nyuuzyou/wikis huggingface dataset:
Dark Pit (SSBU)/Side special

==Overview==
Dark Pit charges forward and delivers a powerful blow with the Electroshock Arm. The first notable aspect of the move is its super armor, allowing it to power through attacks. The move is also a decent kill option at the ledge or for edgeguarding thanks to the horizontal launch angle, and despite the moves laggy animation, Dark Pit can still usually make it back to stage if the move misses thanks to his multiple jumps. The move is also useful for recovery itself.
However, the move has numerous flaws that make it arguably Dark Pits worst move, the aforementioned armor deactivates when it detects an opponent, meaning that it's prone to losing to lingering and multihit attacks. Additionally, while the move can deflect projectiles, it doesn't give Dark Pit ownership of the reflected projectile, and launches at an angle that very rarely hits anyone, all while causing Dark Pit to get stuck in a laggy animation, leaving him wide open to be punished. Additionally, while the move is powerful, it usually won't take stocks unless Dark Pit goes offstage.
==Update History==
 
*
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
The move can drop Dark Pit off edges during frames 16-35.
Super armor 	11-26
Inert hitbox 	16-35
Reflection 	16-35
Interruptible 	80
Animation length	104
|-
|-
===Aerial===
Dark Pit can grab ledges from both sides during any portion of the move.
Super armor 	11-26
Inert hitbox 	19-35
Reflection 	19-35
Interruptible 	105
Animation length	114
|-
|-
===Grounded hit===
Reflection 	1-4
Hitbox 	2-4
Interruptible 	50
Animation length	90
|-
===Aerial hit===
On frame 4, the move applies momentum of 0.5 backward (in units of distance per frame) and 2.5 upward, even if the hitbox does not hit anything. Dark Pit can grab ledges from both sides during any portion of the move.
Reflection 	1-5
Hitbox 	2-5
Interruptible 	52
Animation length	67
|-
===Landing lag===
This applies to the aerial version either when missed or after a hit.
Animation length	30
==Parameters==
===Move===
Distance multiplier 	1.2
Speed multiplier on hit	0.5
Landing lag 	30 frames
===Reflector===
Unlike other reflectors, Electroshock Arm keeps a reflected projectile's remaining lifetime instead of resetting it, and thus does not have a lifetime multiplier. It also reflects them at an angle of 50° rather than simply reversing their trajectory.
Bone 	top
Offsets 	[0, 8, 7.5]
Size 	6.5u
Damage threshold 	50%
Reflection angle 	50°
Damage multiplier	1
Speed multiplier 	1
==Trivia==
*Oddly enough, despite having electric SFX, the aerial version's hitbox lacks the electric effect, instead using a normal effect like Upperdash Arm.
Category:Dark Pit (SSBU)
Category:Side special moves (SSBU)
Dark Pit (SSBU)/Up aerial

==Overview==
==Update History==
 
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-4 	10-11, 13-14, 16-17, 19-20
Hit 5 	22-23
Ending autocancel 	35-
Interruptible 	41
Animation length 	57
|-
===Landing lag===
Interruptible 	15
Animation length	37
Category:Dark Pit (SSBU)
Category:Up aerials (SSBU)
Dark Pit (SSBU)/Up smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 (early, late)	6, 7
Hit 2 	10
Hit 3 	18
Interruptible 	52
Animation length 	69
Category:Dark Pit (SSBU)
Category:Up smashes (SSBU)
Dark Pit (SSBU)/Up special

==Overview==
==Timing==
===Flight===
The move enables ledge grabs from both sides starting on frame 25. Jostling is also disabled during frames 15-58.
Intangibility (grounded)	9-19
Intangibility (aerial) 	15-19
Flight start 	15
Animation length 	100
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	41
Animation length	54
==Parameters==
Horizontal speed multiplier on startup 	0.8
Friction on startup 	0.02
Period before applying startup gravity 	15 frames
Startup gravity 	0.015
Initial flight speed 	3.4
Period before applying flight friction 	3 frames
Flight friction 	0.2 (horizontal)0.1 (vertical)
Maximum flight angle spread 	160°
Flight deviation from chosen angle during flight	4° to -1.7°
Stick sensitivity to reverse 	0.125
Stick sensitivity to choose angle 	0.5
Helplessness air speed multiplier 	0.8
Landing lag 	40 frames
Category:Dark Pit (SSBU)
Category:Up special moves (SSBU)
Dark Pit (SSBU)/Up throw

Dark Pit up throw hurtbox and hitbox visualization	Dark Pit up throw hurtbox and hitbox visualization	Dark Pit up throw hurtbox and hitbox visualization	Dark Pit up throw hurtbox and hitbox visualization	Dark Pit up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	13-14
Throw Release 	15
Interruptible 	38
Animation length	62
|-
Category:Dark Pit (SSBU)
Category:Up throws (SSBU)
Dark Reunion

Dark Reunion () was an Event Tourney with a theme of fighters affiliated with darkness, commemorating the release of . It ran from 6 a.m. on December 25, 2020 to 6 a.m. on December 28, 2020 (), and was repeated on the following dates:
*6 a.m. on July 22, 2022 to 6 a.m. on July 25, 2022 (UTC)
*6 a.m. on July 21, 2023 to 6 a.m. on July 24, 2023 (UTC)
*6 a.m. on July 19, 2024 to 6 a.m. on July 22, 2024 (UTC)
During the event, only certain characters could be used.
==Description==
:Muwah hah hah... This time-limited tourney exclusively features fighters who have embraced the darkness.
:The further you advance, the better spirit you'll win!Event pageEvent page (repeat)
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available fighters==
 	 	 	 	
Fighters	Fighters	Fighters	Fighters	Fighters
 	 	 	 	
 	 	 	 	
Bold denotes fighters who were not available during the event's first run.
==Names in other languages==
==Trivia==
*Bayonetta and Joker are the only main protagonists who are selectable in the tourney, though Meta Knight and Dark Pit are more commonly considered anti-heroes, and so is Wolf to a lesser extent.
**In the case for Meta Knight, the banner uses Meta Knight's Dark Meta Knight alternative costume, a completely separate character who is the shadowy Mirror World counterpart to Meta Knight.
*Since its first run commemorated the inclusion of Sephiroth, the name of the tourney may reference the Reunion, an event from Final Fantasy VII in which Jenova's cells will try and return to its original body, influencing the mind of those that were injected with them, including Cloud Strife.
==References==
Dark Samus (SSBU)/Back aerial

==Overview==
Dark Samus throws a powerful kick behind herself with her right leg. It's strongest on the foot.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Clean hit 	9-10
Late hit 	11-14
Ending autocancel 	42-
Interruptible 	42
Animation length 	57
|-
===Landing lag===
Interruptible 	15
Animation length	36
Category:Dark Samus (SSBU)
Category:Back aerials (SSBU)
Dark Samus (SSBU)/Back throw

Dark Samus back throw hurtbox visualization	Dark Samus back throw hurtbox visualization	Dark Samus back throw hurtbox visualization	Dark Samus back throw hurtbox visualization	Dark Samus back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-12
Turnaround 	12
Throw release 	12
Interruptible 	50
Animation length	62
|-
Category:Dark Samus (SSBU)
Category:Back throws (SSBU)
Dark Samus (SSBU)/Dash attack

==Overview==
Dark Samus performs a floating shoulder tackle.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Early hit 	8-9
Clean hit 	10-13
Late hit 	14-18
Interruptible 	42
Animation length	54
Category:Dark Samus (SSBU)
Category:Dash attacks (SSBU)
Dark Samus (SSBU)/Down aerial

==Overview==
Dark Samus swings downwards with her arm cannon, starting behind her. The move is a powerful spike when below her.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Early hit 	17-18
Clean hit 	19-21
Late hit 	22-23
Ending autocancel 	34-
Interruptible 	49
Animation length 	59
|-
===Landing lag===
Interruptible 	13
Animation length	37
Category:Dark Samus (SSBU)
Category:Down aerials (SSBU)
Dark Samus (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	9-10
Hit 2 	17-18
Interruptible 	45
Animation length	69
==Trivia==
*This move has a 30% chance to trip. Due to the angle, it can only occur on slants.
Category:Dark Samus (SSBU)
Category:Down smashes (SSBU)
Dark Samus (SSBU)/Down special

Dark Samus down special hitbox visualizations.	Dark Samus down special hitbox visualizations.	Dark Samus down special hitbox visualizations.	Dark Samus down special hitbox visualizations.	Dark Samus down special hitbox visualizations.
Detection 	Explosion 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
 
*
**
==Hitboxes==
|}
==Timing==
If the detection hitbox connects, the bomb immediately explodes on the next frame, causing the explosion hitbox to come out earlier. A Bomb jump (if the Bomb hits Dark Samus) has the same duration as the aerial version of the move. Additionally, the grounded version can be canceled by crouching from frame 45 onward, slightly earlier than its interruptibility frames.
Bomb generation 	11
Detection hitbox 	33-82
Explosion (early, mid, late)	83-94, 95-97, 98-100
Interruptible (grounded) 	48
Interruptible (aerial) 	49
Animation length (grounded) 	53
Animation length (aerial) 	49
|Bomb 
|-
|Grounded 
|-
|Aerial 
==Parameters==
===Move===
Air speed and acceleration multipliers apply during frames 11-43.
Initial vertical speed 	1.2 (grounded)0.9 (aerial)
Air speed multiplier 	0.8
Air acceleration multiplier 	2
Maximum Bombs at a time 	3
Bomb Y offset 	2
Bomb jump detection size 	7.4
Bomb jump initial duration 	11 frames
Lowest bomb jump angle 	44.7°
Bomb jump initial speed 	1.9
Bomb jump horizontal speed multiplier	0.5 (grounded)0.7 (aerial)
===Bomb===
Maximum duration before exploding 	72 frames
Flashing frames before exploding 	40 frames
Initial vertical speed 	0.5
Gravity 	0.03
Falling speed 	1.2
Speed multiplier when bouncing off ground	0.6
Minimum speed to bounce off ground 	0.2
Rotation speed 	
Category:Dark Samus (SSBU)
Category:Down special moves (SSBU)
Dark Samus (SSBU)/Down throw

Dark Samus down throw hurtbox visualization	Dark Samus down throw hurtbox visualization	Dark Samus down throw hurtbox visualization	Dark Samus down throw hurtbox visualization	Dark Samus down throw hurtbox visualization
 	 	 	 	
==Overview==
Low knockback throw that can start combos and lead to potential follow-ups while the opponent is in hitstun, depending on their weight and directional influence.
==Throw Data==
|}
==Timing==
Invincibility 	1-21
Throw Release 	21
Interruptible 	38
Animation length	59
|-
Category:Dark Samus (SSBU)
Category:Down throws (SSBU)
Dark Samus (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	45
Animation length	56
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Dark Samus (SSBU)
Category:Down tilts (SSBU)
Dark Samus (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)	1-27
Intangibility (2nd grab)	1-22
Intangibility (3rd grab)	1-13
Hitbox 	25-27
Interruptible 	56
Animation length 	65
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Dark Samus (SSBU)
Category:Edge attacks (SSBU)
Dark Samus (SSBU)/Forward aerial

==Overview==
Dark Samus shoots 5 electric blasts in front of herself starting high and going lower with every blast.
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	6-7
Hits 2-4 	12-13, 18-19, 24-25
Hit 5 	30-31
Ending autocancel	47-
Interruptible 	60
Animation length 	63
|-
===Landing lag===
Interruptible 	15
Animation length	36
Category:Dark Samus (SSBU)
Category:Forward aerials (SSBU)
Dark Samus (SSBU)/Forward smash

Dark Samus forward smash hitbox visualizations	Dark Samus forward smash hitbox visualizations	Dark Samus forward smash hitbox visualizations	Dark Samus forward smash hitbox visualizations	Dark Samus forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hitboxes 	10-11
Interruptible 	49
Animation length	63
Category:Dark Samus (SSBU)
Category:Forward smashes (SSBU)
Dark Samus (SSBU)/Forward throw

Dark Samus forward throw hurtbox visualization	Dark Samus forward throw hurtbox visualization	Dark Samus forward throw hurtbox visualization	Dark Samus forward throw hurtbox visualization	Dark Samus forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	42
Animation length	61
|-
Category:Dark Samus (SSBU)
Category:Forward throws (SSBU)
Dark Samus (SSBU)/Forward tilt

Dark Samus forward tilt hitbox visualizations.	Dark Samus forward tilt hitbox visualizations.	Dark Samus forward tilt hitbox visualizations.	Dark Samus forward tilt hitbox visualizations.	Dark Samus forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Dark Samus kicks in front of her with her right leg. This attack's high range makes it a decent spacing move.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Interruptible 	34
Animation length (Unangled)	47
Animation length (Angled) 	43
|Unangled 
|-
|Angled 
Category:Dark Samus (SSBU)
Category:Forward tilts (SSBU)
Dark Samus (SSBU)/Grab

==Overview==
==Update History==
 
*
**
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
The arm cannon grabbox is only active for the first 3 frames.
===Standing grab===
Grab 	15-17, 18-22
Interruptible 	60
Animation length	70
===Dash grab===
Grab 	17-19, 20-24
Interruptible 	68
Animation length	75
===Pivot grab===
Grab 	18-20, 21-25
Interruptible 	63
Animation length	81
Category:Dark Samus (SSBU)
Category:Grabs (SSBU)
Dark Samus (SSBU)/Grab aerial

==Overview==
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The tether recovery can be triggered on frames 2-4.
Hit 1 	8-15
Hit 2 	16-19
Interruptible 	60
Animation length	59
===Landing lag===
Interruptible 	9
Animation length	13
Category:Dark Samus (SSBU)
Category:Grab aerials (SSBU)
Dark Samus (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Straight 	
Neutral attack 2 	Cannon Hammer 	
Forward tilt (mid) 	Spin Kick 	
Forward tilt (high) 	Spin Kick 	
Forward tilt (low) 	Spin Kick 	
Up tilt 	Heel Kick 	
Down tilt 	Earth Blaster 	
Dash attack 	Shoulder Tackle 	
Forward smash (mid) 	Arm Cannon Knuckle 	
Forward smash (high) 	Arm Cannon Knuckle 	
Forward smash (low) 	Arm Cannon Knuckle 	
Up smash 	Cover Fire 	
Down smash 	Spinning Low Kick 	
Neutral aerial 	Turning Kick 	
Forward aerial 	Aerial Fire 	
Back aerial 	Sobat 	
Up aerial 	Drill Kick 	
Down aerial 	Meteor Drop 	
Grab aerial 	Aerial Grapple Beam 	
Neutral special (minimum charge)	Charge Shot 	
Neutral special (maximum charge)	Charge Shot 	
Side special homing 	Missile 	
Side special super 	Missile 	
Up special (ground) 	Screw Attack 	
Up special (air) 	Screw Attack 	
Down special 	Bomb 	
Down special (explosion) 	Bomb 	
Standing grab 	Grapple Beam 	
Dash grab 	Grapple Bean 	
Pivot grab 	Grapple Beam 	
Pummel 	Grab Chop 	
Forward throw 	Grappling Throw Front	
Back throw 	Grappling Throw Back 	
Up throw 	Grappling Cannon 	
Down throw 	Grappling Throw Down 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Dark Samus (SSBU)
Category:Hitboxes (SSBU)
Dark Samus (SSBU)/Neutral aerial

==Overview==
Dark Samus kicks in front of her then behind her.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hit 1 	8-11
Clean hit 2 	14-15
Late hit 2 	16-22
Ending autocancel 	35-
Interruptible 	46
Animation length 	51
|-
===Landing lag===
Interruptible 	10
Animation length	28
Category:Dark Samus (SSBU)
Category:Neutral aerials (SSBU)
Dark Samus (SSBU)/Neutral attack

==Overview==
Dark Samus's neutral attacks consist of a straight jab followed by downward arm cannon swing. It does 11% in total. The hits are notorious for not connecting together to the point of the game itself mentioning it in a tip about Samus, the character she echoes, saying "Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee."
For the technical data of each individual hit, see:
*Dark Samus (SSBU)/Neutral attack/Hit 1
*Dark Samus (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	3-4
Jab 2 	20-23
Interruptible 	18, 44
Animation lengths	34, 60
|-
Category:Dark Samus (SSBU)
Category:Neutral attacks (SSBU)
Dark Samus (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+4 frames
|+4 frames
|+4 frames
|}
==Timing==
Hitboxes 	3-4
Continuability window	15-30
Interruptible 	18
Animation length 	30
|-
Category:Dark Samus (SSBU)
Category:Neutral attacks (SSBU)
Dark Samus (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
*Damage: 5 + 23 * charge frames / 112
*Shield damage: -2.5 - 4.5 * charge frames / 112
*Base knockback: 14 + 32 * charge frames / 112
*Knockback scaling: 42 + 8 * charge frames / 112
*Radius: 1.9 + 6.1 * charge frames / 112
|}
==Timing==
===Not fully charged===
Charge-canceling the move incurs 4 frames of lag before the selected action.
Charges between 	13-14
Hitbox (from release) 	16-75 (3-62)
Interruptible (grounded; from release)	45 (32)
Interruptible (aerial; from release) 	46 (33)
Animation length (from release) 	67 (54)
!Shot 
|-
!Grounded 
|-
!Aerial 
===Fully charged===
Hitbox 	16-75
Interruptible (grounded)	61
Interruptible (aerial) 	46
Animation length 	74
!Shot 
|-
!Grounded 
|-
!Aerial 
===Differences for 's Copy Ability===
*
==Parameters==
===Move===
Total charge time 	112 frames
Minimum recoil speed after shot	-0.1
Maximum recoil speed after shot	-0.8
===Shot===
Lifetime 	60 frames
Minimum speed 	1.6
Maximum speed 	3.3
Minimum size multiplier	0.3
Maximum size multiplier	1
Can pierce opponents? 	No
Category:Dark Samus (SSBU)
Category:Neutral special moves (SSBU)
Dark Samus (SSBU)/Side special

Dark Samus side special hitbox visualizations.	Dark Samus side special hitbox visualizations.	Dark Samus side special hitbox visualizations.	Dark Samus side special hitbox visualizations.	Dark Samus side special hitbox visualizations.
Missile 	Super Missile 	 	 	
 	 	 	 	
==Overview==
Dark Samus fires a Missile with a tilt input or a Super Missile with a smash input. The missiles have a life of 120 and 76 frames respectively.
==Update History==
 
*
==Hitboxes==
Due to the 0° angle's special behavior in Ultimate, the homing Missile's angle changes to 32° if it deals knockback of at least 120 units. However, under normal damage and knockback conditions, this does not take effect until ludicrously high damage percents (over 500% for middleweights).
|}
==Timing==
For the aerial versions of both Missile types, manual horizontal movement is enabled starting on frame 35.
===Missile===
Missile 	18-137
Interruptible (grounded)	55
Interruptible (aerial) 	60
Animation length 	72
!Missile 
|-
!Grounded 
|-
!Aerial 
===Super Missile===
Super Missile 	21-96
Interruptible (grounded)	58
Interruptible (aerial) 	62
Animation length 	82
!Missile 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Smash input window 	5 frames
Horizontal speed divisor 	2
Air friction 	0.0025
Missile X offset 	1u
Maximum Homing Missiles at a time	2
Maximum Super Missiles at a time 	1
===Homing Missile===
Lifetime 	120 frames
Initial speed 	1.15
Homing deviation per frame 	0.65°
Maximum homing deviation 	70°
Period before decelerating 	85 frames
Speed multiplier per frame when decelerating	0.95
Minimum speed 	0.4
===Super Missile===
Initial speed 	0.18
Period before accelerating	26 frames
Lifetime upon accelerating	50 frames
Acceleration 	0.16
Maximum speed 	4.2
Rotation speed 	2
Category:Dark Samus (SSBU)
Category:Side special moves (SSBU)
Dark Samus (SSBU)/Up aerial

==Overview==
Dark Samus drills above her with her right leg, hitting multiple times. She then thrusts upwards to launch her opponents.
==Hitboxes==
For hit 1 and the multihits, only the ID 0 hitbox has a hitstun modifier specified in the scripts, but it applies to all their hitboxes due to a glitch.
! Hitstun
|-10 frames
|—
|-10 frames
|—
|—
|—
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	5
Multihits 	7-14 (rehit rate: 3)
Final hit 	16-17
Ending autocancel 	34-
Interruptible 	40
Animation length 	53
|-
===Landing lag===
Interruptible 	19
Animation length	40
==Trivia==
*The ID 1 hitbox for the first hit and multihits is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.
Category:Dark Samus (SSBU)
Category:Up aerials (SSBU)
Dark Samus (SSBU)/Up smash

==Overview==
Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground. 
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hit 1 	11-12
Hit 2 	15-16
Hit 3 	19-20
Hit 4 	23-24
Hit 5 	27-28
Interruptible 	57
Animation length	66
Category:Dark Samus (SSBU)
Category:Up smashes (SSBU)
Dark Samus (SSBU)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
The move enables ledge grabs from the front starting on frame 8, and from behind starting on frame 28.
Intangibility 	3-6
Hit 1 	4-6
Multihits (early)	7-11 (rehit rate: 3)
Multihits (mid) 	12-14 (rehit rate: 3)
Multihits (late) 	15-24 (rehit rate: 3)
Final hit 	25-26
Animation length 	38
|-
===Aerial===
The move enables ledge grabs from the front starting on frame 6, and from behind starting on frame 30.
Intangibility 	3-4
Multihits (early)	5-10 (rehit rate: 2)
Multihits (late) 	11-26 (rehit rate: 2)
Final hit 	27-28
Animation length 	47
|-
===Landing===
Interruptible 	25
Animation length	41
==Parameters==
Initial grounded speed 	0.35 (horizontal)2.8 (vertical)
Air acceleration 	0.017
Air speed 	0.57
Stick sensitivity to reverse 	0.25
Landing lag 	24 frames
Helplessness air speed multiplier	0.66
==Trivia==
*Every hitbox except the final hit is coded as an extended hitbox despite not being extended. This prevents them from interpolating.
Category:Dark Samus (SSBU)
Category:Up special moves (SSBU)
Dark Samus (SSBU)/Up throw

==Overview==
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	15
Throw Release 	16
Interruptible 	42
Animation length	55
|-
Category:Dark Samus (SSBU)
Category:Up throws (SSBU)