nyuuzyou/wikis huggingface dataset:
Pillaring

Pillaring refers to pressuring an opponent's shield in Super Smash Bros. Melee by utilizing a combination of techniques (SHFFLs, aerials, and shines) performed by and . This is an advanced technique commonly used in high-level play. The term pillaring is also sometimes used to describe pressuring shields in general. It is not to be confused with Falco's other down aerial and shine combos.
Pillaring can lead to a defending player rolling out of their shield and being chased or having their shield broken, although the latter is rare in high-level play. Pressure from pillaring is usually relieved by a successfully performed shield grab or out of shield option, such as 's Screw Attack, 's Whirling Fortress, or even 's shine. Characters with poor out of shield options are especially vulnerable because a successful shield grab requires very strict timing.
==Pillaring by Fox and Falco==
Pillaring is performed by SHFFL a down aerial and immediately shining. The shine is then jump-cancelled into another SHFFL'd down aerial, and the cycle continues. Grabs and other aerials can also be cancelled into in place of the down aerial. This technique is sometimes used in tandem with waveshines and waveshine infinites and followed up with jabs or down tilts.
==Videos==
*A player falling victim to many pillars from Falco in Super Smash Bros. Melee
*WHAT!!!! FALCO CAN ALSO DO WHAT!!!!
Category:Techniques (SSBM)
Pilotwings (game)

Pilotwings (, Pilotwings) is a game developed by Nintendo for the Super NES, released in 1991.
Pilotwings appears as a Masterpiece in .
==In the series==
===Stage===
The first half of the Pilotwings stage is set in this game.
===Item===
The Rocket Belt makes an appearance as an item.
Category:Games
Category:Pilotwings universe
Pinball Pandemonium

Pinball Pandemonium was an Event Tourney with a theme of the Bumper item. It ran from 6 a.m. on July 30, 2021 to 6 a.m. on August 2, 2021 (). During the event, only certain items appeared.
==Description==
:This time-limited tourney features an overabundance of bumpers!
:The further you advance, the better the spirit you'll win.North American event page
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: High
==Available items==
*Smash Ball
*Container
*Bumper
==Available stages==
Most of the games' stages were available in the tourney, but the following were excluded, primarily stages in which the bumper item cannot spawn:
* Rainbow Cruise
* Temple
* Corneria
* Big Blue
* Delfino Plaza
* Mushroomy Kingdom
* Frigate Orpheon
* Halberd
* Port Town Aero Dive
* Castle Siege
* New Pork City
* Summit
* Pirate Ship
* 75m
* 3D Land
* Spirit Train
* Prism Tower
* Mute City SNES
* Mushroom Kingdom U
* Mario Circuit
* Skyloft
* The Great Cave Offensive
* Palutena's Temple
* Gaur Plain
* Pilotwings
* Wuhu Island
*All paid DLC stages
==Names in other languages==
==Trivia==
*This event tourney currently has the most selectable stages in which not all stages can be selected.
==References==
Piplup

Piplup (, Pochama) is a creature in the media franchise.
==Origin==
 is a Water-type Pokémon introduced in , and along with and it is one of the of the region, and is categorized within the Pokédex at #393 as the "Penguin Pokémon". It evolves into at level 16, which evolves into at level 36.
 is a special Water-type move with 90 (95 before ) base power and 100% accuracy which hits every Pokémon adjacent to the user, including allies. It was in every game prior to , and it was always required to fully complete them. Like most other Water-type Pokémon, Piplup can learn it with HM03.
==In Super Smash Bros. Brawl==
===As a Poké Ball Pokémon===
Piplup makes an appearance in Brawl as a Poké Ball Pokémon, where it uses its Surf attack to glide across the stage until it reaches a blast line or exceeds a time limit. Any character that gets caught in Piplup's surf will get washed away with it and will likely get KO'd while trapped, along with Piplup. The simpler the stage's terrain is, the more effective Piplup's Surf will be. Piplup can also be reflected. Its attack is essentially used the same way as Marill's attack from Melee. Sometimes Piplup will instantly use Surf.
===Trophy===
===Sticker===
Name	Game 	Effect 	Fighter(s)
 	series	Attack +26	
==In ==
===As a background character===
thumb|250px|Piplup, next to Blastoise and below Wailord, in the Flood Chamber.
Piplup does not return as a Poké Ball Pokémon in Smash 4, being replaced by Oshawott in functionality. Piplup appears only in the Wii U version, on the Kalos Pokémon League stage, as one of the Pokémon that appears in the background of the Flood Chamber.
===Trophy===
Piplup's trophy is part of the Pokémon Diamond & Pokémon Pearl .
==In Super Smash Bros. Ultimate==
===As a background character===
Piplup returns in the background on the Kalos Pokémon League's Flood Chamber.
It also appears as a spirit.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
503	 	 	★ 	1 	Fire/Explosion Resist ↑	Pokémon Series	
==Gallery==
Piplup.jpg|Official artwork of Piplup from Brawl.
==Names in other languages==
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Category:Stickers
Piranha Plant (SSBU)/Back aerial

==Overview==
Piranha Plant shoots flame behind itself. A very slow move in startup, endlag and landing lag, it possesses by far the highest kill potential of its aerials, barring the spike from down aerial offstage, and is also its most disjointed aerial. At very early percents, it has minor combo potential into turnaround grabs, dash grabs, or can send the opponent into tumble for a jablock or tech chase. Back aerial also works as an edgeguarding tool, due to the disjoint and power, although it has a very slow FAF of 62; over a second of lag from the entire move. This makes it a guaranteed SD if the move is fastfalled offstage from low enough, immensely hampering its usage as an edgeguard tool. Thus, back aerial is moreso used for hard reads or covering high recoveries where Piranha Plant is able to land. It also is able to break shields that are damaged enough, thanks to its unexpectedly high damage for one of Piranha Plant's aerials.
While back aerial's endlag makes it quite committal to use, it works well enough as a punish tool from the air, and when combined with jump fake outs, can make it very deadly against whiffs. The large hitbox also makes it very good as an air-to-air, especially against characters with low attack range, and when spaced, can be safe on shield. This makes back aerial a good move to use when opponents least expect it, and can net early kills as a result especially from the ledge.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	14-15
Ending autocancel 	43-
Interruptible 	62
Animation length 	69
|-
===Landing lag===
interruptible 	17
Animation length	35
Category:Piranha Plant (SSBU)
Category:Back aerials (SSBU)
Piranha Plant (SSBU)/Back throw

==Overview==
Piranha Plant violently throws the grabbed opponent behind itself with its mouth. While it is capable of killing at high percents, up throw generally kills earlier especially with DI considered, as the 45 degree angle of back throw makes it very susceptible to survival DI. It can be used as an alternative to forward throw if it is staled due to dealing the same 11%. It is also the only throw of Piranha Plant's to lack a collateral hitbox, giving it little use in doubles and dangerous against or , as it can get Piranha Plant punished easily.
==Throw Data==
|}
==Timing==
Invincibility 	1-19
Turnaround 	19
Throw release 	19
Interruptible 	35
Animation length	55
|-
Category:Piranha Plant (SSBU)
Category:Back throws (SSBU)
Piranha Plant (SSBU)/Dash attack

==Overview==
Piranha Plant lunges forward with a 'dropkick', utilizing its pot/pipe to do so. Dash attack provides great use for Piranha Plant, as it is fast, covers a fair distance, and the high hitbox placement allows it to be used effectively as an anti-air. This makes it a good long-ranged punish tool for when Piranha Plant is not in range to hit with its lower ranged moves, and Ptooie is too slow. It also fares well in tech chases, as it has a second hitbox that hits low enough to hit knocked down opponents (although against certain opponents, it may whiff instead). It is also good at crossing up shields when done correctly, and can typically be safe on shield if crossed up, especially when accounting its extra shield damage and stun multipliers, although opponents with disjoints may be able to punish. While it does lack kill power, it is very good at resetting neutral or setting up an edgeguard. Overall, it is considered one of Piranha Plant's best moves, due to its fast speed, ability to be safe on shield, and its ability to punish when most other moves cannot.
==Update history==
 
*
==Hitboxes==
The scripts use a shieldstun multiplier function that takes in two hitbox IDs, but ID 0 is assigned to both. However, due to a glitch with shieldstun multipliers, it applies to the ID 1 hitbox regardless.
! Shieldstun
|1.3×
|—
|1.3×
|—
|}
==Timing==
Clean hit 	7-9
Late hit 	10-14
Interruptible 	48
Animation length	57
Category:Piranha Plant (SSBU)
Category:Dash attacks (SSBU)
Piranha Plant (SSBU)/Down aerial

==Overview==
Piranha Plant quickly flips and strikes downwards with its pot/pipe. Piranha Plant's only meteor smash move, and the third fastest conventional meteor smash in the game, at frame 9, being beaten out by 's down aerial and 's Cannon Jump Kick. The meteor hitbox is disjointed from the pot, and combined with the flip's hurtbox shifting, makes it a formidable move offstage. However, its biggest drawback is the hitbox is out-prioritized by the hitbox with the Sakurai angle, requiring good spacing at the tip of the pot/pipe in order to meteor smash opponents. Even then, the non-meteor hitbox is still capable of KOing offstage at high percents, and it possesses a late hit for more room for error and continuing edgeguards.
Onstage, the aerial's use diminishes greatly, simply due to having the highest landing lag of all of Piranha Plant's aerials, at 18 frames. This makes it incredibly unsafe to use, combined with its lacking horizontal range. However, the meteor hitbox can be used to combo grounded opponents into an up smash kill, or up air/Ptooie at higher percents, and the hitbox with the Sakurai angle including the late hit can set up for jablocks or tech chases. It can also be used as a niche out-of-shield option that hits low, however should be used sparingly due to its high landing lag and inability to short hop autocancel.
As a landing option, can be somewhat useful thanks to its disjoint, hurtbox shifting and 6 active frames as a result of having a late hit, and can be a method of getting KOs with down aerial to up smash, up air or Ptooie, although generally neutral aerial is a better landing option due to having double the active frames, less landing lag and coming out a frame faster. It also has minor use from a ledge drop double jump, as if done perfectly, it can autocancel upon landing, making it deceptively safe if used right, however the lacking horizontal range hampers this usage substantially, making it only good for opponents that are close to the ledge.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	9-11
Late hit 	12-14
Ending autocancel 	33-
Interruptible 	45
Animation length 	52
|-
===Landing lag===
Interruptible 	19
Animation length	37
==Trivia==
*The move's hitboxes are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.
Category:Piranha Plant (SSBU)
Category:Down aerials (SSBU)
Piranha Plant (SSBU)/Down smash

==Overview==
Piranha Plant swings its pot around itself. Being its fastest smash attack, it is also its weakest, however it is still quite powerful, dealing more damage on the second hit than the first. It launches opponents at a low angle, which when combined with its low hitbox, makes it great for hitting ledge hanging opponents, or for 2-framing. It can also be used as a read tool, such as reading rolls behind with the back hit, or crossups. It also low-profiles Piranha Plant, giving it strange use as an option to cover landings, which can at times make it better than up smash due to its far better horizontal reach and faster startup. Down smash is also Piranha Plant's least laggy smash attack.
Down smash has certain flaws however. The most notable flaw is that it doesn't hit every ledge hang in the game, meaning it also can't 2-frame every character. This limits its use at ledge against those who can avoid it simply by hanging onto the ledge, and forces Piranha Plant to go for more riskier options, such as down aerial. It also possesses deceptively low range, as while the hitboxes cover the pot, the trail effect ingame is far larger than the hitboxes.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	10-11
Hit 2 	14-15
Interruptible 	44
Animation length	66
|
Category:Piranha Plant (SSBU)
Category:Down smashes (SSBU)
Piranha Plant (SSBU)/Down throw

==Overview==
Piranha Plant throws the opponent downward, then leaps on top of them, biting twice. Piranha Plant's only combo throw, it is capable of leading into forward aerials on no DI and DI out, and on DI in, can lead to Ptooie for more damage and extended combos. It can also lead to a RAR up aerial at very early percents, which can lead to juggle situations or force the opponent to escape quickly. At higher percents, its combo potential diminishes with DI out, and the animation is lengthy to where it is difficult to get the opponent to DI in for more combos, especially with the fact that forward throw cannot kill. It is also Piranha Plant's longest throw animation, which can make it useful in abusing throw invincibility to negate projectiles, and cannot kill at any realistic percent.
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-31
Hitboxes 	20, 30
Throw Release 	31
Interruptible 	48
Animation length	69
|-
Category:Piranha Plant (SSBU)
Category:Down throws (SSBU)
Piranha Plant (SSBU)/Down tilt

==Overview==
Piranha Plant performs a low leaf swipe, then retreats back into its pot/pipe. It is a good combo starter due to its angle and low endlag, linking an instant dash attack forward aerial, or (on select characters such as ) dash grab at 0%, neutral, up or forward aerials at low percents, and even a back aerial kill confirm at high percents (around 70%-92% against Mario) if the opponent does not DI away. With DI in at higher percents, it can even lead into an up aerial for a kill.
Down tilt makes use as one of Piranha Plant's safest ways of poking, which strictly aids it's otherwise poor neutral. It features decent range, and is significantly better over forward tilt due to better shield safety at -10, and much better hurtboxes that do not put Piranha Plant at risk. It is especially useful as a counterpoke, meaning that it is quite useful to catch an opponent's extended hurtboxes and grant a combo, staying generally safe should the move miss or get shielded. As a result, it is an important asset to Piranha Plant in many matchups where poking the opponent is much more favoured, such as against sword characters or slow brawler-type characters.
However, the move falls short in numerous areas. Firstly, it is Piranha Plant's slowest tilt, at frame 9. Combined with its low range, it makes it somewhat risky to use in close-combat situations, as it could get out-framed. Secondly, its damage is quite low, dealing at max 7% at its tip, doing less damage than its down throw, which links into the same aerials down tilt does, although down tilt has a significantly longer combo window and is much less susceptible to DI. It can also hit most ledge hangs with its tip, and for characters where the tip isn't required to hit, down tilt can combo into itself, have a wider percent-range into aerials, or even lead to a forward smash kill confirm. It is incapable of killing at realistic percents, although it is one of Piranha Plant's only ways of launching the opponent upward with a horizontal move, so it is useful for starting juggles with Piranha Plant's good anti-air game.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Interruptible 	27
Animation length	39
|
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Piranha Plant (SSBU)
Category:Down tilts (SSBU)
Piranha Plant (SSBU)/Edge attack

==Overview==
Piranha Plant gets up from the ledge and swings its pot/pipe in front of itself. A slow getup attack, however it is one of the longest ranged getup attacks in the game, giving it utility as a surprise option, and as with all ledge attacks, useful in beating out characters throwing out hitboxes at the ledge. Otherwise, it is extremely punishable if it goes wrong, so it is best used sparingly and not be baited into using it.
==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)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Piranha Plant (SSBU)
Category:Edge attacks (SSBU)
Piranha Plant (SSBU)/Final Smash

==Overview==
Piranha Plant summons Petey Piranha, who utilizes his cages from Super Smash Bros. Brawl as his primary method of attacking. Once Petey Piranha is summoned, he will begin to move either left or right via short jumps. The player is able to control Petey's movement with the control stick, and jumping causes Petey to perform a significantly slower but higher jump, which can damage opponents upon landing. When an opponent touches Petey or the cages, they'll get trapped inside. Each cage can only hold one character, so a maximum of two players can be caught by Petey. Once Petey's time is up, he will breath fire right then left, damaging caged opponents and others caught within the fire, then slam the cages downwards, and leave by jumping towards the top of the screen. Piranha Plant remains playable once the summoning animation finishes, allowing Piranha Plant to get opponents into Petey's cages itself, and even combo off the Final Smash's finishing blow. Petey can jump offstage and thus end the Final Smash prematurely, however caught opponents will gain an upwards boost, allowing them to recover easily, making going for suicide kills worthless. It is also possible to simply outrun Petey Piranha on a big enough stage, and dodge the entirety of his attacks due to his slow speed overall, thus making this Final Smash much more effective on smaller stages with little room to escape.
==Hitboxes==
|}
Category:Piranha Plant (SSBU)
Category:Final Smashes (SSBU)
Piranha Plant (SSBU)/Floor attack (back)

==Overview==
Piranha Plant gets up, biting forward then backward. As with all getup attacks, it is useful to punish opponents attempting to chase roll getups. The first hit has deceptively lower range, not covering much of Piranha Plant's teeth at the top. Getting both hits of the attack on a shield can lead to large amounts of shield damage or end up breaking it.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	55
|-
Category:Piranha Plant (SSBU)
Category:Floor attacks (SSBU)
Piranha Plant (SSBU)/Floor attack (front)

==Overview==
Piranha Plant gets up, headbutting forward then backward. Compared to its back getup attack, it has slightly more inner range, being easier to hit opponents over-extending, The hitboxes closely match the move's animation. As with all getup attacks, it is useful to punish opponents attempting to chase roll getups. Getting both hits of the attack on a shield can lead to large amounts of shield damage or end up breaking it.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	55
|-
Category:Piranha Plant (SSBU)
Category:Floor attacks (SSBU)
Piranha Plant (SSBU)/Floor attack (trip)

==Overview==
Piranha Plant gets up, swinging its pot slowly from front to back. As with all trip attacks, it is very slow and only has 7 frames of intangibility at the start, requiring specific timing to pass through moves and get the punish from it. It also possesses deceptively low range on its first hit. It is generally better to try roll away instead of using the attack, since it is very slow and poorly ranged, allowing for easy punishes against it.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	55
|-
Category:Piranha Plant (SSBU)
Category:Floor attacks (SSBU)
Piranha Plant (SSBU)/Footstooled attack

==Overview==
Piranha Plant shoots out of its pot/pipe to bite any opponent that footstools it during its crouch animation. Due to the very specific and uncommon situation of Piranha Plant being footstooled during its crouch animation, this move typically never gets seen. Its only notable use is for 's 'gun loops', as the combo is frame perfect to perform on Piranha Plant and requires a footstool to continue, in which Piranha Plant can buffer a crouch and perform the attack.
The move itself is fairly good, as it possesses a large, disjointed hitbox, extremely low endlag, and such low knockback to the point it won't kill until around 450% on midweights. It is a strong combo starter and can lead to kill confirms on platforms. The move is also able to be used even during the start of Piranha Plant's crouch. Overall however, it is typically regarded as completely useless due to the unlikely scenario that it can only be used in. Due to its frame data, it is also possible for certain fast moves such as 's Revenge to beat it out. Additionally, any character can also buffer an airdodge out of it.
==Hitboxes==
|}
==Timing==
Piranha Plant's head, lips, and upper part of its stem are made intangible. The footstooling opponent can act on frame 8, and is granted intangibility during frames 9-12, unless the footstool jump is canceled earlier than this point by an aerial attack or special move.
Upper body intangible	10-13
Hitbox 	12-13
Interruptible 	19
Animation length 	18
!Hitbox 
|-
!Upper body 
Category:Piranha Plant (SSBU)