nyuuzyou/wikis huggingface dataset:
Piranha Plant (SSBU)/Up throw

==Overview==
Piranha Plant puts the opponent in its mouth, then bites their rear upward. Piranha Plant's best kill throw, and also doing the highest amount of damage at 12%. The collateral hitbox has no effect on the thrown opponent, only on others. Without rage, it typically kills midweights at ~150%, however with rage, it can kill at ~130%, making it especially strong as a comeback move. Combined with the fact that Piranha Plant's grabs are among the fastest in the game and neutral aerial's multihits are able to confirm into a grab, this makes up throw one of Piranha Plant's most common killing options. At very low percents, while it cannot combo, using Ptooie afterwards can be a way to scout the opponent's escape options, and Ptooie can still end up catching escape options due to its hitbox and throws.
==Throw and Hitbox Data==
|}
|}
==Timing==
During frame 19, the move inflicts 8 frames of hitlag to both Piranha Plant and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-20
Collateral hit 	19
Throw Release 	20
Interruptible 	50
Animation length	63
|-
Category:Piranha Plant (SSBU)
Category:Up throws (SSBU)
Piranha Plant (SSBU)/Up tilt

==Overview==
Piranha Plant shakes its head quickly upward. The move comes out fairly fast, and lingers long without a late hit, which, when combined with the head intangibility, makes the move a potent anti-air. It doesn't provide much hit advantage with the sweetspot at early percents, but can possibly lead into a grab if the opponent uses a slow option to attempt to hit Piranha Plant. At slightly higher percents, it can combo into itself, or forward tilt, and can combo into aerials at mid to high percents. At much higher percents, the sweetspot is able to kill, killing around the same percents as up throw, without DI. It is also able to reach the lower platforms of , making it a decent sharking tool occasionally.
However, this move is not without its flaws, as it lacks horizontal range especially below, making it risky to use if the opponent isn't approaching vertically. Another issue with the move is that the sourspot on the stem has priority over the head hitbox, which can make the move kill inconsistently, although it provides better hit advantage at lower percents due to its increased base knockback. It is best suited as an anti-air mostly, as a result. By far the most prominent issue, however, comes from the attempted speed buff in 8.0.0, which erreneously altered the animation to provide a hurtbox extension and making the move have significantly more trouble hitting behind. This makes it a much more risky anti-air than it was prior to the attack speed buffs, as it is possible to extend the hurtbox and have it be beaten out by even moves like Snake's up aerial. Due to this, it is better to aim with the latter active frames, where the hurtbox extension is not present.
==Update history==
 
*
 
*
*
*
==Hitboxes==
|}
==Timing==
Hitboxes 	6-13
Head and lips intangible	6-13
Interruptible 	27
Animation length 	54
!Hitboxes 
|-
!Head and lips 
Category:Piranha Plant (SSBU)
Category:Up tilts (SSBU)
Piranha Plant save file corruption glitch

The Piranha Plant save file corruption glitch in Super Smash Bros. Ultimate, as its name implies, will corrupt the save file if performed. In order to execute this glitch, one must enter All Star Smash as Piranha Plant. Once this is done, there is a chance of the save file corrupting.
This glitch was introduced in 2.0.0 with the introduction of . After being made aware of the existence of the glitch, Nintendo made the statement that they were unable to replicate the glitch in their testing. It was soon realized that many victims of the glitch used similar micro SD cards, which led to the theory that the game reacting weirdly to the micro SD cards under specific circumstances is the cause of the crashes.
A similar glitch was also discovered with Duck Hunt and Mii Swordfighter where using Wild Gunman against Gale Stab will corrupt the player's save files, meaning that these two glitches may have something in common.
==Video==
==References==
Category:Glitches (SSBU)
Piranha Plant void glitch

The Piranha Plant void glitch was a freeze glitch variant found in version 2.0.0 of Super Smash Bros. Ultimate that was later patched in version . The glitch required using , , a Deku Nut, and a Super Mushroom. To perform this glitch, Piranha Plant must pick up a Super Mushroom, then have a third player (preferably or , as a fighter with a Pocket would make the glitch much easier to perform) throw a Deku Nut at it. Once the giant Piranha Plant was stunned, have Ganondorf use Dark Dive on it. While grabbing Piranha Plant, the third player must throw a second Deku Nut at them to perform the void glitch. This glitch resulted in Piranha Plant getting stuck in the grab animation while Ganondorf gets stuck in the tumble animation. The only way to escape this glitch without restarting the fight was to have the third player hit them.
==External links==
*A demonstration of the glitch including how to use it.
Category:Glitches (SSBU)
Category:Piranha Plant (SSBU)
Category:Ganondorf (SSBU)
Piranhacopter

Piranhacopter (, Leaf Rotor) is Piranha Plant's up special move.
==Overview==
When used, Piranha Plant spins its leaves and travels upward for a great amount of distance. A direction can be inputted to move Piranha Plant left or right during the ascent. However, this will lower the airtime slightly, and carries a great deal of momentum which can make it hard to control for some players. The leaves themselves deal minor damage and are capable of dragging opponents along with the player.
Once Piranhacopter ends, Piranha Plant will begin descending before entering a helpless animation. If the player lands during the descent prior to becoming helpless, they will suffer 20 frames of landing lag. However, with the helpless animation, this becomes 18, saving some frames. The helpless animation can be triggered early through fast falling during the descent.
There is evidence in the game's code that Piranha Plant's air speed should be reduced to 0.6x its usual value during helplessness after using this move, similarly to many other up specials, but oddly this does not occur.
==Instructional quote==
==Origin==
This move is a reference to the from Super Mario World. In that game, Jumping Piranha Plants jump out of pipes in an attempt to attack Mario, with their leaves fluttering in the air in a similar fashion to its iteration in Smash.
==Gallery==
Piranhacopter.jpg|Piranha Plant using Piranhacopter in Mushroom Kingdom U.
Piranha Plant SSBU Skill Preview Up Special.png|Piranhacopter as shown by the Move List in Ultimate.
==Names in other languages==
Category:Up special moves
Category:Mario universe
Category:Piranha Plant
Category:Piranha Plant (SSBU)
Piston Punch

Piston Punch (, Piston Punch) is one of the three up special moves usable by s in Super Smash Bros. 4.
==Overview==
When used, the Mii Brawler rises into the air while unleashing a flurry of rapid punches above their head. It is very similar to the Rising Uppercut, though with better vertical recovery. This attack additionally has a sweetspot in the form of the very last hit, which can KO foes at relatively low damage percentages, particularly if they are close to the upper blast zone.
Before the game was updated to version 1.0.6, the base knockback from this move's first hit was high enough to OHKO the lightest characters in Smash 4, and since the move can be initiated from a down throw combo at low percentages, the Mii Brawler could pull off zero-to-death combos against characters like . Despite the nerf and rare use of Miis in tournaments, Piston Punch is among the most feared of Mii Brawler's moves, as it is still capable of KOing at low percentages when used against foes high in the air, similar to how alternative up special Helicopter Kick can KO foes near edges at low percentages.
In Ultimate, Piston Punch is replaced by Thrust Uppercut.
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Category:Up special moves
Category:Super Smash Bros. universe
Category:Mii Fighter
Category:Mii Fighter (SSB4)
Category:Mii Brawler (SSB4)
Pit (SSB4)/Back throw

==Overview==
Pit spins then slams the opponent down. It has weak knockback, incapable of killing until very high percents, and thus is only used to get opponents offstage when needed. At 0%, it can combo into a dash attack on certain characters, albeit with very strict timing, and as such it is better to go for a combo from down throw instead, as the angle and knockback is better for them. Otherwise, one of Pit's least used throws.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Pit (SSB4)
Category:Back throws (SSB4)
Pit (SSB4)/Dash attack

==Overview==
Pit performs an inward braking slash. It has high base knockback, high damage output and decently high speed, making it one of the safest and most reliable dash attacks in the game.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	39
Animation length	54
Category:Pit (SSB4)
Category:Dash attacks (SSB4)
Pit (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Clean hit 	10
Late hit 	11-12
Ending autocancel 	36-
Interruptibility 	37
Animation length 	54
|-
===Landing lag===
Animation length	24
Category:Pit (SSB4)
Category:Down aerials (SSB4)
Pit (SSB4)/Down throw

==Overview==
Pit throws the opponent down, then slashes them with the Palutena Bow. Pit's best combo throw, and when combined with his decent grab and dash attack, cements his dash mixup playstyle. Down throw leads into a plethora of combos, such as running up smashes at low percents, forward, neutral or back aerials at low to mid percents, and up aerials at somewhat higher percents. Down throw can also lead into a footstool, which can then be followed up by a down aerial meteor hitbox to lock them, and extend the followup. Once at higher percents, the throw serves little purpose, as up throw launches higher into the air, being better for juggles. Down throw is also Pit's weakest throw, dealing only 6%.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	13-14
Throw Release 	16
Interruptible 	32
Animation length	63
|-
Category:Pit (SSB4)
Category:Down throws (SSB4)
Pit (SSB4)/Forward aerial

==Hitboxes==
|}
==Timing==
Hits 1-2 	11-12, 14-15
Hit 3 	18-19
Ending autocancel	28-
Interruptibility 	47
Animation length 	55
|-
===Landing lag===
Animation length	20
Category:Pit (SSB4)
Category:Forward aerials (SSB4)
Pit (SSB4)/Forward throw

==Overview==
Pit slashes the opponent away. Pit's strongest kill throw, capable of killing at the ledge at ~120%. The low endlag can also allow fast-fallers to get combo'd into dash attack off a missed tech, as the angle of the throw is also somewhat low. Otherwise, at mid-percents, the throw is simply used for positioning or getting opponents offstage for an edgeguard or ledgetrap situation.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	12-13
Throw Release 	14
Interruptible 	28
Animation length	34
|-
Category:Pit (SSB4)
Category:Forward throws (SSB4)
Pit (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	30
Animation length	39
===Dash grab===
Grab 	8-9
Interruptible 	37
Animation length	53
===Pivot grab===
Grab 	9-10
Interruptible 	35
Animation length	51
Category:Pit (SSB4)
Category:Grabs (SSB4)
Pit (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Palutena Bow 	(unavailable)
Side special (grounded) 	Upperdash Arm 	
Side special (aerial) 	Upperdash Arm 	
Side special (grounded hit) 	Upperdash Arm 	
Side special (aerial hit) 	Upperdash Arm 	
Down special 	Guardian Orbitars	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Pit (SSB4)
Category:Hitboxes (SSB4)
Pit (SSB4)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1-7 	4, 7, 10, 13, 16, 19, 22
Hit 8 	25
Ending autocancel 	30-
Interruptibility 	55
Animation length 	67
|-
===Landing lag===
Animation length	24
Category:Pit (SSB4)
Category:Neutral aerials (SSB4)
Pit (SSB4)/Side special/Default

==Overview==
For his side special, Pit wields the Upperdash Arm to perform a dashing uppercut. It deals strong vertical knockback, grants super armor during the dash, and it deflects projectiles at 50°.
==Hitboxes==
===Ground===
|}
===Air===
|}
Category:Pit (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Pit (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-4 	12-13, 15-16, 18-19, 21-22
Hit 5 	24-25
Ending autocancel 	37-
Interruptibility 	50
Animation length 	59
|-
===Landing lag===
Animation length	24
Category:Pit (SSB4)
Category:Up aerials (SSB4)
Pit (SSB4)/Up throw

==Overview==
Pit performs a handstand kick. A fairly weak throw in damage and knockback, it is used mainly for juggling purposes, or in tandem with Palutena Bow to create aerial pressure for the opponent. Because of this, it can be used to put extra damage on an opponent whilst preventing staling his forward throw, Pit's best kill throw. At very low percents, it is also able to combo into up aerial on certain characters.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	13-14
Throw Release 	15
Interruptible 	33
Animation length	57
|-
Category:Pit (SSB4)
Category:Up throws (SSB4)
Pit (SSBB)/Back aerial

==Overview==
Pit thrusts his bow behind him. The move has a sweetspot which deals 15% and insanely high knockback. Back aerial not only deals the most damage out of all of his aerials but also the most knockback out of his entire moveset barring his fully charged smash attacks. The sweetspot is capable of KOing Mario at the center of at around 107%, making it the third strongest back aerial in the game behind and . The downside to his back aerial is the sweetspot can be difficult to land and the sourspot is infinitely weaker not being able to reliably score KOs until beyond sudden death percents. On the bright side, the sourspot spot is capable of locking opponents up until mid percents. Back aerial overall is one of Pit's best options for KOs as besides its strength, it has decent speed and its landing lag isn't too bad although it can be pretty difficult to land and stale move negation will only make it weaker the more Pit uses it. 
==Hitboxes==
|}
==Timing==
Clean hit 	9-10
Late hit 	11-25
Ending auto-cancel	28-
Animation length 	38
|-
===Landing lag===
Animation length	15
Category:Pit (SSBB)
Category:Back aerials (SSBB)
Pit (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Pit (SSBB)
Category:Back throws (SSBB)
Pit (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	42
Animation length 	44
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Pit (SSBB)
Category:Dash attacks (SSBB)
Pit (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Early hit 	10
Late hit 	11-12
Ending autocancel 	36-
Interruptible 	37
Animation length 	54
|-
===Landing lag===
Animation length	30
Category:Pit (SSBB)
Category:Down aerials (SSBB)
Pit (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	13-14
Throw Release 	16
Interruptible 	32
Animation length	44
|-
Category:Pit (SSBB)
Category:Down throws (SSBB)
Pit (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	12
Throw Release 	13
Interruptible 	28
Animation length	34
|-
Category:Pit (SSBB)
Category:Forward throws (SSBB)
Pit (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	35
Category:Pit (SSBB)
Category:Grabs (SSBB)
Pit (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack (infinite)	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Glide attack 	 	
Neutral special 	Palutena's Arrow	
Side special 	Angel Ring 	
Side special 	Angel Ring (end)	
Up special 	Wings of Icarus 	
Down special 	Mirror Shield 	
Final Smash 	Palutena's Army 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Pit (SSBB)
Category:Hitboxes (SSBB)
Pit (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hits 1-7 	4, 7, 10, 13, 16, 19, 22
Hit 8 	25
Ending autocancel 	30-
Animation length 	51
|-
===Landing lag===
Animation length	30
Category:Pit (SSBB)
Category:Neutral aerials (SSBB)
Pit (SSBB)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Pit (SSBB)/Neutral attack/Hit 1
*Pit (SSBB)/Neutral attack/Hit 2
*Pit (SSBB)/Neutral attack/Hit 3
*Pit (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	5-6
Jab 2 	13-14
Jab 3 	19-20
Rapid jab 	22-23, 25-26, 28-29, 31-32,34-35, 37-38, 40-41, 43-44,46-47, 49-50, 52-53, 55-57
Interruptible (1, 2, 3)	20, 29, 45
Animation lengths 	23, 33, 47, 70
|-
|-
|-
Category:Pit (SSBB)
Category:Neutral attacks (SSBB)
Pit (SSBB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Animation length is only for the finisher.
Startup hitbox 	6-7
Rapid Jab 	9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 30-31, 33-34, 36-37, 39-40
Animation length	11
Category:Pit (SSBB)
Category:Neutral attacks (SSBB)
Pit (SSBB)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
Loop hits 	12-13, 15-14, 18-19, 21-22, 24-25, 27-28, 30-31...
Ending windbox (upon release)	6-7
End animation length 	23
|
|-
|
Category:Pit (SSBB)
Category:Side special moves (SSBB)
Pit (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-5 	9-10, 12-13, 15-16, 18-19, 21-22
Hit 6 	24-25
Ending autocancel 	37-
Animation length 	44
|-
===Landing lag===
Animation length	30
Category:Pit (SSBB)
Category:Up aerials (SSBB)
Pit (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	12
Throw Release 	13
Interruptible 	33
Animation length	42
|-
Category:Pit (SSBB)
Category:Up throws (SSBB)
Pit (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes (early, late)	10, 11-12
Ending autocancel 	28-
Interruptible 	41
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	22
Category:Pit (SSBU)
Category:Back aerials (SSBU)
Pit (SSBU)/Back throw

Pit back throw hurtbox visualization	Pit back throw hurtbox visualization	Pit back throw hurtbox visualization	Pit back throw hurtbox visualization	Pit back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-29
Turnaround 	29
Throw release 	29
Interruptible 	39
Animation length	67
|-
Category:Pit (SSBU)
Category:Back throws (SSBU)
Pit (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	10
Late hit 	11-12
Ending autocancel 	36-
Interruptible 	37
Animation length 	54
|-
===Landing lag===
Interruptible 	13
Animation length	32
Category:Pit (SSBU)
Category:Down aerials (SSBU)
Pit (SSBU)/Down smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	18-20
Interruptible 	41
Animation length	57
==Trivia==
*The move has a 30% trip chance that can only happen on slants due to the launch angle. In the case of the first hit, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Pit (SSBU)
Category:Down smashes (SSBU)
Pit (SSBU)/Down special

==Overview==
==Update history==
 
*
==Hitboxes==
|}
==Timing==
The timings shown are for the move's shortest duration. The orbitars' duration can be extended up to 100 frames (from 15 minimum), in which case the windboxes' late hit comes out after 29 frames, or on frame 36 counting startup.
Orbitar shields and reflectors	7-21
Windboxes 	7-21 (rehit rate: 4)
Interruptible (from release) 	40 (19)
Animation length (release) 	61 (40)
|-
==Parameters==
===General===
Shield HP is shared between both orbitars, with both of them breaking when it is fully depleted. Pit can still use the move during the cooldown period for broken orbitars, but with no hitboxes coming out.
Minimum active duration 	15 frames (8.0.0 onward)20 frames (before 8.0.0)
Maximum active duration 	100 frames
Shield HP 	15
Shield HP regeneration per frame 	0.07
Orbitar cooldown if HP is fully depleted	600 frames (10 seconds)
Reflector damage threshold 	50%
Reflector damage multiplier 	1.5
Reflector speed multiplier 	1.7
Reflector lifetime multiplier 	0.7
===Orbitar hitboxes===
The orbitars continuously shrink while active, reaching a size of 0.5× at the maximum duration of 100 frames, which affects the move's windboxes, shields, and reflectors. More specifically, the orbitars' size multiplier can be calculated by the formula 1 - 0.5 * (active frames / 100). All hitboxes' Y and Z offsets are also likewise adjusted to be placed higher and closer to Pit as they shrink.
Size 	2u
Bone 	top
Shield offsets 	[0, 2 to 11.5, 7] (front)[0, 2 to 11.5, -7] (back)
Reflector offsets 	[0, 0 to 14, 7] (front)[0, 0 to 14, -7] (back)
Size multiplier at maximum duration 	0.5
Y offset at minimum size (without size multiplier)	8.5u
Z offset at minimum size (without size multiplier)	6u
Category:Pit (SSBU)
Category:Down special moves (SSBU)
Pit (SSBU)/Down throw

Pit down throw hurtbox and hitbox visualization	Pit down throw hurtbox and hitbox visualization	Pit down throw hurtbox and hitbox visualization	Pit down throw hurtbox and hitbox visualization	Pit down throw hurtbox and hitbox 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. If used at an edge, the opponent is pushed 3 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	13-14
Throw Release 	16
Interruptible 	32
Animation length	47
|-
Category:Pit (SSBU)
Category:Down throws (SSBU)