nyuuzyou/wikis huggingface dataset:
Dream Town Hall

Dream Town Hall (, My Office of Beauty) is Isabelle's Final Smash.
==Overview==
Isabelle's Final Smash is a trapping-type Final Smash. If she is next to an enemy fighter, Isabelle will have Tom Nook and his nephews, Timmy & Tommy, build the Town Hall around the opponent. After the Town Hall is completed, they cheer before it is blown up. The explosion launches the trapped victim (and any other opponents close enough), briefly knocks over Isabelle (much to her shock), and sends the three tanukis flying. While nearly identical in function to Villager's Final Smash (Dream Home), Isabelle's variant causes the building to explode faster (similar to the original speed of Dream Home in Smash 4), and also deals 5% more damage during construction, thus KOing 5% earlier.
==Instructional quote==
==Origin==
The Town Hall is a location in Animal Crossing: Wild World, Animal Crossing: City Folk, and Animal Crossing: New Leaf, which serves as the building where most of the town's civic duties are carried out. Among them are the Public Works Projects, which allow the option for the Town Hall to be remodeled. In New Leaf, the Town Hall can be one of four different colors upon starting a new save file. The one appearing in the Final Smash, as well as Isabelle's on-screen appearance, appears to be based on the coloration and appearance of the original town halls in Wild World and City Folk.
Several items from the Animal Crossing series are thrown while Timmy & Tommy build the Town Hall (the same items that are thrown in Dream Home), which are as follows: a Blue Table, Cabin Bed, Classic Sofa, Ranch Tea Table, Green Dresser, Lovely Chair, Regal Lamp, Modern End Table, Drip Pail, Bug Trophy, Lantern, Mega Howloid, Triforce, Wagon Wheel, Elephant Slide, Do-Not-Enter Sign, Papa Panda Bear, Black King, Moai Statue, Froggy Chair, K.K. Slider Picture, Fossil, Wallpaper, and Flooring.
==Gallery==
Isabelle SSBU Skill Preview Final Smash.png|Dream Town Hall as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*Oddly, although Tom Nook emotes during Dream Home, earlier versions of Ultimate depicted him in his default, wide-eyed expression during Dream Town Hall. This was fixed in version 3.0.0.
**Due to this, the image of Dream Town Hall in Isabelle's Move List page was updated to change his expression. This makes it the only special move to have its image changed from in-game updates.
*Unlike its appearance in Animal Crossing where it changes depending on the real-world time, the Town Hall's clock appears to always show 04:01 in Smash.
**It is possible the time could be a reference to the release of Animal Forest on the Nintendo 64, which is the very first installment of Animal Crossing, having been released on April 14th, 2001 in Japan.
*Despite the Town Hall's design being based on the original designs in Wild World and City Folk, Isabelle did not exist in either of those two games.
Category:Animal Crossing universe
Category:Isabelle
Category:Isabelle (SSBU)
Category:Final Smashes
Category:Final Smashes (SSBU)
Drill

The Drill (, Drill) is an item in Super Smash Bros. 4 and Super Smash Bros. Ultimate.
==Origin==
While official and in-game sources refer to the item as originating from the Super Smash Bros. universe, its appearance is nearly identical to the from and behavior is nearly identical to the combination from . Similarly to the item, the Drill Arm's charged shot fires a drill that plows through enemies, dealing ongoing damage for a time. Unlike the Drill Arm, however, the item has a much shorter base, no homing ability, and can only be fired once.
The drill is based off the real life object of the same name. The is a tool of various sizes that is primarily used to bore holes and fasten other objects into a surface. However, real drill bits do not usually detach from the handle and act as projectiles.
==Overview==
thumb|left|A drill head stuck in a wall.
This item is composed of two parts: a yellow base and a detachable drill head. The drill can only be thrown horizontally; when fired, the drill advances in a line dealing multiple hits, allowing it to easily break shields or, upon a successful hit, drag the enemy along in the direction it is fired. The projectile is very hard to DI out of, causing a trapped victim to either be dragged off of the stage for a KO or be pinned against a wall and hit continuously until the drill explodes. After firing the drill, the base remains in the user's hand: it can then be thrown for a surprisingly large amount of knockback, similar to a hammer head. Both the drill and the thrown base can be reflected or perfect shielded to nullify it. If fired into a wall, the drill will linger on the wall for several seconds before exploding. Said explosion will do high damage to any player nearby, including the one who originally fired it.
===Damage (yellow base)===
Action 	Damage
Throw 	22%
Forward tilt throw 	22%
Up tilt throw 	23%
Down tilt throw 	24%
Dash throw 	24%
Forward smash throw 	25%
Up smash throw 	26%
Down smash throw 	28%
Drop 	14-21%
Air throw 	22%
Air forward tilt throw 	22%
Air up tilt throw 	23%
Air down tilt throw 	24%
Air forward smash throw	22%
Air up smash throw 	23%
Air down smash throw 	24%
==Trophy==
The Drill trophy appears in both versions. In , it is part of the Gunner .
==Spirits==
Equipping the Moley, Drill Man, Muddy Mole, or Professor Riggs & Plaise & Lerna support spirits will give the player a Drill at a start of their stock.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
349 	 	 	★ 	1 	Drill Equipped	Kirby Series 	
894 	 	 	★ 	1 	Drill Equipped	Mega Man Series 	
1,146	 	 	★ 	1 	Drill Equipped	Mole Mania 	
1,319	 	 	★ 	1 	Drill Equipped	Nintendo Labo Series	
==Appearances outside of Smash==
===Kid Icarus: Uprising===
Drill Arm KIU idol.jpg|Idol of the Drill Arm in Kid Icarus: Uprising.
Drill Arm KIU usage.jpg|The Drill Arm being used in Kid Icarus: Uprising.
==Names in other languages==
==External links==
The Drill in action
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Drill Dozer (universe)

Drill Dozer (, Screw Breaker Roar Vibration Drillero) is an action-puzzle platformer game for the Game Boy Advance, released in 2005 in Japan, and 2006 in North America. It features a built-in rumble feature.
==Franchise description==
Drill Dozer was released on the Game Boy Advance in 2005 in Japan and 2006 in North America, the game was not initially released in Europe and Australia, but would later release on the Wii U Virtual Console in 2016, using a previously unreleased European localisation from 2006 with five languages. In the game, the player controls a schoolgirl named Jill, the daughter of a powerful but noble crime boss, and her drill tank, the Drill Dozer, in a variety of levels as she tries to recover her deceased mother's wish-granting Red Diamond, and uncovers the conspiracy of the local police force's ties to a rival gang, the Skullkers. The game is a relatively slow-paced platformer with action and puzzle elements, where the player has to collect gears that allow Jill to break stronger blocks and drill for longer - with the third gear having its own theme song that plays until the stage ends - after finding a gear, Jill usually needs to return to an earlier part of the stage to destroy something she was unable to drill into prior. After returning to the Red Dozer truck, Jill's Drill Dozer will break down, requiring the player to find the gears again in the next stage. Across the events of the game, Jill is joined by two other members of her thieving gang, Gearmo the mechanic and Grutch the veteran mentor, who will often call Jill through her backpack cellphone to introduce the player to new types of blocks and enemies. Drill Dozer has never received a sequel or follow-up, with Jill's only appearances since her debut being cameos in Super Smash Bros. titles and an art video posted to Game Freak's YouTube channel, though some later Game Freak platformers such as Giga Wrecker and Tembo the Badass Elephant would contain similar focuses on heavy characters who can destroy terrain.
==In Super Smash Bros. Brawl==
===Assist Trophy===
Jill: She appears as an Assist Trophy in Brawl within her Drill Dozer. She will ride around the stage, drilling at the air. If a character makes contact with the drill, they will continually be damaged with some knockback.
===Trophy===
===Stickers===
Name 	Game	Effect 	Characters
Jill & Drill Dozer	 	Attack +18 	
Jill 	 	Resistance +4	
Grutch 	 	+9 	
==In Super Smash Bros. Ultimate==
Jill doesn't return as an Assist Trophy, but does appear as a spirit.
===Spirit===
No. 	Image	Name	Type	Class	Cost 	Ability
1,190	 	 	★★ 	1 	Bury Immunity	
==Trivia==
*Drill Dozer is the newest major universe (represented by a character, stage, item, or Assist Trophy) to be represented in Super Smash Bros. Brawl, with an initial date of September 2005.
==References==
==External links==
*Game Freak's official Drill Dozer website (English) (archived)
*Game Freak's official Screw Breaker website (Japanese)
*Drill Dozer at Wikipedia
 
es:Drill Dozer
Drill Rush

Drill Rush (, Drill Rush) (formerly named the "Triple Dash") is Meta Knight's side special move.
==Overview==
This attack is a corkscrew drill dash with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% damage for each hit. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield. This is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
In Super Smash Bros. 4 the move has added startup lag, and Meta Knight now rebounds off surfaces upon impacting them near the end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in Brawl. Also, the move connects more reliably and it is much stronger.
==Instructional quotes==
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
# Drill Rush: Default.
# High-Speed Drill: Increases the speed and distance of the move, but unable to change the trajectory and reduces knockback from the attack.
#: In , this variation is a Challenge unlock, only obtainable by winning at least 5 Smash battles with Meta Knight.
# Shieldbreaker Drill: Much more shield damage, but reduced knockback and range.
Speed Drill.jpg|High-Speed Drill being used in .
Breaker Drill.jpg|Shieldbreaker Drill being used in .
SSB4-3DS challenge image P2R3C4.png|Challenge board unlock image for High-Speed Drill.
==Origin==
Drill Rush originates from Kirby & The Amazing Mirror, where it is available to Kirby as the dash attack of the ability, the ultimate of the game which is granted by Galaxia, Meta Knight's sword. It also somewhat resembles the barrel roll he does for a Quick Spin attack in Kirby Air Ride.
==Gallery==
tripledash.jpg|Drill Rush in Brawl.
Drill Rush SSB4.jpg|Drill Rush in .
SSB4 - Metaknight Screen-6.jpg|Drill Rush in .
Meta Knight SSBU Skill Preview Side Special.png|Drill Rush as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*In Brawl, If Meta Knight uses Drill Rush while he is under the effect of a Timer and the opponent isn't, the move will deal up to 30 hits with a maximum amount of 30% damage.
==External links==
* Confirmation
* Video Demo
Category:Side special moves
Category:Kirby universe
Category:Meta Knight
Category:Meta Knight (SSBB)
Category:Meta Knight (SSB4)
Category:Meta Knight (SSBU)
Duck Hunt!

Duck Hunt! is a single-player event match in . The player controls and must defeat ten ducks in a row which appear in the background; missing any duck will result in a failure. can attack the player during the event and a Giant will appear after 30 seconds, neither of which can hit any of the ducks, thus, the player must rely on hitting the ducks. Ray Guns, Steel Divers, and Super Scopes are the only items to appear, a reference to the guns used to play Duck Hunt.
 
== Progression ==
This event is unlocked by clearing The Jungle in Chaos and having unlocked. Completing the event does not unlock any additional paths. Once both the event is completed and is unlocked, the left path is unlocked.
* Left path: Awards 1000G. Leads to New Challengers 1.
Completing the event on hard difficulty awards a Leaper Feather equipment.
Duck Hunt (SSB4)/Back aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	7-8
Late hit 	9-10
Ending autocancel 	35-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length	24
Category:Duck Hunt (SSB4)
Category:Back aerials (SSB4)
Duck Hunt (SSB4)/Dash attack

==Overview==
The bird pecks ahead as the dog dives forward, dealing 10% with a clean hit and 7% if the impact is late. Noticeable endlag, but generally useful due to its deceptively large hitbox. Normally, if Duck Hunt uses this attack on his own Trick Shot, the can will be propelled diagonally forward, which has its obvious advantages, but it can also be intentionally sent careening behind the duo if the player times the collision properly by striking the can as close as possible to the pair's body, a technique that can take opponents by surprise.
==Hitboxes==
|}
==Timing==
Clean hit 	10-13
Late hit 	14-19
Interruptible 	44
Animation length	49
Category:Duck Hunt (SSB4)
Category:Dash attacks (SSB4)
Duck Hunt (SSB4)/Forward aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean sourspot 	7-10
Clean sweetspot 	9-10
Late hit 	11-12
Ending autocancel 	46-
Interruptible 	46
Animation length 	51
|-
===Landing lag===
Animation length	15
Category:Duck Hunt (SSB4)
Category:Forward aerials (SSB4)
Duck Hunt (SSB4)/Forward tilt

Duck Hunt forward tilt hitbox visualization	Duck Hunt forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
This move can be angled, but all three angles have the same properties.
|}
==Timing==
Hitboxes 	8-11
Interruptible 	32
Animation length	46
Category:Duck Hunt (SSB4)
Category:Forward tilts (SSB4)
Duck Hunt (SSB4)/Grab

==Overview==
==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	29
Animation length	60
===Dash grab===
Grab 	10-11
Interruptible 	36
Animation length	62
===Pivot grab===
Grab 	10-11
Interruptible 	34
Animation length	65
Category:Duck Hunt (SSB4)
Category:Grabs (SSB4)
Duck Hunt (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Trick Shot 	
Neutral special (reticle) 	Trick Shot 	
Neutral special (explosion) 	Trick Shot 	
Side special 	Clay Shooting	
Side special (reticle) 	Clay Shooting	
Side special (final) 	Clay Shooting	
Down special 	Wild Gunman 	(unavailable)
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Duck Hunt (SSB4)
Category:Hitboxes (SSB4)
Duck Hunt (SSB4)/Neutral aerial

==Overview==
The Duck Hunt pair spins around while facing the screen. Aside from simply dealing damage, its most useful application is escaping opponents' combos, which it can accomplish due to its low start-up lag and all-around hitbox.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	6-8
Late hit 	9-37
Ending autocancel 	44-
Interruptible 	56
Animation length 	65
|-
===Landing lag===
Animation length	17
Category:Duck Hunt (SSB4)
Category:Neutral aerials (SSB4)
Duck Hunt (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Duck Hunt (SSB4)/Neutral attack/Hit 1
*Duck Hunt (SSB4)/Neutral attack/Hit 2
*Duck Hunt (SSB4)/Neutral attack/Hit 3
*Duck Hunt (SSB4)/Neutral attack/Infinite
Category:Duck Hunt (SSB4)
Category:Neutral attacks (SSB4)
Duck Hunt (SSB4)/Up aerial

==Overview==
The duck pecks upward three times while holding onto the dog. Due to its incredibly quick start-up (coming out on frame 6) and long duration, it is easily one of Duck Hunt's most effective K.O. options. Can also combo into itself in certain situations. In addition, it is an exceptionally useful tool in juggling, forcing opponents to shift to one side to avoid it.
==Hitboxes==
|}
==Timing==
===Attack===
Hits 1-2 	6-7, 12-13
Hit 3 	20-21
Ending autocancel	32-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Animation length	18
Category:Duck Hunt (SSB4)
Category:Up aerials (SSB4)
Duck Hunt (SSB4)/Up smash

==Overview==
The dog looks upward to signal the off-screen hunter to fire the NES Zapper upward three times while the dog and duck comically dodge the shots. Like forward smash, its range increases the longer it is charged. Although its first two hits are unreliable because of their angles and very high knockback growth, they are slightly more reliable compared to forward smash and down smash's first two hits. Its last hit KOs middleweights at 134%.
==Update history==
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hits 1-2 	12-13, 20-21
Hit 3 	28-29
Interruptible 	58
Animation length	68
Category:Duck Hunt (SSB4)
Category:Typeless attacks (SSB4)
Category:Up smashes (SSB4)
Duck Hunt (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	7-8
Late hit 	9-10
Ending autocancel 	35-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Interruptible 	15
Animation length	29
==Trivia==
*On frame 9, the scripts have a line to change the ID 0 hitbox's damage to 10.5%, which has no effect due to the hitbox also being deleted on that frame. This line was likely intended to reduce the damage of the sweetspot (ID 1) during the late hit, as with Duck Hunt's , but was assigned the wrong ID.
Category:Duck Hunt (SSBU)
Category:Back aerials (SSBU)
Duck Hunt (SSBU)/Back throw

Duck Hunt back throw hurtbox visualization	Duck Hunt back throw hurtbox visualization	Duck Hunt back throw hurtbox visualization	Duck Hunt back throw hurtbox visualization	Duck Hunt back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-15
Turnaround 	15
Throw release 	15
Interruptible 	40
Animation length	65
|-
Category:Duck Hunt (SSBU)
Category:Back throws (SSBU)
Duck Hunt (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-3
Hit 1 	14-15
Hit 2 	20-21
Ending autocancel 	45-
Interruptible 	50
Animation length 	59
|-
===Landing lag===
Interruptible 	16
Animation length	27
Category:Duck Hunt (SSBU)
Category:Down aerials (SSBU)
Duck Hunt (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
The reticles appear and have their hitboxes set 5 frames before each hit.
Charges between 	2-3
Reticle generation	7, 15, 23
Hit 1 	12-13
Hit 2 	20-21
Hit 3 	28-29
Interruptible 	58
Animation length 	73
==Trivia==
*Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.
Category:Duck Hunt (SSBU)
Category:Down smashes (SSBU)
Duck Hunt (SSBU)/Down throw

Duck Hunt down throw hurtbox and hitbox visualization	Duck Hunt down throw hurtbox and hitbox visualization	Duck Hunt down throw hurtbox and hitbox visualization	Duck Hunt down throw hurtbox and hitbox visualization	Duck Hunt down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
During frame 23, the move inflicts 8 frames of hitlag to both Duck Hunt and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-24
Collateral hit 	23
Throw Release 	24
Interruptible 	50
Animation length	66
|-
Category:Duck Hunt (SSBU)
Category:Down throws (SSBU)
Duck Hunt (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)	1-20
Intangibility (2nd grab)	1-16
Intangibility (3rd grab)	1-10
Hitbox 	18-20
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Duck Hunt (SSBU)
Category:Edge attacks (SSBU)
Duck Hunt (SSBU)/Forward aerial

==Overview==
The duck lunges forward to peck opponents. While disjointed, there is a major blindspot close to the duo later into the move, causing the move to whiff if used too close to characters such as or . 
Duck Hunt's forward aerial is primarily used for positioning, keeping opponents at bay. As such, it is important for their neutral game. It can, however, be used to set up for grabs, Trick Shot setups or other options. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Early hit 	7
Clean hit 	8-9
Late hit 	10-11
Ending autocancel 	46-
Interruptible 	45
Animation length 	49
|-
===Landing lag===
Interruptible 	10
Animation length	29
Category:Duck Hunt (SSBU)
Category:Forward aerials (SSBU)
Duck Hunt (SSBU)/Forward smash

==Overview==
==Update History==
 
*
==Hitboxes==
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.
|}
==Timing==
The reticles appear and have their hitboxes set 5 frames before each hit.
Charges between 	5-6
Reticle generation	12, 18, 24
Hit 1 	17-18
Hit 2 	23-24
Hit 3 	29-30
Interruptible 	67
Animation length 	75
==Reticle parameters==
Maximum horizontal distance multiplier with charge 	1.3
Maximum Y offset randomness per reticle 	4u (10.1.0 onward)5u (before 10.1.0)
Maximum Y offset randomness per reticle when hitting opponent	0u
Maximum Y offset randomness between reticles 	6u
==Trivia==
*Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.
Category:Duck Hunt (SSBU)
Category:Forward smashes (SSBU)
Duck Hunt (SSBU)/Forward throw

Duck Hunt forward throw hurtbox visualization	Duck Hunt forward throw hurtbox visualization	Duck Hunt forward throw hurtbox visualization	Duck Hunt forward throw hurtbox visualization	Duck Hunt forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	30
Animation length	68
|-
Category:Duck Hunt (SSBU)
Category:Forward throws (SSBU)
Duck Hunt (SSBU)/Forward tilt

Duck Hunt forward tilt hitbox visualizations.	Duck Hunt forward tilt hitbox visualizations.	Duck Hunt forward tilt hitbox visualizations.	Duck Hunt forward tilt hitbox visualizations.	Duck Hunt forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	8-11
Interruptible 	32
Animation length	46
Category:Duck Hunt (SSBU)
Category:Forward tilts (SSBU)
Duck Hunt (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	60
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	62
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	65
Category:Duck Hunt (SSBU)
Category:Grabs (SSBU)