization	Bowser Jr. up throw hurtbox visualization	Bowser Jr. up throw hurtbox visualization	Bowser Jr. up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	38
Animation length	40
|-
Category:Bowser Jr. (SSBU)
Category:Up throws (SSBU)
Box (disambiguation)

Box in the Smash Bros. series could refer to:
*Box (Stage) - a special type of stage that can be made using the Stage Builder
*Cardboard Box - Snake's taunt and trademark box
**Cardboard Box Glitch - a glitch associated with the Cardboard Box
*Crate - an item in SSB, Melee, Brawl, and SSB4 which is a box that can be broken open to produce other items
**Rolling Crate - an item in Brawl and SSB4 which is virtually identical to the Crate, but with wheels on it, so it rolls when thrown or attacked
*Cube, a transparent box containing items that appears in Adventure Mode: The Subspace Emissary
*Metal Box, an item in Melee, Brawl, and SSB4
*Blast Box, a heavy item in Brawl and SSB4
*Hitbox, the damaging area of an attack
*Box glitch, a glitch in Melee
*, a professional Melee and Brawl player
Category:Disambiguation
Box glitch

The box glitch is a glitch found in Super Smash Bros. Melee. It traps a character "between" a floor and a ceiling that is below that floor, making all vertical movement impossible. The glitch can be performed on any stage that has a floor and a ceiling below that floor at a close distance, and a wall facing both and connected to either of them.
==Description==
The box glitch occurs when a character moves down through a floor from above, and collides with a wall besides a ceiling under the floor. Alternatively, the glitch also activates when a character moves up through a ceiling and hits a wall besides a floor, above the ceiling.
Visually, a trapped character appears to be on the floor normally, but from a collision detection standpoint, that character is also under the ceiling. In many instances, the affected character's movement is restricted further by walls at the edges of the ceiling.
The glitch can be broken by throwing the affected character, as throws temporarily disable collisions and allow the character to escape the "box."
==Instructions (Jungle Japes)==
The box glitch was originally found on Jungle Japes, where it can be performed by or using a down throw on , , or .
There is an elevated part of a ceiling below the main platform of the level. This elevated ceiling is surrounded by inward facing walls under the main platform, which are formed by the wooden logs that point toward the camera. To perform the box glitch, the thrower has to grab the victim near one of those walls below, and then down throw them such that they hit the floor just beside the wall underneath the floor. If successful, the victim will be trapped in a "box" between the walls, and will be unable to move up or down. The boundaries of the "box" are the normal walls, the floor, and the ceiling. The victim can bounce and tech off these boundaries like they can on any other surface.
==Video==
Category:Glitches (SSBM)