nyuuzyou/wikis huggingface dataset:
Captain Falcon (SSBU)/Forward throw

Captain Falcon forward throw hurtbox and hitbox visualization	Captain Falcon forward throw hurtbox and hitbox visualization	Captain Falcon forward throw hurtbox and hitbox visualization	Captain Falcon forward throw hurtbox and hitbox visualization	Captain Falcon forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Guts the opponent with an underhanded jab, sending them forward diagonally. It can easily be followed up with a at low percentages, and KO at higher percents around 159% from the edge of .
==Throw and Hitbox Data==
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|}
==Timing==
Invincibility 	1-13
Hitbox 	11-12
Throw Release 	13
Interruptible 	33
Animation length	57
|-
Category:Captain Falcon (SSBU)
Category:Forward throws (SSBU)
Captain Falcon (SSBU)/Forward tilt

Captain Falcon forward tilt hitbox visualizations.	Captain Falcon forward tilt hitbox visualizations.	Captain Falcon forward tilt hitbox visualizations.	Captain Falcon forward tilt hitbox visualizations.	Captain Falcon forward tilt hitbox visualizations.
↗ 	 	 	 	
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↘ 	 	 	 	
==Overview==
Captain Falcon does a roundhouse kick and comes to a rest after pivoting back around to his starting position. The move can be angled up or down allowing for better coverage of the air or smaller characters, with a slightly stronger sweetspot on the foot that does 1% extra base damage. Angling either up or down adds 1% damage as well, almost always being preferable to no angle at all. The attack comes out on frame 7 and does 10% base damage when both angled and sweetspotted.
==Application==
The two main purposes of this move are as a ranged poke in neutral or on shield and a safe, versatile combo finisher. In neutral its relatively low lag, decent range, and angling allow it to keep opponents at bay and remain functionally safe of shield should the opponent defend in time. The angling allows Captain Falcon to space the sweetspot as it will not reach as far when not pointed straight out. The extra damage from angling and the sweetspot increase shield safety frame-wise while losing some range. This can be combined with sliding tilt attacks (done by canceling the running turnaround animation with a tilt attack) to increase safety when retreating with the move, or to increase range when approaching.
As a combo finisher, forward tilt is very consistent with a frame 7 startup, solid range, and angling. Landing with moves at low percent such as up air, neutral air, or back air will reliably combo into this, racking on easy damage. The main benefit to using this move as a combo finisher is to set up for a tech chase. At anywhere from 10-50% Forward Tilt sends at a low angle with tumble to force an opponent to tech, which Captain Falcon is good at chasing down. This move does not however start any combos, though can put an opponent in a difficult position for further followup.
Other applications for Forward Tilt include using it as a ledge trapping tool. Not only can angling the move down hit many characters hanging from ledge, but the solid four active frames help cover getup options such as neutral getup. And with the low endlag and decent shield safety a missed ledge trap attempt is often of little consequence. Having the same startup as dash attack, and the previously mentioned sliding tilt technique, lend to Forward Tilt being a decent whiff punishing tool as well.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Interruptible 	30
Animation length	35
Category:Captain Falcon (SSBU)
Category:Forward tilts (SSBU)
Captain Falcon (SSBU)/Grab

==Overview==
Reaches out with his right hand. Captain Falcon's grab range is fairly short. While his dash grab is a lot shorter since he doesn’t slide as much, it can no longer whiff up close thanks to the changes to the jostle mechanics.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
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===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	36
Animation length	39
===Dash grab===
Grab 	9-10
Interruptible 	44
Animation length	51
===Pivot grab===
Grab 	10-11
Interruptible 	39
Animation length	45
Category:Captain Falcon (SSBU)
Category:Grabs (SSBU)
Captain Falcon (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Kneebutt 	
Neutral attack rapid jab 	Mach Punch 	
Neutral attack finisher 	Body Blow 	
Forward tilt (mid) 	Round Kick 	
Forward tilt (high) 	Round Kick 	
Forward tilt (low) 	Round Kick 	
Up tilt 	Wheel Kick 	
Down tilt 	Sprawl Kick 	
Dash attack 	Turbo Shoulder 	
Forward smash (mid) 	Overheat Back Knuckle	
Forward smash (high) 	Overheat Back Knuckle	
Forward smash (low) 	Overheat Back Knuckle	
Up smash 	Dual Edge 	
Down smash 	Front & Back Kick 	
Neutral aerial 	Rotary Kick 	
Forward aerial 	Knee Smash 	
Back aerial 	Back Knuckle 	
Up aerial 	Overhead Kick 	
Down aerial 	Stampede Bomb 	
Neutral special (ground) 	Falcon Punch 	
Neutral special (ground reverse)	Falcon Punch 	
Neutral special (air) 	Falcon Punch 	
Neutral special (air reverse) 	Falcon Punch 	
Side special (ground) 	Raptor Boost 	
Side special (ground hit) 	Raptor Boost 	
Side special (air) 	Raptor Boost 	
Side special (air hit) 	Raptor Boost 	
Up special (ground) 	Falcon Dive 	
Up special (air) 	Falcon Dive 	
Up special (hit) 	Falcon Dive 	
Down special (ground) 	Falcon Kick 	
Down special (air) 	Falcon Kick 	
Down special (landing) 	Falcon Kick 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Short Body Blow 	
Back throw 	Striking Throw 	
Up throw 	Rising Flat 	
Down throw 	Head Crush 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash 	Blue Falcon 	
Category:Hitbox repositories
Category:Captain Falcon (SSBU)
Category:Hitboxes (SSBU)
Captain Falcon (SSBU)/Neutral aerial

==Overview==
Kicks forward twice. It is a reliable follow-up to his at mid-percents, and transitions faster than the version in SSB4. The first hit has vertical knockback on grounded opponents, intended to reliably lead into the second hit, but if Falcon lands with only the first hit, it becomes a viable combo starter that can combo into his aerials, even his Knee Smash at mid-high percents. Also an effective edge guard tool, due to being a multi-hit and having decent kill power offstage. Deals 4% on the first hit and 6% on the second hit.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	7-8
Hit 2 	13-15
Ending autocancel 	32-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Interruptible 	8
Animation length	12
Category:Captain Falcon (SSBU)
Category:Neutral aerials (SSBU)
Captain Falcon (SSBU)/Neutral attack

==Overview==
Captain Falcon's neutral attack consists of 2 jabs followed by either a knee strike or a flurry of punches. The rapid jab finisher is notably disjointed.
For the technical data of each individual hit, see:
*Captain Falcon (SSBU)/Neutral attack/Hit 1
*Captain Falcon (SSBU)/Neutral attack/Hit 2
*Captain Falcon (SSBU)/Neutral attack/Hit 3
*Captain Falcon (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab. 
Jab 1 	3
Consecutive jab 	7
Jab 2 	9
Jab 3 	17-18
Rapid jab 	15, 17, 19, 21, 23, 25, 27, 29
Rapid jab finisher	35-36
Interruptible 	18, 23, 44, 79
Animation lengths 	39, 40, 51, 78
|-
|-
|-
Category:Captain Falcon (SSBU)
Category:Neutral attacks (SSBU)
Captain Falcon (SSBU)/Neutral attack/Hit 1

==Overview==
A straight punch forward. Deals 1.5% damage upon contact. It can be used to combo into the next set of inputs on his neutral attack. It's fast as it comes out on frame 3.
==Update History==
 
*
==Hitboxes==
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==Timing==
Hitboxes 	3
Continuability window	5-30
Consecutive jab frame	7
Interruptible 	18
Animation length 	39
|-
Category:Captain Falcon (SSBU)
Category:Neutral attacks (SSBU)
Captain Falcon (SSBU)/Neutral attack/Hit 2

==Overview==
The second hit of Captain Falcon's jab comes after the first hit. Additionally, this move can transition to the infinite jab if the button is pressed between frames 7 through 9. Otherwise it will initiate the third hit (known as the Gentleman). The move deals 1.5% if connected.
==Hitboxes==
! Hitstun
|+3 frames
|+3 frames
|+3 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	5
Continuability 	Rapid jab 	7-9
Continuability 	Jab 3 	8-30
Interruptible 	Interruptible 	19
Animation length	Animation length	36
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Captain Falcon (SSBU)
Category:Neutral attacks (SSBU)
Captain Falcon (SSBU)/Neutral attack/Hit 3

==Overview==
The Gentleman is the name of the third hit of Captain Falcon's . It is generally an extra move or a choosable move that connect better and having slightly more range than his former neutral attacks.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-7
Interruptible 	33
Animation length	40
Category:Captain Falcon (SSBU)
Category:Neutral attacks (SSBU)
Captain Falcon (SSBU)/Neutral attack/Infinite

==Overview==
Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased hitstun and shieldstun. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.
==Hitboxes==
The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.
! Hitstun
! Shieldstun
|+2 frames
|9×
|—
|—
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 19-20
Rapid jab 	5, 7, 9, 11, 13, 15, 17, 19
Finisher 	6-7
Interruptible 	50
Animation length	49
Category:Captain Falcon (SSBU)
Category:Neutral attacks (SSBU)
Captain Falcon (SSBU)/Neutral special

Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
Grounded reversed 	Aerial Reversed 	 	 	
 	 	 	 	
==Overview==
Captain Falcon winds up his fist and announces his signature move Falcon Punch. Although it possesses humongous knockback and damage potential from the move alone upon hitting an opponent, the move can easily be shielded, unable to break a full shield despite dealing more shieldstun. As a result of its lengthy endlag, foes can retaliate and initiate a variety of follow up moves, causing Falcon to waste inititiative. Falcon Punch finds use only after shield break scenarios, where he can exploit the opponent’s helplessness. Due to how situational the move is, many players consider it to be the least useful special move, and by extension, his least useful move overall.
==Hitboxes==
Landing any hitbox produces a Special Zoom.
===Grounded===
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===Aerial===
|}
===Differences for 's Copy Ability===
*
**
*
==Timing==
===Normal===
The move can be reversed on frame 15. For the aerial version, the control stick is checked on frame 51 to apply vertical momentum in the chosen direction; additionally, a small, set amount of upward momentum (0.2) is applied upon initiation.
Hitbox 	53-57
Interruptible 	104
Animation length (grounded)	115
Animation length (aerial) 	124
!Grounded 
|-
!Aerial 
===Reversed===
For the aerial version, the control stick is checked on frame 60 to apply vertical momentum in the chosen direction.
Transition start 	15
Turnaround 	35
Hitbox 	62-66
Interruptible 	118
Animation length (grounded)	123
Animation length (aerial) 	133
!Grounded 
|-
!Aerial 
===Differences for Kirby's Copy Ability===
*
**
==Parameters==
===Move===
Momentum forward 	1
Stick sensitivity for vertical boost in midair	0.25 to 0.65
Maximum vertical boost in midair 	0.92
Travel angle with vertical boost 	35°
===Special Zoom===
Duration 	40 frames
Slowdown magnitude 	2
Zoom rate 	4.5 (Captain Falcon)4 (Kirby)
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Captain Falcon (SSBU)
Category:Neutral special moves (SSBU)
Captain Falcon (SSBU)/Pummel

==Overview==
Captain Falcon knees the opponent. Its hitbox possesses a significant disjoint, making non-grabbed players surprisingly easy to hit. Hitbox starts on frame one.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	13
Category:Captain Falcon (SSBU)
Category:Pummels (SSBU)
Captain Falcon (SSBU)/Side special

==Overview==
==Update History==
 
*
*
*
 
*
*
*
==Hitboxes==
===Grounded===
! Hitstun
|—
|—
|+3 frames
|+3 frames
|+3 frames
|}
===Aerial===
|}
==Timing==
===Grounded===
Jostling is disabled during frames 7-25.
Inert hitboxes 	10-25
Interruptible 	72
Animation length	89
===Aerial===
The move enables ledge grabs from both sides starting on frame 26. Jostling is also disabled throughout its execution.
Inert hitbox 	19-35
Animation length	79
===Grounded hit===
Jostling is disabled during frames 1-7. The damage-based armor has a threshold of 10%.
Damage-based armor	1-5
Clean hit 	5
Late hit 	6-7
Interruptible 	28
Animation length 	37
|-
===Aerial hit===
On frame 6, the move applies momentum of 1.5 backward (in units of distance per frame) and 2.5 upward, even if the hitboxes do not hit anything. Captain Falcon cannot grab ledges or land out of it until frame 8.
Clean hit 	5
Late hit 	6
Interruptible 	45
Animation length	64
===Landing===
This only applies if the overhand attack is not triggered.
Interruptible 	23
Animation length	32
==Parameters==
Horizontal speed on hit 	0.18
Helplessness air speed multiplier	0.7
Helplessness landing lag 	22 frames
Category:Captain Falcon (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Captain Falcon (SSBU)/Up aerial

==Overview==
 performs an aerial back flip, delivering a kick above him. The move is decent at combos, especially out of his down throw or Raptor Boost. The move can combo into the Knee Smash at mid-percentages and is an excellent anti-air and juggling tool. The late hitbox is a semi-spike often referred to as the Tipman, and is great for edgeguarding because of its angle. The Tipman is also able to be followed up by a back aerial, which can start a wall of pain because of Captain Falcon's air speed.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	7-10
Late hit 	11-12
Ending autocancel	24-
Interruptible 	32
Animation length 	52
|-
===Landing lag===
Interruptible 	11
Animation length	16
Category:Captain Falcon (SSBU)
Category:Up aerials (SSBU)
Captain Falcon (SSBU)/Up smash

==Overview==
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison at only 16 frames, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Early hit 1 	22
Late hit 1 	23
Right lower leg intangible	22-23
Hit 2 	28-29
Left lower leg intangible 	28-29
Interruptible 	46
Animation length 	61
!Hitboxes 
|-
!Right lower leg 
|-
!Left lower leg 
==Trivia==
*Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.
Category:Captain Falcon (SSBU)
Category:Up smashes (SSBU)
Captain Falcon (SSBU)/Up special

Captain Falcon Up Special Hitbox Visualizations	Captain Falcon Up Special Hitbox Visualizations	Captain Falcon Up Special Hitbox Visualizations	Captain Falcon Up Special Hitbox Visualizations	Captain Falcon Up Special Hitbox Visualizations
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into helpless immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge.
However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to Tech Check the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff.
==Update History==
 
==Hitboxes, grabboxes and throw==
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|}
==Timing==
===Rising===
The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 37. Captain Falcon can also fast fall as early as frame 50.
To B-reverse the move, the control stick has to be held backward on frame 14.
Optional reverse	14
Early grab 	14
Late grab 	15-30
Animation length	66
|-
===Throw===
The throw portion enables ledge grabs from the front starting on frame 61.
Hitbox 	2-3
Throw release 	17
Interruptible 	40
Animation length	71
===Landing===
Interruptible 	25
Animation length	35
==Parameters==
Horizontal speed multiplier 	1.1 (grounded)0.95 (aerial)
Horizontal speed limit 	6
Gravity 	0.103
Stick sensitivity to reverse 	0.25
Helplessness air speed multiplier	0.7
Helplessness landing lag 	24 frames
Category:Captain Falcon (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Captain Falcon (SSBU)/Up throw

Captain Falcon up throw hurtbox and hitbox visualization	Captain Falcon up throw hurtbox and hitbox visualization	Captain Falcon up throw hurtbox and hitbox visualization	Captain Falcon up throw hurtbox and hitbox visualization	Captain Falcon up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	38
Animation length	64
|-
Category:Captain Falcon (SSBU)
Category:Up throws (SSBU)
Captain Falcon (SSBU)/Up tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	14-17
Lower leg intangible	14-17
Interruptible 	37
Animation length 	56
!Hitboxes 
|-
!Lower leg 
Category:Captain Falcon (SSBU)
Category:Up tilts (SSBU)
Capture button

thumb|The Nintendo Switch's Capture button.
The capture button refers to the square button with a circular indent near the bottom of the left Joy-Con, as well as on the center-left area of the Nintendo Switch Pro Controller. 
==Overview==
The capture button allows the player to capture screenshots and view them in the system's capture gallery, where they can then be edited with customizable text and be posted to either Facebook or Twitter or sent to smartphones.
If the button is pressed, the Switch takes a screenshot of whatever is being depicted on screen, but if the button is held, the Switch saves the last 30 seconds of gameplay as a video, though the latter feature often varies by game. Captured videos can also be edited and posted in a similar fashion.
Super Smash Bros. Ultimate is one of the few games on the Nintendo Switch that does not have the ability to save videos via the capture button, likely due to the feature being redundant as the game can natively save battles with the in-game replay feature, which can convert entire matches into video files. Normal screenshots can still be taken, a feature that is used in conjunction with the series' trademark camera; when taking a snapshot, the resulting picture will be saved directly to the Switch's Album, instead of an album internally within the software as in previous games.
Category:Game controls