nyuuzyou/wikis huggingface dataset:
King K. Rool (SSBU)/Floor attack (trip)

==Overview==
King K. Rool gets up with a slightly disgruntled look before letting out two claw swipes. With only 7 frames of intangibility - like many trip attacks - these claw swipes are not actually disjoints like normal floor attacks. As such, this attack's short range (especially vertically), large hurtbox extensions, high startup lag and lack of protection make this move virtually useless outside of catching someone that's weak at punishing tripping. Overall, it is usually better for the K. Rool player to roll or neutral getup from a trip.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	30-31
Interruptible 	49
Animation length	64
|-
Category:King K. Rool (SSBU)
Category:Floor attacks (SSBU)
King K. Rool (SSBU)/Grab

==Overview==
King K. Rool's grabs have wide range and 3 active frames thanks to his nature as a super heavyweight character. As a result of this, these grabs are pivotal to his success. Unfortunately however, they're quite slow and the 4 frame lockout from grabs out of shieldstun significantly hurts standing grab as an out of shield option. Regardless, due to the reward King K. Rool can get off of grabs, they're crucial to his playstyle. 
Standing grab has relatively good vertical range backed by K. Rool's stature, adding to its consistency, and even catching jumping opponents. Dashing into shield and then using standing grab (which isn't affected by the lockout due to absence of shieldstun) is a good bait option in neutral thanks to these qualities, as well as the fact it is less committal than dash grab. It's not uncommon to see K. Rool players abusing this for positioning purposes, as dash grab's sheer lunge distance can be problematic in some situations.
Dash grab has a significant lunge reminiscent of Captain Falcon's in Smash 4. This can be mixed up with initial dash's large dash grab window for mixups during approach, often alongside neutral attack for 50/50s. This makes King K. Rool's effective grab range quite wide as well, allowing grabs to be relatively easy to get against unprepared players. Dash grab is also very frequently used out of forward aerial pre-tumble as an early grab confirm. This usually leads into forward throw, and then a dash attack or Crownerang. It should be noted that dash attack cancelled dash grabs can boost the lunge distance even further, allowing K. Rool to potentially cover a Battlefield platform in distancehttps://docs.google.com/spreadsheets/d/1uWO_l-tH4LJzMJz4AnptjHY8wVpJk-6qZmeg151p_ro/edit?usp=sharing - DACDG Evaluation. However, the frame window for a good boost is high, in addition to the potential of using dash attack by accident, which makes it risky without practice. 
K. Rool's pivot grab is a quick turnaround, extending exactly to his hand. Despite appearances, K. Rool's size makes the range deceptively large in practice. Due to how long the range of the pivot grab is, many K. Rool players make use of the C-Stick to do standing pivot grabshttps://twitter.com/Dawangthang/status/1220453448069668874 - Standing Pivot Grabs w/C-Stick. This is a fair alternative to dash attack cancelled dash grabs when running, though the execution barrier remains quite high. Given the active frames, useful hurtbox shift and coverage, this can also be used as a ledgetrapping tool against most grounded options. This is also a good option against opponents who abuse K. Rool's poor turnaround.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-10
Interruptible 	41
Animation length	54
===Dash grab===
Grab 	11-13
Interruptible 	49
Animation length	54
===Pivot grab===
Grab 	12-14
Interruptible 	44
Animation length	53
Category:King K. Rool (SSBU)
Category:Grabs (SSBU)
King K. Rool (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Palm Stamp 	
Neutral attack 2 	Snatch Claw 	
Neutral attack 3 	Sole Kick 	
Forward tilt 	Buster Clap 	
Forward tilt (up) 	Buster Clap 	
Forward tilt (down) 	Buster Clap 	
Up tilt 	Uppercut 	
Down tilt 	Bury Leg 	
Dash attack 	Body Attack 	
Forward smash 	Dynamite Punch 	
Forward smash (up) 	Dynamite Punch 	
Forward smash (down) 	Dynamite Punch 	
Up smash 	Heavy Fall 	
Down smash 	Gigant Press 	
Neutral aerial 	Iron Balloon 	
Forward aerial 	Drop Kick 	
Back aerial 	Rock Breaker 	
Up aerial 	Stretch Headbutt 	
Down aerial 	Meteor Stomp 	
Neutral special (projectile) 	Blunderbuss 	
Neutral special (vacuum) 	Blunderbuss 	
Neutral special (vacuum kannonball searchbox)	Blunderbuss 	
Side special 	Crownerang 	
Side special (item) 	Crownerang 	
Side special (throw) 	Crownerang 	
Up special 	Propellerpack 	
Down special 	Gut Check 	
Down special (hit) 	Gut Check 	
Down special (hit, turn) 	Gut Check 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Ground Throw 	
Back throw 	Friction Throw 	
Up throw 	Super Back Breaker	
Down throw 	Piledriver 	
Getup attack (front) 	 	
Getup attack (back) 	 	
Getup attack trip 	 	
Ledge attack 	 	
Side taunt 	 	
Category:King K. Rool (SSBU)
Category:Hitboxes (SSBU)
King K. Rool (SSBU)/Neutral attack

==Overview==
King K. Rool's neutral attack consists of a palm strike, a claw swipe and then a kick. The first hit comes out very quickly for a superheavy - at frame 4 - making it effective for outframing opponent's options, breaking out of combos that lead to a grounded state, and more. It is one of the most damaging neutral attack combos in the game, dealing 12%. 
Due to King K. Rool's initial dash being particularly quick, it is also possible to dash and then quickly use this move as a burst option. This is useful if Belly Super Armor has been damaged. Neutral attack is also important for refreshing the stale-move negation queue, as King K. Rool's high damage output is significantly affected by multipliers due to its nature. Using this alongside pummels and down throw allows K. Rool to regain a large portion of his KO potential. There are also a number of followups from Hit 3, due to the Sakurai angle leading to tech situations and having reasonable hit advantage.
For the technical data of each individual hit, see:
*King K. Rool (SSBU)/Neutral attack/Hit 1
*King K. Rool (SSBU)/Neutral attack/Hit 2
*King K. Rool (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	4-5
Consecutive jab 	16
Jab 2 	9-10
Jab 3 	19-22
Interruptible 	25, 34, 48
Animation lengths	47, 57, 73
|-
|-
Category:King K. Rool (SSBU)
Category:Neutral attacks (SSBU)
King K. Rool (SSBU)/Neutral attack/Hit 2

==Overview==
King K. Rool does a quick claw swipe. Coming out Frame 3, this is King K. Rool's fastest move in general, although due to Hit 1's transition, it is technically Frame 9. Like Hit 1, this deals 4 extra frames of hitstun in addition to the usual amount. Due to the reasonably quick frame data and good active frames considering Hit 1, it's a niche option for baiting opponents trying to punish Hit 1. 
Jab 2 has slightly disjointed hitboxes for the same reason as Hit 1: the lack of hand hurtboxes. This, in tandem with the previous hit, makes it effective for cancelling out weak projectiles like 's Fireballs, but due to the low damage, it is matchup-specific. In the event the cancelling out occurs, K. Rool sustains minimal recoil lag, allowing for a quick punish. 
Hitting lower than Hit 1 means Hit 2 is better at lockinghttps://docs.google.com/spreadsheets/d/1BU1v14JpuTQEWmhYLzJn5KEBnKRN6GoAvs6g4QUhiag/edit?usp=sharing or hitting buried opponentshttps://docs.google.com/spreadsheets/d/113W9WQAmUCBukC0gNI09o3giIjTVnG9rHbUyg-aV3l8/edit?usp=sharing than the prior; it also assists with projectiles that hit lower to the ground. This is important in some matchups, although it takes time to set up and thus tends to lose to getup attack. Outside of this, the best use of Hit 2 is in niche spacing scenarios where one needs more hitboxes, or is going into Hit 3.
==Hitboxes==
! Hitstun
|+4 frames
|+4 frames
|+4 frames
|+4 frames
|+4 frames
|}
==Timing==
Hitboxes 	3-4
Continuability window	9-31
Interruptible 	28
Animation length 	51
|-
Category:King K. Rool (SSBU)
Category:Neutral attacks (SSBU)
King K. Rool (SSBU)/Neutral attack/Hit 3

==Overview==
King K. Rool does a strong kick, dealing hefty damage - the highest damage of any neutral attack Hit 3 in the game. As a result, this attack is often used for damage. The move is programmed specifically to not have true followups while being safe on hit: +1 at 0 (tested on Mario), eventually becoming +13 at 150%. With 4 active frames, it is also long lasting and will catch opponents just rushing in. 
This is usually used out of down throw at mid%s to lead to ledgetrap situations while fixing staling, or set up for Crownerang. The latter, while not a true combo by any means, sets up for a strong advantage state. The move does set up tech situations prior to mid%s as well, which makes Crownerang and Blunderbuss Kannonballs fair options to cover everything except roll in, which can be beaten with neutral attack Hit 1 as well if the opponent lacks good reaction time. This becomes a small vortex situation of sorts. 
However, Hit 3 does have small drawbacks. The foot is actually a large hurtbox extension while not having the hitbox cover the whole thing (although horizontally it is disjointed). It is also a bit laggy, meaning it is far less safe to do in neutral unlike Hits 1 and 2. It also doesn't tend to send into tumble at 0% even with Hits 1-2, making use at this percentage questionablehttps://docs.google.com/spreadsheets/d/1ECVwWUyLkffp2BlOJ5VBNhJGCY83BMRMIs3I28hShQo/edit?usp=sharing. However, Rage mitigates this issue quite easily. Furthermore, it should be noted that King K. Rool's neutral attack is somewhat inconsistent in actually connecting, in part due to the size of Hit 3's hitbox.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Interruptible 	34
Animation length	59
==Trivia==
* This is the highest damage Hit 3 of any neutral attack in the game, tied with . 
Category:King K. Rool (SSBU)
Category:Neutral attacks (SSBU)
King K. Rool (SSBU)/Pummel

==Overview==
A simple headbutt. Pummeling opponents prior to using down throw is especially crucial for King K. Rool's success, as the throw's bury time is based on damage prior to the throw, rather than the grab, thus including pummel damage. It's also essential after a dash grab to make use of the long lunge while still dealing damage. King K. Rool's pummel is also one of the most damaging of its kind, dealing 2% factoring in freshness and the 1v1 multiplier, while also being unusually fast, with an FAF of 8 and 16 frames of hitlag. This allows for an easy down throw into up smash, as it quickly prompts mashing from opponents aiming to avoid taking unnecessary damage.
As pummels remove moves from the stale-move negation queue, this greatly assists K. Rool, as his damage output is heavily affected by the staleness multipliers. Considering its 16 frames of hitlag, a buffered throw from a buffered pummel is guaranteed from around 10%, adding guaranteed damage to his throws very quickly. Thus, buffering pummel into down throw and then using neutral attack will almost completely refresh the staleness queue, greatly assisting K. Rool's damage output between stocks where the player has likely staled forward aerial and other important moves.
To compensate for the sheer damage it can rack up, King K. Rool's pummel is only frame 2. This is something only shared by a few characters, mostly heavyweights. This means it's possible for characters to escape grabs before the pummel comes out, though this is rare.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox 	2
Interruptible 	8
Animation length	23
Category:King K. Rool (SSBU)
Category:Pummels (SSBU)
King K. Rool desync glitch

The King K. Rool desync glitch, also known as Backwards Animation Glitch, was a glitch in Super Smash Bros. Ultimate that was discovered in patch 2.0.0. To perform this glitch, one player must be K. Rool, and the other character must be . The player who is K. Rool must shoot a Kannonball towards King Dedede, who must inhale it. Then, the player playing as K. Rool must use Crownerang in the opposite direction of Dedede as the Kannonball returns back to K. Rool and hits him, launching K. Rool away. As K. Rool's crown is returning to Dedede, he must Inhale it and spit it out, and if this glitch is performed correctly, King K. Rool will essentially go crazy; his attack animations are played in reverse, and his global positioning is erratic, causing him to teleport everywhere. The glitch couldn't be removed when King K. Rool is KO'd, so the only way to stop it was by quitting the game.
This glitch is similar to another glitch in SSB4, where Bowser Jr. would have desynced animations with a specific setup.
This glitch no longer works as of patch 3.0.0.
==Video==
Category:Glitches (SSBU)
King of Red Lions

The King of Red Lions (, King of Red Lions), and the "King of Hyrule", is Toon Link's partner and ship in .
==Origin==
The King of Red Lions is a talking sailboat that first appeared in The Wind Waker. He is actually the king, Daphnes Nohansen Hyrule, who was reawakened by the to help defeat Ganondorf. After meeting Link, King of Red Lions helps him to save Hyrule by traveling the .
In Hyrule Warriors Legends, King is able to transform into the King of Red Lions as part of his moveset.
==In Super Smash Bros. Brawl==
===Stage element===
The King of Red Lions will periodically appear behind the Pirate Ship, acting as a temporary second platform before he sails away. He will disappear once he and the Pirate Ship are taken by the cyclone.
===Trophy===
The King of Red Lions also appears as a randomly obtained trophy.
===Sticker===
Name 	Game 	Effect 	Fighter(s)
King of Red Lions & Link	The Legend of Zelda: Wind Waker	Attack +20	
==In Super Smash Bros. 4==
===Stage element===
The King of Red Lions reappears on the Pirate Ship.
===Trophy===
The King of Red Lions also reappears as a trophy in the Wii U version.
==In Super Smash Bros. Ultimate==
===Stage element===
The King of Red Lions once again appears on the Pirate Ship.
===Spirits===
The King of Red Lions, as well as his true from as the King, appear as spirits.
No.	Image	Name	Type	Class	Slots	Base	Max 	Base	Max 	Base	Max 	Ability 	Series
248	 	 	★★ 	3 	1574 	6300	913 	3654	661 	2646	 	The Legend of Zelda Series	
249	 	 	★★★ 	3 	3027 	9082	1601	4803	1310	3930	Transformation Duration ↑	The Legend of Zelda Series	
==Names in other languages==
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Spirits
King of the Yoshis

King of the Yoshis (known as Battle of the Yoshis in PAL versions of the game) is a single-player event match in . In it, the player controls , and must defeat seven other differently colored Yoshis in an 8-player stock match. Some of the other Yoshis have various custom moves. This event is played at Yoshi's Island.
==Progression==
This event is unlocked by clearing Playing Tricks. Completing the event unlocks the up path.
*Up path: Awards 500G. Leads to When Lightning Strikes.
Completing the event while KO'ing at least 5 of the opponents awards an Insult to Injury Saddle equipment.
==Trivia==
*This event is one of four 8-Player Smash events in the game along with The Ultimate Swordsman, Peach in Peril, and Visiting Onett.
*Selecting a customized Yoshi with a costume (that isn’t green or black) for this event will result in two CPU Yoshis having the same costume.
Kirby's Crazy Appetite

Kirby's Crazy Appetite (known as Hungry Hungry Kirby in PAL versions of the game) is a single-player event match in . The player controls at 100% damage on Easy, 120% damage on Normal and 140% damage on Hard, and must heal all of his damage by eating the food that spawns all over the stage. 3 s, each with 50% damage on Easy and Normal and 0% damage on Hard, will fight Kirby at high speed, with 2 more appearing after some time has passed. The player only has 2 minutes to complete this event match. Danger Zones only do 5% damage in this event, instead of the usual 25%, but will still instantly KO Kirby should he touch one at or above 100%.
This is one of two event matches in the game that does not allow the use of customizations (the other being It's Past Your Bedtime!), for the potential reasons that any sort of auto-healing equipment will sidestep the objective of the event, and using the Ice Breath custom move would make the event much harder to complete.
== Progression ==
This event is unlocked by clearing New Challengers 1. Completing the event unlocks the left path.
* Left path: Awards the Mike Kirby trophy. Leads to All-Star Battle: Brawl.
Completing the event on hard difficulty awards the Fire Kirby trophy on the challenge board, as well as a Caloric Immortal Lollipop equipment.
== Trivia ==
* The PAL name for this event may be a reference to the children's game, .
Kirby's Dream Land

Kirby's Dream Land (, Kirby of the Stars) is a 1992 platforming game developed by HAL Laboratory for the Nintendo Game Boy. It is the first game in the series, and thus the debut game of Kirby. It is featured as a Masterpiece in .
==In the series==
===Fighters===
Kirby and King Dedede both debuted in this game.
===Moves===
Kirby's and Star Spit attack come from this game. King Dedede's dash attack, forward smash, Inhale, and Super Dedede Jump come from this game.
===Stages===
Dream Land in SSB and Green Greens are both based off of the first level in the game, Green Greens. Dream Land GB in SSB4 and Ultimate is based off of various levels in the game.
===Items===
Warp Stars are used to get to new areas in the game. The Apples from the Green Greens stage in Melee are also used to defeat Whispy Woods, the first boss of the game. The Superspicy Curry appears as an item in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS / Wii U. Also, the Maxim Tomato appears as an item in all games, though never healing all damage as it does in the Kirby series.
===Enemies===
Waddle Dee, Parasol Waddle Dee, Waddle Doo, Gordo, Bronto Burt and Shotzo all appear as enemies in Smash Run in Super Smash Bros. for Nintendo 3DS. Whispy Woods appear on the stages Dream Land in Super Smash Bros., Super Smash Bros. Melee and Super Smash Bros. for Nintendo 3DS/ Wii U, and Green Greens in Super Smash Bros. Melee and Super Smash Bros. Brawl.
===Music===
Songs from Kirby's Dream Land include from Melee and from Smash 4, two different orchestral renditions of the music for the game's opening stage of the same name; from Brawl and from Smash 4, two arrangements of the music that plays at Mt. Dedede and when battling King Dedede; , , , , and , the original Game Boy versions of all the game's stage themes, which in Super Smash Bros. Ultimate were compiled into the ; and from Smash Ultimate, an arrangement of the game's credits theme along with that of Kirby Super Star.
===Miscellaneous===
Kirby and King Dedede's gray alternate costumes are based on how they appeared in this game. Kirby's up taunt is the Kirby Dance, which first appeared in this game. His victory poses are also variations of the Kirby Dance. Additionally, Kirby and King Dedede's victory themes are a cover of the "Level Completed" music. Meta Knight has the same victory theme, but it is played in heavy-metal and in electric guitars.
Category:Games
Category:Kirby universe
Category:Masterpieces
Kirby-R.O.B. up throw glitch

The Kirby-R.O.B. up throw glitch is a glitch involving and (usually) in Super Smash Bros. Brawl. Currently, the glitch can be performed in two ways, one on Temple and the other on Frigate Orpheon.
==How to perform==
To perform the glitch, have Kirby go into the bottom part of the stage and stand on the left side of the small floating platform to the right (the platform just next to the edge that could be grabbed in Melee, but not in Brawl). Then have R.O.B. come down into grabbing range of Kirby. Have Kirby grab R.O.B. and do an up throw. The result should be that Kirby will jump up, miss the stage, and then end the attack just under the platform, as if he hit solid ground.
The other method is to use Kirby and any character and use the up throw on the moving platforms of Frigate Orpheon after it flips.
Category:Glitches (SSBB)
Kirby (SSB)/Back aerial

==Overview==
Kirby sticks out both of its feet behind him, doing 16% damage and high knockback during the first few frames and 12% damage and low knockback if it hits during later frames. One of Kirby's best aerials, being a staple example of an edgeguarding move with a good hitbox. It also has sex kick properties. It has very low start-up lag and with the disjointed hitbox, it has some range as well. It can also perform the Fence of Pain, a variation of 's Wall of Pain; though in this game, Kirby's is better. A useful move for defensive and offensive maneuvers such as spacing, as well as aerial approaching. This move, down aerial, and up tilt allow Kirby to air camp the majority of the cast, especially characters without projectiles like . The weaker hit can also combo into his up tilt as well.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-9
Late hit 	10-25
Ending autocancel 	26-
Animation length 	39
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Kirby (SSB)
Category:Back aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Kirby (SSB)/Down aerial

==Overview==
Kirby does a drill kick, consisting of 10 hits and dealing 3% damage per hit. Unlike most drill kicks, it does not have set knockback; making it noticeably more powerful than other drill kicks. Because of this, it is a very useful move for edgeguarding as it is a powerful meteor smash that can KO at medium percentages. It can also drag opponents down, and is easy to recover from due to Kirby's long-distanced vertical recovery. It has some combo use, including being able to lead into a majority of Kirby's moves with an being his most useful option. At high percents, it can lead into an for a KO. It also highly safe on shield; leaving Kirby at +4 frames if he perfectly Z-cancels or auto-cancels the move. This can lead into a guaranteed up tilt; leading to a free shield break combo.
Like most of his other aerials, if the move is not Z-cancelled, there will be a landing hitbox which deals somewhat high set horizontal knockback. This makes the move's landing hit safe if it connects (especially compared to most other drill kicks) although the move has high landing lag; so the landing hit cannot be used to combo and Kirby will be left in a vulnerable position if the landing hit does not connect. Because of this, the move should still be Z-cancelled.
The move does have some weaknesses. Because the move is a drill kick, it can be SDIed, but due to its speed and range, it cannot be SDIed as easily as most other drills. Additionally since the move does not have set knockback, it will put opponents into tumble at 24%-39% (depending on the opponent's weight). While this is very useful off stage, it is also detrimental on stage as the opponent can tech; avoiding any potential followups. Because of this, the move's primary use is for edgeguarding beyond low percents.
Overall, the move is a highly effective and useful move; being one of Kirby's best tools.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hits 	4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32
Ending autocancel 	33-
Animation length 	49
|-
===Landing lag===
Hitbox 	1-5
Animation length 	37
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*Jigglypuff (SSB)/Down aerial
Category:Kirby (SSB)
Category:Normal attacks (SSB)
Category:Down aerials (SSB)
Category:Meteor smashes (SSB)
Category:Aerial attacks (SSB)