{"S":{"1":{"id":1,"key":"mario","name":"Mario","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mario%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":4,"Speed":3,"Neutral":3,"Taunt":2,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"mario","key":"Back Aerial","description":"A dropkick behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's aerials, making it an effective spacing tool and horizontal combo extender at low percents.","video_file_url":""},"Back Throw":{"character_key":"mario","key":"Back Throw","description":"Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO midweights as early as 120% if they fail to DI.","video_file_url":""},"Dash Attack":{"character_key":"mario","key":"Dash Attack","description":"A baseball slide. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for 2-framing certain opponents and punishing spotdodges. Very similar to the Slide Kick from Super Mario 64.","video_file_url":""},"Down Aerial":{"character_key":"mario","key":"Down Aerial","description":"Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them.","video_file_url":""},"Down Smash":{"character_key":"mario","key":"Down Smash","description":"The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak.","video_file_url":""},"Down Special":{"character_key":"mario","key":"Down Special","description":"Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. Can also be used as an edgeguarding tool.","video_file_url":""},"Down Throw":{"character_key":"mario","key":"Down Throw","description":"A body slam","video_file_url":""},"Down Tilt":{"character_key":"mario","key":"Down Tilt","description":"A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively.","video_file_url":""},"Final Smash":{"character_key":"mario","key":"Final Smash","description":"Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.","video_file_url":""},"Forward Aerial":{"character_key":"mario","key":"Forward Aerial","description":"Arcs back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"mario","key":"Forward Smash","description":"Steps back and does a palm thrust that produces a small explosion. It can be angled.","video_file_url":""},"Forward Throw":{"character_key":"mario","key":"Forward Throw","description":"Spins the opponent around once and throws them forward. Can set up tech situations and mixups at low percents.","video_file_url":""},"Forward Tilt":{"character_key":"mario","key":"Forward Tilt","description":"A wheel kick. It can be angled. Can lock at low percents, but not as effectively as his jabs due to its higher knockback and ending lag by comparison.","video_file_url":""},"Grab":{"character_key":"mario","key":"Grab","description":"Reaches out. Mario's overall grab range is somewhat short.","video_file_url":""},"Neutral Aerial":{"character_key":"mario","key":"Neutral Aerial","description":"A flying kick","video_file_url":""},"Neutral Attack":{"character_key":"mario","key":"Neutral Attack","description":"The Punch + Punch + Kick combo from Super Mario 64. The first and second hits can lock.","video_file_url":""},"Neutral Special":{"character_key":"mario","key":"Neutral Special","description":"Throws a Fireball. The fireball bounces along the ground several times before disappearing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"mario","key":"Side Special","description":"Dons a Cape and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.","video_file_url":""},"Up Aerial":{"character_key":"mario","key":"Up Aerial","description":"A bicycle kick","video_file_url":""},"Up Smash":{"character_key":"mario","key":"Up Smash","description":"An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range.","video_file_url":""},"Up Special":{"character_key":"mario","key":"Up Special","description":"A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"mario","key":"Up Throw","description":"Heaves the opponent directly overhead with both hands. An effective combo throw at low to medium percentages.","video_file_url":""},"Up Tilt":{"character_key":"mario","key":"Up Tilt","description":"A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents.","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"mario","key":"Forward Aerial","description":"Arcs back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Forward%20Aerial.m4v"},"Neutral Special":{"character_key":"mario","key":"Neutral Special","description":"Throws a Fireball. The fireball bounces along the ground several times before disappearing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"mario","key":"Up Special","description":"A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mario%20-%20Up%20Special.m4v"}},"advantages":["Easy to learn","Great recovery"],"disadvantages":["Not a lot of kill confirms","No good disjoints"]},"9":{"id":9,"key":"pikachu","name":"Pikachu","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pikachu%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":2,"Defense":4,"Speed":4,"Neutral":5,"Taunt":4,"Weight":2,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"pikachu","key":"Back Aerial","description":"Spins around horizontally, hitting multiple times, with a pose at the end to launch foes. Can drag down opponents, and has a landing hitbox.","video_file_url":""},"Back Throw":{"character_key":"pikachu","key":"Back Throw","description":"Rolls backwards before launching the opponent. Very good for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge. Has high knockback, KOing middleweights around 165% at the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"pikachu","key":"Dash Attack","description":"A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing.","video_file_url":""},"Down Aerial":{"character_key":"pikachu","key":"Down Aerial","description":"Points down and spins its head downwards, launching opponents. The clean hit is a powerful meteor smash, while the late hit has good horizontal knockback. Has a landing hitbox.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"pikachu","key":"Down Smash","description":"A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing.","video_file_url":""},"Down Special":{"character_key":"pikachu","key":"Down Special","description":"Calls down a bolt of lightning from the sky. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt, they're launched down into Pikachu; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"pikachu","key":"Down Throw","description":"Lays the opponent on the ground and performs a senton. A good combo starter comboing into every aerial except down aerial reliably from low to mid percent, allowing Pikachu to start chains.","video_file_url":""},"Down Tilt":{"character_key":"pikachu","key":"Down Tilt","description":"Lays down and sweeps its tail in front of itself. Has long horizontal reach and low lag, making it somewhat spammable. Can trip at low percents","video_file_url":""},"Final Smash":{"character_key":"pikachu","key":"Final Smash","description":"Surrounds itself with electricity before dashing forwards. If it connects, Pikachu will barrage the opponents caught with repeated strikes in this form before launching them.","video_file_url":""},"Forward Aerial":{"character_key":"pikachu","key":"Forward Aerial","description":"Spins its forward with an electrically charged head, shocking opponents. Hits 6 times. Has low startup and landing lag, making it an effective spacing option. The multiple hits and long duration make it an effective aerial for SHFFing.","video_file_url":""},"Forward Smash":{"character_key":"pikachu","key":"Forward Smash","description":"Rears its head back before leaning forward and releasing a large orb of electricity in front of it, leaving a trail of electricity. The center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail deals the second most damage and the least knockback, and the tip deals the least damage and second most knockback. Has very high range, with a hitbox the close to the size of Pikachu. The uncharged sweetspot KOs Mario around 80% at the edge of Final Destination, although the early hit doesn't KO until 105% and the late hit until 100%. Also has high lag.","video_file_url":""},"Forward Throw":{"character_key":"pikachu","key":"Forward Throw","description":"Lays the opponent on its tail and shocks them. Has little utility outside of racking damage.","video_file_url":""},"Forward Tilt":{"character_key":"pikachu","key":"Forward Tilt","description":"An electrified double kick performed from the baby freeze, a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles semi-spike. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"pikachu","key":"Grab","description":"Reaches out. Pikachu will have a scared look if it misses. Pikachu's grab is fast, but has low range.","video_file_url":""},"Neutral Aerial":{"character_key":"pikachu","key":"Neutral Aerial","description":"Poses while charging itself with electricity, shocking nearby opponents. Hits 4 times. One of Pikachu's most versatile tools; it is useful for breaking out of combos due to its very fast startup (frame 3), can combo into itself offstage at very low percent, can be used to drag down opponents for edgeguarding offstage, or for comboing into jab, up tilt, forward tilt, down tilt, grab, or even up smash. Autocancels in a short hop.","video_file_url":""},"Neutral Attack":{"character_key":"pikachu","key":"Neutral Attack","description":"Quickly headbutts forward. Has minimal startup lag (frame 2) and low cooldown, making it spammable and combo into itself easily. Can lock.","video_file_url":""},"Neutral Special":{"character_key":"pikachu","key":"Neutral Special","description":"Shoots a ball of electricity. A very useful projectile, as it deals good damage, moves quickly, and can be used repeatedly. When it goes over the edge, it sticks to the platform it's on, looping around until its lifespan is over or it hits the bottom of a soft platform. This property allows it to be used to annoy opponents trying to recover by using it near the edge and hitting them when they attempt to grab it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"pikachu","key":"Side Special","description":"Charges up before launching forward at a high velocity. Can be charged to increased damage, knockback, and distance. Useful for horizontal recovery, as it has a hitbox protecting it, high horizontal distance, and can sweetspot the ledge. Can also be used to punish shield breaks due to its high knockback when charged; however, it has high ending lag. If inputted like a smash attack, it immediately starts with some charge.","video_file_url":""},"Up Aerial":{"character_key":"pikachu","key":"Up Aerial","description":"An overhead tail swipe, starting from behind Pikachu. A good combo starter, comboing into itself and other aerials at low percents. Has low horizontal knockback.","video_file_url":""},"Up Smash":{"character_key":"pikachu","key":"Up Smash","description":"An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body, and is very difficult to land outside a shield break punish. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, deals minimal damage and knockback.","video_file_url":""},"Up Special":{"character_key":"pikachu","key":"Up Special","description":"Zips upward at high speeds, dealing damage to opponents on contact. Can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. A good option for mobility.","video_file_url":""},"Up Throw":{"character_key":"pikachu","key":"Up Throw","description":"Heaves the opponent onto its head and headbutts it upwards. A good low percent combo throw. Has decent knockback growth, making it Pikachu's best KOing throw.","video_file_url":""},"Up Tilt":{"character_key":"pikachu","key":"Up Tilt","description":"An overhead tail swipe, starting from behind Pikachu. An excellent combo starter, comboing into itself at low percents and into Pikachu's aerials at low to mid percents. A powerful juggling tool. Has moderate startup lag, however, as it does not hit opponents in front of Pikachu until frames 9-10, depending on their size.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"pikachu","key":"Down Aerial","description":"Points down and spins its head downwards, launching opponents. The clean hit is a powerful meteor smash, while the late hit has good horizontal knockback. Has a landing hitbox.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"pikachu","key":"Down Special","description":"Calls down a bolt of lightning from the sky. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt, they're launched down into Pikachu; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"pikachu","key":"Neutral Special","description":"Shoots a ball of electricity. A very useful projectile, as it deals good damage, moves quickly, and can be used repeatedly. When it goes over the edge, it sticks to the platform it's on, looping around until its lifespan is over or it hits the bottom of a soft platform. This property allows it to be used to annoy opponents trying to recover by using it near the edge and hitting them when they attempt to grab it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pikachu%20-%20Neutral%20Special.m4v"}},"advantages":["Great recovery","Many strings and combos","Excellent edgeguarding"],"disadvantages":["Dies pretty easily","Not a lot of kill confirms"]},"14":{"id":14,"key":"peach","name":"Peach","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Peach%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":4,"Speed":3,"Neutral":5,"Taunt":5,"Weight":2,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"peach","key":"Back Aerial","description":"Peach strikes behind her by thrusting her butt. She creates a heart, although it is aesthetic, and possesses no hitbox. At low percentages, even the clean hit can lock.","video_file_url":""},"Back Throw":{"character_key":"peach","key":"Back Throw","description":"Places opponent behind her and bumps them away with her butt. Toad is present, mimicking Peach's butt thrust, but does not contribute any damage. Peach's strongest throw, and the only one that can KO at reasonable percents.","video_file_url":""},"Dash Attack":{"character_key":"peach","key":"Dash Attack","description":"Creating magical sparks in her hands, Peach strikes with both arms extended forward, then quickly spreads her arms out.","video_file_url":""},"Down Aerial":{"character_key":"peach","key":"Down Aerial","description":"Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. From a short hop, it can even combo another down aerial after her double jump.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"peach","key":"Down Smash","description":"Peach does a counterclockwise spin on her leg and utilizes the edge of her dress, slashing multiple times.","video_file_url":""},"Down Special":{"character_key":"peach","key":"Down Special","description":"Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"peach","key":"Down Throw","description":"After putting the opponent on the ground, Toad leaps up and headbutts them, sending them upward and behind Peach. Good for starting combos, as it can lead to her back air and forward tilt at low to mid percents.","video_file_url":""},"Down Tilt":{"character_key":"peach","key":"Down Tilt","description":"A low sweep kick. This move meteor smashes grounded opponents. A decently strong attack with moderate startup that can follow up into a forward smash at lower percents, forward or up aerials at mid-percents, and into an up special at higher percents. Due to the removal of teching for grounded meteor smashes, Peach's down tilt has better combo potential.","video_file_url":""},"Final Smash":{"character_key":"peach","key":"Final Smash","description":"Peach performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.","video_file_url":""},"Forward Aerial":{"character_key":"peach","key":"Forward Aerial","description":"Peach grabs the crown off her head and strikes with it in a vertical arc with red and turquoise magic sparkles emerging from the crown. Has the slowest startup out of all her aerial attacks. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"peach","key":"Forward Smash","description":"Strikes with a bludgeon, depending on the angle of the attack: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. Each weapon has different properties\u2014the frying pan has more vertical knockback (and the most damage), the golf club has more diagonal knockback (and the most range), and the tennis racket has more horizontal knockback and is a strong semi-spike.","video_file_url":""},"Forward Throw":{"character_key":"peach","key":"Forward Throw","description":"Toad leaps forward, headbutting the opponent away.","video_file_url":""},"Forward Tilt":{"character_key":"peach","key":"Forward Tilt","description":"Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos and juggles.","video_file_url":""},"Grab":{"character_key":"peach","key":"Grab","description":"Reaches out with her arm. An average grab, though Toad appears when Peach has grabbed an opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"peach","key":"Neutral Aerial","description":"Spins around at an angle with arms extended, dealing damage to her left and right sides. The late hit can lock.","video_file_url":""},"Neutral Attack":{"character_key":"peach","key":"Neutral Attack","description":"Slaps the enemy twice with the same arm (either her left or right depending on which way she faces). At low percentages, the first hit can lock.","video_file_url":""},"Neutral Special":{"character_key":"peach","key":"Neutral Special","description":"Peach covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Peach will wince. If attacked from behind, Peach and Toad switch places.","video_file_url":""},"Side Special":{"character_key":"peach","key":"Side Special","description":"Peach lunges her body forward to deliver a powerful butt bash. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.","video_file_url":""},"Up Aerial":{"character_key":"peach","key":"Up Aerial","description":"Swipes above her head with her arms from left to right, creating two magic rainbow trails. When low floating, only the second hit will hit medium to large opponents, while small characters avoid it entirely.","video_file_url":""},"Up Smash":{"character_key":"peach","key":"Up Smash","description":"Raises her arm and twirls a pink ribbon. A heart appears at the tip of the ribbon, which is where the sweetspot is located. Her head and arm become intangible for the duration of the move (frames 14-20).","video_file_url":""},"Up Special":{"character_key":"peach","key":"Up Special","description":"Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will.","video_file_url":""},"Up Throw":{"character_key":"peach","key":"Up Throw","description":"Puts opponent above her, and strikes them upward. Toad leaps up with Peach, but does not hit the opponent.","video_file_url":""},"Up Tilt":{"character_key":"peach","key":"Up Tilt","description":"Extends her arm upward, creating a discharge of pink magic in the form of a heart.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"peach","key":"Down Aerial","description":"Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. From a short hop, it can even combo another down aerial after her double jump.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"peach","key":"Down Special","description":"Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"peach","key":"Forward Aerial","description":"Peach grabs the crown off her head and strikes with it in a vertical arc with red and turquoise magic sparkles emerging from the crown. Has the slowest startup out of all her aerial attacks. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Peach%20-%20Forward%20Aerial.m4v"}},"advantages":["Exceptional combos and strings","Great aerial mobility","Versatile projectile"],"disadvantages":["Gets KO'd easily"]},"15":{"id":15,"key":"daisy","name":"Daisy","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Daisy%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":4,"Speed":3,"Neutral":5,"Taunt":5,"Weight":2,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"daisy","key":"Back Aerial","description":"Daisy strikes behind her by thrusting her butt. She creates a heart, although it is aesthetic, and possesses no hitbox. At low percentages, even the clean hit can lock.","video_file_url":""},"Back Throw":{"character_key":"daisy","key":"Back Throw","description":"Places opponent behind her and bumps them away with her butt. Toad is present, mimicking Daisy's butt thrust, but does not contribute any damage. Daisy's strongest throw, and the only one that can KO at reasonable percents.","video_file_url":""},"Dash Attack":{"character_key":"daisy","key":"Dash Attack","description":"Creating magical sparks in her hands, Daisy strikes with both arms extended forward, then quickly spreads her arms out.","video_file_url":""},"Down Aerial":{"character_key":"daisy","key":"Down Aerial","description":"Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. From a short hop, it can even combo another down aerial after her double jump.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"daisy","key":"Down Smash","description":"Daisy does a counterclockwise spin on her leg and utilizes the edge of her dress, slashing multiple times.","video_file_url":""},"Down Special":{"character_key":"daisy","key":"Down Special","description":"Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"daisy","key":"Down Throw","description":"After putting the opponent on the ground, Toad leaps up and headbutts them, sending them upward and behind Daisy. Good for starting combos, as it can lead to her back air and forward tilt at low to mid percents.","video_file_url":""},"Down Tilt":{"character_key":"daisy","key":"Down Tilt","description":"A low sweep kick. This move meteor smashes grounded opponents. A decently strong attack with moderate startup that can follow up into a forward smash at lower percents, forward or up aerials at mid-percents, and into an up special at higher percents. Due to the removal of teching for grounded meteor smashes, Daisy's down tilt has better combo potential.","video_file_url":""},"Final Smash":{"character_key":"daisy","key":"Final Smash","description":"Daisy performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.","video_file_url":""},"Forward Aerial":{"character_key":"daisy","key":"Forward Aerial","description":"Daisy grabs the crown off her head and strikes with it in a vertical arc. Has the slowest startup out of all her aerial attacks. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"daisy","key":"Forward Smash","description":"Strikes with a bludgeon, depending on the angle of the attack: angling upward uses the frying pan, angling downward uses the tennis racket, and no angling uses the golf club. Each weapon has different properties\u2014the frying pan has more vertical knockback (and the most damage), the golf club has more diagonal knockback (and the most range), and the tennis racket has more horizontal knockback and is a strong semi-spike.","video_file_url":""},"Forward Throw":{"character_key":"daisy","key":"Forward Throw","description":"Toad leaps forward, headbutting the opponent away.","video_file_url":""},"Forward Tilt":{"character_key":"daisy","key":"Forward Tilt","description":"Kicks forward 180 degrees from low to high. Has good range for a forward tilt, and unusually for an attack of its type, launches opponents vertically, allowing it to perform air combos and juggles.","video_file_url":""},"Grab":{"character_key":"daisy","key":"Grab","description":"Reaches out with her arm. An average grab, though Toad appears when Daisy has grabbed an opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"daisy","key":"Neutral Aerial","description":"Spins around at an angle with arms extended, dealing damage to her left and right sides. The late hit can lock.","video_file_url":""},"Neutral Attack":{"character_key":"daisy","key":"Neutral Attack","description":"Slaps the enemy twice with the same arm (either her left or right depending on which way she faces). At low percentages, the first hit can lock.","video_file_url":""},"Neutral Special":{"character_key":"daisy","key":"Neutral Special","description":"Daisy covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Daisy will wince. If attacked from behind, Daisy and Toad switch places.","video_file_url":""},"Side Special":{"character_key":"daisy","key":"Side Special","description":"Daisy lunges her body forward to deliver a powerful butt bash. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.","video_file_url":""},"Up Aerial":{"character_key":"daisy","key":"Up Aerial","description":"Swipes above her head with her arms from left to right, creating two magic rainbow trails. When low floating, only the second hit will hit medium to large opponents, while small characters avoid it entirely.","video_file_url":""},"Up Smash":{"character_key":"daisy","key":"Up Smash","description":"Raises her arm and twirls a pink ribbon. A heart appears at the tip of the ribbon, which is where the sweetspot is located. Her head and arm become intangible for the duration of the move (frames 14-20).","video_file_url":""},"Up Special":{"character_key":"daisy","key":"Up Special","description":"Daisy jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will.","video_file_url":""},"Up Throw":{"character_key":"daisy","key":"Up Throw","description":"Puts opponent above her, and strikes them upward. Toad leaps up with Daisy, but does not hit the opponent.","video_file_url":""},"Up Tilt":{"character_key":"daisy","key":"Up Tilt","description":"Extends her arm upward, creating a discharge of pink magic in the form of a heart.","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"daisy","key":"Forward Aerial","description":"Daisy grabs the crown off her head and strikes with it in a vertical arc. Has the slowest startup out of all her aerial attacks. However, it is also her strongest aerial if sweetspotted. Her arm possesses a sourspot that deals 1% less damage, and KOs much later.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Forward%20Aerial.m4v"},"Down Special":{"character_key":"daisy","key":"Down Special","description":"Plucks a Super Mario Bros. 2 Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Down%20Special.m4v"},"Down Aerial":{"character_key":"daisy","key":"Down Aerial","description":"Rapidly kicks straight downwards four times. Depending on how the last hit lands, may launch opponents behind her. From a short hop, it can even combo another down aerial after her double jump.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Daisy%20-%20Down%20Aerial.m4v"}},"advantages":["Exceptional combos and strings","Great aerial mobility","Versatile projectile"],"disadvantages":["Gets KO'd easily"]},"34":{"id":34,"key":"zero-suit-samus","name":"Zero Suit Samus","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Zero%20Suit%20Samus%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Metroid.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":5,"Neutral":4,"Taunt":4,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"zero-suit-samus","key":"Back Aerial","description":"A spinning hook kick behind herself, can KO at higher percents","video_file_url":""},"Back Throw":{"character_key":"zero-suit-samus","key":"Back Throw","description":"A mid-level roundhouse kick.\r ","video_file_url":""},"Dash Attack":{"character_key":"zero-suit-samus","key":"Dash Attack","description":"Activates her Jet Boots to perform a jet-propelled knee strike.\r ","video_file_url":""},"Down Aerial":{"character_key":"zero-suit-samus","key":"Down Aerial","description":"A diagonal flying kick, similar to Sonic and Sheik's down aerials. The hitbox at the beginning can meteor smash. Has the slowest startup lag of all of her aerials. Due to this move being a stall-then-fall, it is extremely risky to use off-stage, so it is rarely used as a meteor smash as most of times it can lead to a self-destruct. Even when she lands on the ground, there is high landing lag, making it easy to punish. Despite this, its extremely fast descent speed can enable it to counter a juggle if there is sufficient distance between Zero Suit Samus and the opponent.\r ","video_file_url":""},"Down Smash":{"character_key":"zero-suit-samus","key":"Down Smash","description":"Aims her Paralyzer downward in front of herself and fires a paralyzing energy blast at the ground. This move has poor KO potential, instead being used to initiate combos. Opponents are paralyzed much longer at higher percentages.\r ","video_file_url":""},"Down Special":{"character_key":"zero-suit-samus","key":"Down Special","description":"A jumping attack. It functions as a third jump and grants intangibility on frames 3-12. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents, but has slightly less knockback against aerial opponents.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"zero-suit-samus","key":"Down Throw","description":"Pins the opponent on the ground, and performs an axe kick.\r ","video_file_url":""},"Down Tilt":{"character_key":"zero-suit-samus","key":"Down Tilt","description":"A legsweep. This lowers her hurtbox moreso than her crouch, allowing her to duck under most projectiles with proper timing. This move is great for setting up combos.\r ","video_file_url":""},"Final Smash":{"character_key":"zero-suit-samus","key":"Final Smash","description":"Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the version used by her suited counterpart, it hits multiple times. Opponents take more damage closer towards the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position.\r ","video_file_url":""},"Forward Aerial":{"character_key":"zero-suit-samus","key":"Forward Aerial","description":"A hook kick, followed by a roundhouse kick.\r ","video_file_url":""},"Forward Smash":{"character_key":"zero-suit-samus","key":"Forward Smash","description":"A mid-level side kick, followed by a spinning side kick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, fiery blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle.\r ","video_file_url":""},"Forward Throw":{"character_key":"zero-suit-samus","key":"Forward Throw","description":"Kicks the opponent away.\r ","video_file_url":""},"Forward Tilt":{"character_key":"zero-suit-samus","key":"Forward Tilt","description":"A roundhouse kick. Can be angled. The down-angled version may cause tripping at low percentages.\r ","video_file_url":""},"Grab":{"character_key":"zero-suit-samus","key":"Grab","description":"Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag. Can be used in the air to do damage, knockback, and set up another hit.","video_file_url":""},"Neutral Aerial":{"character_key":"zero-suit-samus","key":"Neutral Aerial","description":"Spins in midair, swinging her Plasma Whip laterally around herself. Has low ending lag, allowing for combo opportunities if used from a short-hopped fast fall.\r ","video_file_url":""},"Neutral Attack":{"character_key":"zero-suit-samus","key":"Neutral Attack","description":"A knifehand strike, followed by a pistol-whip with her Paralyzer, followed by a 12-6 elbow. The first hit can lock, but the height of the hitbox makes it impossible to hit grounded opponents on non-slanted terrain.\r ","video_file_url":""},"Neutral Special":{"character_key":"zero-suit-samus","key":"Neutral Special","description":"Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output and the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"zero-suit-samus","key":"Side Special","description":"Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap upwards, knocking opponents up and towards her. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"zero-suit-samus","key":"Up Aerial","description":"A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, and low landing lag, it boasts excellent juggling potential.\r ","video_file_url":""},"Up Smash":{"character_key":"zero-suit-samus","key":"Up Smash","description":"Spins in place while twirling her Plasma Whip overhead.\r ","video_file_url":""},"Up Special":{"character_key":"zero-suit-samus","key":"Up Special","description":"Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls and edge get-up reactions.\r ","video_file_url":""},"Up Throw":{"character_key":"zero-suit-samus","key":"Up Throw","description":"A backflip kick. The most damaging out of all of her throws, as well as her strongest throw.\r ","video_file_url":""},"Up Tilt":{"character_key":"zero-suit-samus","key":"Up Tilt","description":"A butterfly kick-styled scissor kick performed from a variation of the 2000, a breakdancing move. It hits on frame 3, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hits in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides.\r ","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"zero-suit-samus","key":"Down Special","description":"A jumping attack. It functions as a third jump and grants intangibility on frames 3-12. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents, but has slightly less knockback against aerial opponents.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"zero-suit-samus","key":"Neutral Special","description":"Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output and the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"zero-suit-samus","key":"Side Special","description":"Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap upwards, knocking opponents up and towards her. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zero%20Suit%20Samus%20-%20Side%20Special.m4v"}},"advantages":["Excellent mobility","Very fast","Deals a lot of damage"],"disadvantages":["Mediocre recovery","Easy to kill"]},"35":{"id":35,"key":"wario","name":"Wario","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Wario%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Wario.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":4,"Speed":4,"Neutral":3,"Taunt":5,"Weight":4,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"wario","key":"Back Aerial","description":"Wario propels his head backwards. A viable KO move as it is his strongest aerial knockback-wise. Also has relatively low startup and sends at a semi-spike angle. Autocancels if used immediately after a short-hop.\r ","video_file_url":""},"Back Throw":{"character_key":"wario","key":"Back Throw","description":"The Wild Swing Ding attack from Wario World. Grabs the opponent by the legs, spins them around three times and launches him\/her behind himself, damaging those who come in contact with the spin.\r ","video_file_url":""},"Dash Attack":{"character_key":"wario","key":"Dash Attack","description":"Wario performs his signature \"Shoulder Tackle\" dash attack from the Wario Land series. A powerful kill move with an extremely short startup at frame 5 and potential combo starter. The late hit is weaker, but launches opponents at an upward angle, where Wario can follow up with aerials.\r ","video_file_url":""},"Down Aerial":{"character_key":"wario","key":"Down Aerial","description":"Wario puts his hands above his head and spins while upside down, drilling with his hands and head. The last hit has powerful diagonal knockback that can KO at high percents. When landing with it before the final hit, it can often lead into a half waft.\r ","video_file_url":""},"Down Smash":{"character_key":"wario","key":"Down Smash","description":"Spins on the ground thrice, bashing foes with his head. The move consists of three hits, though generally only one hit connects. The first hit is capable of KO'ing at high percents while subsequent hits are much weaker.\r ","video_file_url":""},"Down Special":{"character_key":"wario","key":"Down Special","description":"Flatulence that grows in strength and knockback the longer it goes unused. Its charge cannot be lost in any way without using the move itself. By Chomping items, the Wario Waft grows stronger by 1.5 seconds. There are 4 levels of charge, all with varying effects: the third level (half-charged) is the fastest (frame 5) and has good KO potential, and the fully charged waft deals the most damage and knockback, has a huge hitbox and armor (frame 5-10), and also sends Wario flying upwards with a headbutt that has equally powerful KO potential. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"wario","key":"Down Throw","description":"Throws the opponent on the ground and slams them with his rear end. Hits the opponent at a low angle behind Wario, which can lead to follow ups. The move and exaggerated animation are based on the ground pound move from Wario Land and Wario World.\r ","video_file_url":""},"Down Tilt":{"character_key":"wario","key":"Down Tilt","description":"Wario violently pokes the ground with his index finger, damaging opponents as he does so. Provides very little knockback and can combo into aerials and ground moves, most notably Dash Attack. Likely based on the \"Touch\" themed microgames from the WarioWare series.\r ","video_file_url":""},"Final Smash":{"character_key":"wario","key":"Final Smash","description":"Wario consumes a bulb of garlic and propels himself into his opponents. If the move connects, Wario transforms into the masked anti-hero, Wario Man from the WarioWare series and splits himself into multiple copies, dealing a series of blows to opponents caught into the attack. The final blow is delivered by an explosive fart that launches the opponents, KO'ing them at mid to high percents. The strength of the final fart is not affected by the charge of Wario's down special.\r ","video_file_url":""},"Forward Aerial":{"character_key":"wario","key":"Forward Aerial","description":"A quick kick forwards. The first few frames do more damage and knockback. Very low knockback, but starts up very fast, making it useful for gimping or escaping pressure. The late hit can lock and also combos easily into other aerials at low percents.\r ","video_file_url":""},"Forward Smash":{"character_key":"wario","key":"Forward Smash","description":"Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Nearly the same range as his forward tilt. Has high endlag and the slowest startup of Wario's smash attacks, but is extremely powerful.\r ","video_file_url":""},"Forward Throw":{"character_key":"wario","key":"Forward Throw","description":"Launches the opponent forward with his rear-end.\r ","video_file_url":""},"Forward Tilt":{"character_key":"wario","key":"Forward Tilt","description":"A quick, heavy-handed slap. The move can be angled, has considerable range and is a versatile kill option at ledge.\r ","video_file_url":""},"Grab":{"character_key":"wario","key":"Grab","description":"Grabs the opponent by the torso with one hand. Based on his one-handed grabs in the Wario Land series. ","video_file_url":""},"Neutral Aerial":{"character_key":"wario","key":"Neutral Aerial","description":"Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup. The attack has two separate hitboxes that act independently from each other. Both hits can combo into each other at low percents. The late hit can lead into another aerial and even Wario Waft. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"wario","key":"Neutral Attack","description":"A one-two punch that links into aerials. Similar to his two punch combo from Wario World.\r ","video_file_url":""},"Neutral Special":{"character_key":"wario","key":"Neutral Special","description":"Wario opens his mouth and closes it upon the opponent, chewing on those who are caught, healing .6% damage per bite. Has a long range and very fast startup. It can be used to consume items and projectiles, healing 1% damage. Eating explosives will cause them to detonate inside of Wario, but the explosion will damage nearby foes. Consuming items lessens the time necessary to charge the Wario Waft. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"wario","key":"Side Special","description":"Wario climbs aboard his trademark Wario Bike and races around the stage, damaging opponents in his path. Tilting the opposite direction will make him turn around, dealing more damage if the opponents are slammed by the back tire. Holding up will produce a wheelie, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam. After dismounting the bike, Wario can destroy it, throw it at opponents, or eat it with Chomp. When thrown, the Wario Bike can launch opponents a fair distance, even KO'ing them at high percents. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it. After losing the Wario Bike, Wario cannot summon another bike for 6 seconds. If the player tries to do so before the cooldown ends, Wario will instead, look helplessly around the stage for his bike.\r ","video_file_url":""},"Up Aerial":{"character_key":"wario","key":"Up Aerial","description":"Wario claps his hands and feet together in mid-air. His strongest aerial damage-wise with the best vertical knockback as well. A potent combo starter. If used after a fastfall, it can lead into an aerial and Wario Waft at low-mid percent.\r ","video_file_url":""},"Up Smash":{"character_key":"wario","key":"Up Smash","description":"A hard hitting, arcing headbutt. Wario's head enlarges significantly during the attack and extends upward. The attack has high launching power and covers a fair amount of both vertical and horizontal range. May be based on the third hit of his basic attack combo in Wario World.\r ","video_file_url":""},"Up Special":{"character_key":"wario","key":"Up Special","description":"Wario launches himself into the air, hitting enemies multiple times while spinning. The final hit has decent diagonal knockback, KO'ing at high percents. The move can be steered diagonally left or right. Possibly based on the Corkscrew Conk from Wario World. While both moves feature vertical ascension, the two moves are different visually.\r ","video_file_url":""},"Up Throw":{"character_key":"wario","key":"Up Throw","description":"Wario tosses the opponent up and punches them upwards with enlarged fists.\r ","video_file_url":""},"Up Tilt":{"character_key":"wario","key":"Up Tilt","description":"Wario thrusts his outstretched hands upwards. Provides little knockback but is a potent combo starter, linking into many aerials and most notably, can confirm into Wario Waft. Possibly based off of Wario's victory animation in Wario Land II upon unlocking Time Attack mode.\r ","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"wario","key":"Down Special","description":"Flatulence that grows in strength and knockback the longer it goes unused. Its charge cannot be lost in any way without using the move itself. By Chomping items, the Wario Waft grows stronger by 1.5 seconds. There are 4 levels of charge, all with varying effects: the third level (half-charged) is the fastest (frame 5) and has good KO potential, and the fully charged waft deals the most damage and knockback, has a huge hitbox and armor (frame 5-10), and also sends Wario flying upwards with a headbutt that has equally powerful KO potential. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Down%20Special.m4v"},"Neutral Aerial":{"character_key":"wario","key":"Neutral Aerial","description":"Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup. The attack has two separate hitboxes that act independently from each other. Both hits can combo into each other at low percents. The late hit can lead into another aerial and even Wario Waft. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Neutral%20Aerial.m4v"},"Neutral Special":{"character_key":"wario","key":"Neutral Special","description":"Wario opens his mouth and closes it upon the opponent, chewing on those who are caught, healing .6% damage per bite. Has a long range and very fast startup. It can be used to consume items and projectiles, healing 1% damage. Eating explosives will cause them to detonate inside of Wario, but the explosion will damage nearby foes. Consuming items lessens the time necessary to charge the Wario Waft. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wario%20-%20Neutral%20Special.m4v"}},"advantages":["Good kill options","Many fast attacks","Great recovery"],"disadvantages":["Poor defense","Just a gross guy, pretty hard to look at"]},"36":{"id":36,"key":"snake","name":"Snake","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Snake%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Metal%20Gear.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":5,"Speed":3,"Neutral":4,"Taunt":5,"Weight":4,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"snake","key":"Back Aerial","description":"Snake dropkicks behind himself, planking in the air. Has fairly fast start-up along with good reach and very high horizontal knockback when sweetspotted. While it has high ending lag like his other aerials, Snake's back aerial never auto-cancels, unlike his other aerials, so it is very punishable if it misses. Has sex kick properties.","video_file_url":""},"Back Throw":{"character_key":"snake","key":"Back Throw","description":"Snake performs a sasae tsurikomi ashi, shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. Resembles his primary throw from Metal Gear Solid and Metal Gear Solid 2.","video_file_url":""},"Dash Attack":{"character_key":"snake","key":"Dash Attack","description":"Does a somersault forward. Moves Snake forward quite a bit. Has a reasonable level of knockback, but not enough to make it a reliable KO move. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the Metal Gear Solid series.","video_file_url":""},"Down Aerial":{"character_key":"snake","key":"Down Aerial","description":"Snake launches four subsequent stomps below himself. A powerful damage-racking out-of-shield option. Similar to Lucario, Snake's down aerial halts his momentum, making it autocancel in a short hop.","video_file_url":""},"Down Smash":{"character_key":"snake","key":"Down Smash","description":"A double-sided kick. Launches opponents at horizontal angles with considerable knockback. One of Snake's fastest ground moves.","video_file_url":""},"Down Special":{"character_key":"snake","key":"Down Special","description":"Snake bends down and plants a C4 on the ground where he is standing. When used in the air, he instead drops the C4 straight down. Snake can also stick the C4 towards a wall if he is standing near one, or attach it directly onto a nearby enemy. Using this move again will detonate the bomb. The C4 is one of Snake's most versatile tools; it can be used for KOs, stage control, mindgames, edgeguarding, and more. Snake can also use the C4 for recovery by dropping it in midair and detonating it, blasting him upwards and allowing him to use Cypher again without touching the ground or a ledge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"snake","key":"Down Throw","description":"Lays opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, gives Snake guaranteed follow-up options, including his up tilt. Resembles a similar CQC maneuver from the Metal Gear Solid series, in which Snake rendered enemies unconscious by suffocating them.","video_file_url":""},"Down Tilt":{"character_key":"snake","key":"Down Tilt","description":"A low spin kick while prone. Deals decent damage for its speed.","video_file_url":""},"Final Smash":{"character_key":"snake","key":"Final Smash","description":"Snake will toss a flare grenade, exclaim \"It's showtime!\", crouch, and put his hand up to his ear, which will cause a crosshair to appear onscreen. At the upper left are two bars: one solid, and one made up of 5 segments. The solid bar indicates how much time until the missiles are launched, while the segmented bar underneath represents the missiles: missiles that have locked onto an opponent are shown as red segments, while those that have not are shown as grayed-out segments.\r The crosshair can be guided to lock on to opponents, marking them with a reticle. Opponents can even be marked with multiple missiles. After the brief duration, the missiles will launch from the foreground, attacking the targeted opponents. The missiles that have not locked on to a target will instead fire at around where the crosshair was last positioned.","video_file_url":""},"Forward Aerial":{"character_key":"snake","key":"Forward Aerial","description":"A midair axe kick. Has slow start-up and high ending lag, but it is a very powerful meteor smash with great vertical and horizontal reach. Connection with the leg results in very powerful vertical knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"snake","key":"Forward Smash","description":"Snake takes out an RPG-7 rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has very slow startup, but it is one of the strongest smash attacks in the game, being able to KO exceptionally early.","video_file_url":""},"Forward Throw":{"character_key":"snake","key":"Forward Throw","description":"Snake twists the opponent's arms behind their back, steps his leg forward, and then forcefully shoves them into the ground in front of him.","video_file_url":""},"Forward Tilt":{"character_key":"snake","key":"Forward Tilt","description":"A forward knee-thrust. Pressing the attack button a second time will have Snake follow up with an overhead swing with both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox.\r ","video_file_url":""},"Grab":{"character_key":"snake","key":"Grab","description":"Reaches infront of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Based on a similar maneuver from the Metal Gear Solid games.","video_file_url":""},"Neutral Aerial":{"character_key":"snake","key":"Neutral Aerial","description":"Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial.","video_file_url":""},"Neutral Attack":{"character_key":"snake","key":"Neutral Attack","description":"Two punches, followed by a spinning hook kick. Holding the attack button without hitting an enemy will have Snake repeatedly perform the first hit. Based off the attack combo from Metal Gear Solid and Metal Gear Solid 2.\r ","video_file_url":""},"Neutral Special":{"character_key":"snake","key":"Neutral Special","description":"Snake pulls out a grenade and unpins it. The grenade will detonate after 2.5 seconds. Tapping the B button will have Snake throw the grenade right away, while holding down the B button will have Snake to continue to hold on to the grenade until B is released. The distance Snake throws the grenade can be controlled by holding forwards or backwards on the stick when the grenade is thrown. Pressing the shield button or taking damage will cause Snake to drop the grenade. Dropped grenades can be picked up and thrown like ordinary items. Snake can have up to two grenades active at a time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"snake","key":"Side Special","description":"Snake takes out a Nikita missile launcher and fires a remote-controlled missile. The missile can be controlled with the control stick. Pressing the shield button will cause Snake to put the launcher away and stop controlling the missile. One of his best moves for edgeguarding, as it allows him to put pressure on an offstage opponent without putting himself at risk of an attack.","video_file_url":""},"Up Aerial":{"character_key":"snake","key":"Up Aerial","description":"Snake dropkicks straight upwards, similar to his back aerial. Has fairly fast start-up with good vertical reach and powerful vertical knockback, but has considerable ending lag, like the rest of Snake's aerials.","video_file_url":""},"Up Smash":{"character_key":"snake","key":"Up Smash","description":"Snake slams a mortar in front of himself and fires a shell into the air. The slamming down of the mortar knocks the enemy directly into the path of the shell. The movement of the shell is almost entirely vertical, landing directly in front of Snake's position. Charging the up smash does not increase its power, but it increases the speed and height of which it travels. When fully charged, the projectile greatly exceeds the range of Palutena's up smash. The fixed trajectory of the shell, coupled with the fact that charging it doesn't affect the damage, makes this move great for edgeguarding.","video_file_url":""},"Up Special":{"character_key":"snake","key":"Up Special","description":"Grabs onto a flying reconnaissance camera and slowly hovers upwards. Snake gains slight armor while hanging on the camera. Does not put Snake into a helpless state, meaning he can continue to perform attacks once the move ends. However, he cannot use Cypher again until he lands on the ground, grabs onto a ledge, or takes knockback. One can cancel the move early by performing any aerial attack, pressing down on the stick, or airdodging. When the move ends, the Cypher will continue to fly upwards and damage enemies it comes into contact with. Activating Cypher will not cancel Snake's existing momentum, so if Snake is falling downwards, the Cypher will have to slowly decelerate him before starting to move him upwards.","video_file_url":""},"Up Throw":{"character_key":"snake","key":"Up Throw","description":"Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents.","video_file_url":""},"Up Tilt":{"character_key":"snake","key":"Up Tilt","description":"An upward scorpion kick. One of Snake's best KO options due to its fast startup, decent range, and high knockback. Depending on the opponent's damage, this makes a great follow up from down throw. Can also be used as an out-of-shield option.\r ","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"snake","key":"Down Special","description":"Snake bends down and plants a C4 on the ground where he is standing. When used in the air, he instead drops the C4 straight down. Snake can also stick the C4 towards a wall if he is standing near one, or attach it directly onto a nearby enemy. Using this move again will detonate the bomb. The C4 is one of Snake's most versatile tools; it can be used for KOs, stage control, mindgames, edgeguarding, and more. Snake can also use the C4 for recovery by dropping it in midair and detonating it, blasting him upwards and allowing him to use Cypher again without touching the ground or a ledge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"snake","key":"Forward Aerial","description":"A midair axe kick. Has slow start-up and high ending lag, but it is a very powerful meteor smash with great vertical and horizontal reach. Connection with the leg results in very powerful vertical knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Forward%20Aerial.m4v"},"Neutral Special":{"character_key":"snake","key":"Neutral Special","description":"Snake pulls out a grenade and unpins it. The grenade will detonate after 2.5 seconds. Tapping the B button will have Snake throw the grenade right away, while holding down the B button will have Snake to continue to hold on to the grenade until B is released. The distance Snake throws the grenade can be controlled by holding forwards or backwards on the stick when the grenade is thrown. Pressing the shield button or taking damage will cause Snake to drop the grenade. Dropped grenades can be picked up and thrown like ordinary items. Snake can have up to two grenades active at a time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Snake%20-%20Neutral%20Special.m4v"}},"advantages":["Great projectile game","Strong hitting moves","Excellent recovery"],"disadvantages":["Can be comboed easily","Moves can be slow and predictable"]},"49":{"id":49,"key":"wolf","name":"Wolf","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Wolf%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Star%20Fox.svg","difficulty":"Easy","primary_fighting_style":"Projectile","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":4,"Speed":3,"Neutral":5,"Taunt":4,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"wolf","key":"Back Aerial","description":"A roundhouse kick behind Wolf, similarly to Ridley's back aerial. It has noticeable startup (hitting on frame 13), ending lag, and landing lag (15 frames), making it Wolf's second slowest aerial (behind down aerial). To compensate, its autocancel frames come out very quickly after the hitboxes (on frame 18), effectively giving it little to no ending lag with proper timing, allowing it to poke shields and bait opponents. It is also one of Wolf's main KO moves: it deals high damage and significant knockback if sweetspotted, KOing at around 110% from center stage and 75% near the edge, while its other hitboxes still boast respectable KO potential.","video_file_url":""},"Back Throw":{"character_key":"wolf","key":"Back Throw","description":"Sets the opponent behind himself and launches them away with an ascending slash. Deals the most damage out of Wolf's throws, and has remarkable knockback, allowing it to KO middleweights at around 185% from center stage, and around 130% near the edge. However, its launching angle is mostly diagonal, making it somewhat easy to DI.","video_file_url":""},"Dash Attack":{"character_key":"wolf","key":"Dash Attack","description":"Lunges forward with a flying kick. Has decent startup, but most importantly, it propels Wolf forward a considerable distance, and its clean hit deals respectable damage and knockback. This allows it to function as a reliable burst option to punish landings, whiffed moves, and follow up from other attacks. Hitting opponents close to Wolf launches them upward, while hitting them near his foot launches them more horizontally. Depending on which hitbox is landed, the clean hit can KO under 150% from center stage, and under 120% near the edge.","video_file_url":""},"Down Aerial":{"character_key":"wolf","key":"Down Aerial","description":"A takedown slash below himself with both arms. It has the most startup (hitting on frame 16), ending lag, and landing lag (19 frames) out of Wolf's aerials, making it particularly risky to use offstage due to Wolf's poor recovery. However, it meteor smashes opponents consistently throughout the move, instead of requiring to land a specific part of it like most other meteor smashing aerials. This essentially turns it into a high risk, high reward edgeguarding option. Against grounded opponents, it can combo into a variety of attacks even up to high percents.","video_file_url":""},"Down Smash":{"character_key":"wolf","key":"Down Smash","description":"Slashes at a low height in front of himself, then behind. Both hits have sweetspots at the tips of Wolf's claws, which launch at a lower, semi-spike angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has decent ending lag for a smash attack (interruptible on frame 44), can 2 frame punish opponents, and the sweetspots are extremely powerful, both KOing them near edges at around 55% and 70% respectively. As a result, it is Wolf's most dangerous edgeguard tool, as well as a reliable finisher at close range.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Down%20Smash.m4v"},"Down Special":{"character_key":"wolf","key":"Down Special","description":"Activates his reflecting device, creating an electrical field around himself that reflects incoming projectiles. Reflected projectiles deal more damage and travel at almost twice the original speed. Upon activation, the Reflector also grants Wolf brief intangibility (frames 6-9), and damages opponents in addition to launching them at a mostly vertical angle (65\u00b0), granting it some combo potential. Unlike Fox's Reflector, Wolf's does not stall him in the air.","video_file_url":""},"Down Throw":{"character_key":"wolf","key":"Down Throw","description":"Grabs the opponent by the head, then does a leaping somersault and slams them onto the ground. It launches opponents horizontally with low ending lag, allowing it to combo into a dash attack until around 45%, or potentially set up tech-chases if the opponent does not DI enough to act out of hitstun before hitting the ground. At around the 60-100% percent range, it can also combo into Wolf Flash depending on weight and DI, though doing this close to an edge will cause Wolf to self-destruct in the process, making it a high-risk, high-reward combo.","video_file_url":""},"Down Tilt":{"character_key":"wolf","key":"Down Tilt","description":"Kicks out with his foot while crouching. The move has rather decent range and quick speed, which makes it a good poking and pressuring option, as well as a useful tool to deny approaches. It also has the chance to trip, which can potentially make it a combo starter. However, it is the weakest out of Wolf's tilts.","video_file_url":""},"Final Smash":{"character_key":"wolf","key":"Final Smash","description":"Upon activation, Wolf shouts \"Wolf pack!\", with a large red reticle appearing in front of him, as a Wolfen flies from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Wolf and his crew flying in a group of Wolfens, as Wolf himself says, \"Grahaha! The hunt is on, boys!\" (saying \"I've got you now, Star Fox!\" if he hits Fox or Falco), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.","video_file_url":""},"Forward Aerial":{"character_key":"wolf","key":"Forward Aerial","description":"A downward arcing slash with his left arm. It is a staple of Wolf's neutral game, with its fast startup (tied with neutral and up aerial), wide vertical arc, and low landing lag (10 frames) making it a safe approach option, and combined with its 60\u00b0 launch angle, allowing it to combo into a multitude of moves, such as a jab, any tilt, or grab at low percents, any aerial attack from low to mid percents (including itself to extend combos), and even Wolf Flash as a KO setup (albeit risky and hard to land) at high percents. However, it has poor edgeguarding ability due to its more vertical angle, and deals the least damage and knockback out of Wolf's aerials, exacerbated further by stale-move negation due to its frequent use in his neutral game.","video_file_url":""},"Forward Smash":{"character_key":"wolf","key":"Forward Smash","description":"Rears back, then performs a forceful palm strike. While it has slow startup, hitting on frame 20, it has notoriously low ending lag (interruptible on frame 42), allowing it to be safe on shield, and potentially difficult to punish even if missed. It also has remarkable power, KOing middleweights at around 100% from center stage. As a result, it is one of Wolf's safest KO options on the ground.","video_file_url":""},"Forward Throw":{"character_key":"wolf","key":"Forward Throw","description":"Slashes the opponent away. While it deals decent damage, it is extremely weak, not KOing opponents under 300% even at the edge, and its ending lag is too high for reliable followups. Because of this, it has little utility outside of throwing opponents offstage. Even then, it is mostly outclassed by down throw for said purpose, which also launches horizontally, but deals considerably higher knockback and has combos at lower percents, with forward throw's only advantages over it being its slightly higher damage and lower angle. However, the lower angle makes it a rather potent tech-chasing move at higher percentages.","video_file_url":""},"Forward Tilt":{"character_key":"wolf","key":"Forward Tilt","description":"Forcefully brings his claws together, then separates his claws on impact. The first hit produces a large amount of freeze frames. Deals above-average damage for a tilt, and can KO at around 140% near the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"wolf","key":"Grab","description":"Swipes forward with his right arm.","video_file_url":""},"Neutral Aerial":{"character_key":"wolf","key":"Neutral Aerial","description":"A flying kick, much like Fox's neutral aerial. Compared to other sex kick neutral aerials, it has slower startup (hitting on frame 7), but deals higher damage and knockback with its clean hit. It is one of Wolf's fastest aerials, tied with his forward and up aerials, but compared to those, it hits lower, has a longer duration, and covers a consistent area. Combined with its low landing lag (9 frames), this makes it very useful for air-to-ground transitioning, as well as starting combos at a variety of percents, with the clean hit being more effective at lower percents and the late hit being more effective at higher percents. The clean hit is also a decent finisher near the edge, KOing at around 145%.","video_file_url":""},"Neutral Attack":{"character_key":"wolf","key":"Neutral Attack","description":"An inward slash with his left hand, followed by another inward slash with his right, finishing with an outward swipe with the right. Fairly quick, coming out on frame 4, and can jab lock opponents. However, the last hit has short range compared to other neutral attacks, which can cause it to fail to connect from the previous hits at high percents.","video_file_url":""},"Neutral Special":{"character_key":"wolf","key":"Neutral Special","description":"Fires a single, purple energy shot from his blaster. This move is the centerpiece of Wolf's neutral game and is widely considered to be one of the best projectiles in the game. It has the ability to be able to reliably disrupt and force approaches thanks to its decent lag, as well as the laser's moderately large size and transcendent priority. Unlike most projectiles, it has great utility in close-quarters combat, as the blaster itself has a hitbox on the bayonet which connects to the laser, dealing decent damage if both hits connect. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"wolf","key":"Side Special","description":"Dashes quickly at a diagonal angle, leaving a claw trail behind, alongside another trail in front of himself at the end of the dash. It can be slightly aimed up or down, the latter which allows it to hit most grounded opponents. The dash itself is very weak, but at the end, it possesses two, much stronger hitboxes; one closer to Wolf's center that meteor smashes aerial opponents, and another more in front of him that semi-spikes both grounded and aerial ones. The meteor hitbox deals extremely high damage with enough knockback to KO opponents at around 100% at ground level, while the semi-spike can KO at around 120% from center stage and 85% near edges; as a result, it is one of Wolf's strongest finishers. However, it causes helplessness, and has high landing lag of 30 frames, making it a high risk move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"wolf","key":"Up Aerial","description":"An overhead arcing slash, starting from the front. Its fast startup, wide arc, low landing lag (10 frames) and vertical knockback allow it to juggle opponents very effectively. It can also set up combos into itself and other attacks from low to mid percents, though not as reliably as forward aerial. Additionally, it possesses enough knockback to KO from 120% to 130% near the top blast line.","video_file_url":""},"Up Smash":{"character_key":"wolf","key":"Up Smash","description":"A breakdance-like spin followed by an upward dropkick. It has the fastest start-up of his smash attacks. It deals high damage, hits at both sides and provides wide coverage above Wolf, making it useful to quickly punish opponents close to him and set up juggles. Due to its moderate ending lag for an up smash, the second hit can also lead into an up aerial at low percents if the opponent's option out of hitstun is successfully covered. However, its power is slightly below-average for a smash attack, not KOing middleweights until around 120% uncharged, and can be easily punished on shield due to the second hit's lack of horizontal range.","video_file_url":""},"Up Special":{"character_key":"wolf","key":"Up Special","description":"Propels himself with a kick in the chosen direction, dragging opponents along in multiple hits, then delivers a final kick with his other leg. It is generally subpar as a recovery option, due to its slow startup and lack of distance compared to other recoveries that can be aimed. However, it works decently as an attack, as it deals high damage if all hits connect, and the last hit can KO at around 150% from center stage, and 95% at the edge, which makes it a potent edgeguarding tool if used correctly.","video_file_url":""},"Up Throw":{"character_key":"wolf","key":"Up Throw","description":"Brings the opponent above himself and slashes them upward. One of Wolf's most reliable combo starters, leading into a forward aerial or up aerial until around 90%, which can then keep the opponent in a disadvantageous state.","video_file_url":""},"Up Tilt":{"character_key":"wolf","key":"Up Tilt","description":"A leaping upward kick with one leg. It has fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 140% from ground level. However, unlike most other up tilts, its ending lag and launch angle prevents it from being used to start combos.","video_file_url":""}},"featured_moves":{"Down Smash":{"character_key":"wolf","key":"Down Smash","description":"Slashes at a low height in front of himself, then behind. Both hits have sweetspots at the tips of Wolf's claws, which launch at a lower, semi-spike angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has decent ending lag for a smash attack (interruptible on frame 44), can 2 frame punish opponents, and the sweetspots are extremely powerful, both KOing them near edges at around 55% and 70% respectively. As a result, it is Wolf's most dangerous edgeguard tool, as well as a reliable finisher at close range.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Down%20Smash.m4v"},"Neutral Special":{"character_key":"wolf","key":"Neutral Special","description":"Fires a single, purple energy shot from his blaster. This move is the centerpiece of Wolf's neutral game and is widely considered to be one of the best projectiles in the game. It has the ability to be able to reliably disrupt and force approaches thanks to its decent lag, as well as the laser's moderately large size and transcendent priority. Unlike most projectiles, it has great utility in close-quarters combat, as the blaster itself has a hitbox on the bayonet which connects to the laser, dealing decent damage if both hits connect. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"wolf","key":"Side Special","description":"Dashes quickly at a diagonal angle, leaving a claw trail behind, alongside another trail in front of himself at the end of the dash. It can be slightly aimed up or down, the latter which allows it to hit most grounded opponents. The dash itself is very weak, but at the end, it possesses two, much stronger hitboxes; one closer to Wolf's center that meteor smashes aerial opponents, and another more in front of him that semi-spikes both grounded and aerial ones. The meteor hitbox deals extremely high damage with enough knockback to KO opponents at around 100% at ground level, while the semi-spike can KO at around 120% from center stage and 85% near edges; as a result, it is one of Wolf's strongest finishers. However, it causes helplessness, and has high landing lag of 30 frames, making it a high risk move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wolf%20-%20Side%20Special.m4v"}},"advantages":["Great neutral","Great disjoints and range","Plenty of kill options"],"disadvantages":["Exploitable recovery"]},"56":{"id":56,"key":"palutena","name":"Palutena","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Palutena%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kid%20Icarus.svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":3,"Speed":4,"Neutral":4,"Taunt":3,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"palutena","key":"Back Aerial","description":"Rotates her body to slam her shield behind her. Much like her dash attack, the clean hitbox grants invincibility arround her upper body, and the duration of its hitbox is indicated by a shine. Its invincibility is brief, which is just before the hitbox first comes out (frame 7). Has good KO potential.","video_file_url":""},"Back Throw":{"character_key":"palutena","key":"Back Throw","description":"Telekinetically lifts the opponent and then performs an inverted version of the Arabesque (a ballet position) to fling the opponent backward. It is Palutena's most damaging throw, and her only throw that KOs at reasonable percentages. It is also useful for setting up an edge-guard.","video_file_url":""},"Dash Attack":{"character_key":"palutena","key":"Dash Attack","description":"Rams into the opponent with her shield. Its clean hitbox grants partial invincibility to Palutena's body and arm (frames 5 and 6 on her upper body; 7-16 on her arm). Her shield emits a shine, which indicates the duration of its hitbox.","video_file_url":""},"Down Aerial":{"character_key":"palutena","key":"Down Aerial","description":"A downward roundhouse kick. Unlike most meteor smashes, it will always meteor smash midair opponents, thanks to its consistent hitbox. Conversely, it will obliquely launch grounded opponents (grounded opponents in front of Palutena are launched behind her, and vice versa), which allows it to be used as a punishment option from out of shield when SHFF'd.","video_file_url":""},"Down Smash":{"character_key":"palutena","key":"Down Smash","description":"Conjures a pair of ethereal wings and flaps them downward on both sides. Its clean hitbox has the highest knockback scaling out of her smash attacks. Much like her forward smash, a windbox appears near the tips of her wings. Occasionally, Palutena utters \"Goddess Wings!\" when using this move.","video_file_url":""},"Down Special":{"character_key":"palutena","key":"Down Special","description":"Palutena uses her shield to catch an opponent's attack. If a physical attack connects, Palutena will forcefully thrust her staff out, creating a blast of light. If a projectile attack connects, she raises her shield to emit a rectangular barrier that reflects the projectile.","video_file_url":""},"Down Throw":{"character_key":"palutena","key":"Down Throw","description":"Telekinetically lifts the opponent, then slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"palutena","key":"Down Tilt","description":"Kneels down and telekinetically twirls her staff along the ground in front of herself. A good edgeguarding and spacing tool, and can even punish sidesteps.","video_file_url":""},"Final Smash":{"character_key":"palutena","key":"Final Smash","description":"Illuminates her staff's orb and twirls around repeatedly before firing a Black Hole from her staff's orb, after which she quickly retreats off-stage in order to fire a Mega Laser into the Black Hole. The Black Hole does not deal damage, but pulls the opponent into itself and places them in a tumbling state. Conversely, the Mega Laser hits multiple times before concluding with a final blast that launches the opponent and dissipates the Black Hole.","video_file_url":""},"Forward Aerial":{"character_key":"palutena","key":"Forward Aerial","description":"A flying kick with good range and solid knockback.","video_file_url":""},"Forward Smash":{"character_key":"palutena","key":"Forward Smash","description":"Conjures a pair of ethereal wings and flaps them forward. This move has a windbox near the tips of the wings that can push away opponents and potentially gimp recoveries. Has quite a bit of ending lag, making this move very punishable. Occasionally, Palutena utters \"Goddess Wings!\" when using this move.","video_file_url":""},"Forward Throw":{"character_key":"palutena","key":"Forward Throw","description":"Slightly curls herself and then telekinetically pushes the opponent forward while throwing out her arms. It is Palutena's second-most damaging throw, but only has utility as an edge-guard set-up.","video_file_url":""},"Forward Tilt":{"character_key":"palutena","key":"Forward Tilt","description":"Telekinetically twirls her staff in front of herself, inwards. This move can hits twice altogether if the tail of the staff hits the opponent. Its long duration and range allows it to punish sidesteps and backward rolls. The second hit has slightly more range than that of the first.","video_file_url":""},"Grab":{"character_key":"palutena","key":"Grab","description":"Telekinetically clinches the opponent. Palutena's overall grab range is above-average: her standing grab is the fourth longest ranged non-tether grab in the game, while her pivot grab also has impressive range. However, her dash grab has a moderate amount of ending lag.","video_file_url":""},"Neutral Aerial":{"character_key":"palutena","key":"Neutral Aerial","description":"Telekinetically spins her staff around herself. Can combo into itself and lasts for a long time, making it a bread and butter move for Palutena.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"palutena","key":"Neutral Attack","description":"Thrusts her staff forward, emitting a blast of light from its orb. While holding her staff out, she then proceeds to attack with repeated light bursts, followed by a final burst from an upward swipe. The first hit can lock. The final hit does decent knockback allowing it to function as a situational KO move.","video_file_url":""},"Neutral Special":{"character_key":"palutena","key":"Neutral Special","description":"Illuminates her staff's orb to aim a reticle over the opponent, and then fires three energy blasts at that location. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not intangible. The shots can lock, although due to the changes on locking, it has even less use to initiate combos. It can be used as a way for stopping direct approaches and to force an approach. It is also able to hit opponents behind Palutena, such as if she is moving when it fires and if the opponent is at the maximum horizontal range toward her. Although situational, it also has very minor recovery potential, thanks to it briefly stalling her descent. However, it has high ending lag, regardless of whether or not it targets anything.","video_file_url":""},"Side Special":{"character_key":"palutena","key":"Side Special","description":"Creates a multi-hitting explosion approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 character spaces away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"palutena","key":"Up Aerial","description":"Twirls while emitting her halo above her. Has a lingering hitbox that makes it great for juggling. It also KOs very early off the top of the stage.","video_file_url":""},"Up Smash":{"character_key":"palutena","key":"Up Smash","description":"Raises her staff skyward, conjuring a cyan beam of light that erupts from the ground in front of herself. Has the second highest vertical range of any up smash in the game, surpassed only by Snake's. The beam has three hitboxes: one at the base, one at the middle, and one at the top.","video_file_url":""},"Up Special":{"character_key":"palutena","key":"Up Special","description":"Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of vertical distance and a decent horizontal distance while rendering Palutena invisible (frames 16-32). It can also be edge-canceled, which grants it defensive and re-positioning potentials. However, it renders Palutena helpless after she reappears unless it is edge-canceled.","video_file_url":""},"Up Throw":{"character_key":"palutena","key":"Up Throw","description":"Telekinetically raises the opponent upward with her left arm, and heaves them upward by thrusting her staff upward. Despite having high base knockback, its average damage output and below-average knockback scaling make it unreliable at KOing without the use of a highly elevated platform. As a result, it is better suited for setting up aerial pressure.","video_file_url":""},"Up Tilt":{"character_key":"palutena","key":"Up Tilt","description":"Kneels down and telekinetically twirls her staff overhead. Unlike her forward and down tilts, it has KO potential due to the high knockback scaling on the last hit.","video_file_url":""}},"featured_moves":{"Down Throw":{"character_key":"palutena","key":"Down Throw","description":"Telekinetically lifts the opponent, then slams them onto the ground. It is Palutena's most useful throw, thanks to its high base knockback, very low knockback growth, and diagonal launching angle. Depending on the opponent's DI, it can combo into any of her aerials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Down%20Throw.m4v"},"Neutral Aerial":{"character_key":"palutena","key":"Neutral Aerial","description":"Telekinetically spins her staff around herself. Can combo into itself and lasts for a long time, making it a bread and butter move for Palutena.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"palutena","key":"Side Special","description":"Creates a multi-hitting explosion approximately 4 character lengths away from herself. If inputted like a smash attack, the explosion hits approximately 7.5 character spaces away. The ability to change its range makes it a decent spacing and zoning tool, as well as an edge-guarding option. This move has good KO potential, thanks to its loop hits reliably trapping the opponent, and its last hit having impressive knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Palutena%20-%20Side%20Special.m4v"}},"advantages":["Great mobility","Excellent kill options","Great aerials"],"disadvantages":["Struggles when on the back foot ","Several moves have high endlag "]},"59":{"id":59,"key":"shulk","name":"Shulk","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Shulk%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Xenoblade.svg","difficulty":"Very Hard","primary_fighting_style":"Sword","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":4,"Speed":4,"Neutral":4,"Taunt":5,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"shulk","key":"Back Aerial","description":"A delayed reverse gripped thrust. The Monado's blade deals respectable damage with high knockback growth, making it a powerful KO move; it KOs at the edge at roughly 94%\/137% (blade\/beam) without Arts, and 65%\/85% in Smash. It has lost its initial blade hitbox near Shulk's body from Smash 4, but is no longer as punishable due to its reduced landing lag (11 frames). However, it has slow start-up (19 frames) and a narrow, brief hitbox, making it very difficult to time; a few consistent methods are to perform it at the peak of short hop before fast falling without Arts, or immediately out of a short hop in the Speed Art.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"shulk","key":"Back Throw","description":"Pulls the opponent behind himself and performs a reversed gripped thrust. Shulk's most damaging throw and causes the opponent to suffer back-facing knockback, which allows it to be used as a set-up for a Back Slash. With Smash active, it is one of the strongest back throws in the game, as it KOs around 90%, surpassing Ness's back throw.","video_file_url":""},"Dash Attack":{"character_key":"shulk","key":"Dash Attack","description":"A braking inward slash. Somewhat short ranged but can connect easily. When it is coupled with its decent damage output, it can function as a situational KOing option. While near the edge of Final Destination, it KOs middleweights at around 160%. However, it has high ending lag (28 frames).","video_file_url":""},"Down Aerial":{"character_key":"shulk","key":"Down Aerial","description":"A downward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade leads into the second hit from its beam blade. The second hit meteor smashes if the blade hitbox connects. Like his up aerial, it has minimal horizontal range, each hit only lasts 2 frames, and its first hit might not connect into its second hit if Shulk is moving too fast. However, it has excellent range and high knockback, making it a decent edge-guarding option, as it can stage spike edge-hanging opponents, reach distant offstage opponents, or even KO outright at the edge starting from 108%. The first hit can also drag opponents offstage for a meteor smash if they are standing right next to a ledge. It has high landing lag (14 frames), making it punishable if missed.","video_file_url":""},"Down Smash":{"character_key":"shulk","key":"Down Smash","description":"A crouching spinning slash with the Monado, with Shulk spinning in a full circle thrice. It is capable of hitting during any of its five hitboxes (three at Shulk's front and two at his back), with its first hit being strong enough to KO reliably near the edge at 78%\/85% (blade\/beam). Each spin quickly loses power, but the final spin has slightly more range. The Smash Art grants the later hits KO potential, despite their weak power without any Monado Arts. It is usually impossible to connect more than one hit together unless Buster is active, in which case it will break full shields if an opponent is cornered at an edge and the first three hits land. Extremely useful for punishing rolls and sidesteps thanks to its multiple hitboxes and range, but suffers from the most overall lag out of Shulk's smash attacks because of its considerable start-up (hits on frame 18) and ending lag (41 frames). It resembles War Swing, one of Reyn's Physical Arts.","video_file_url":""},"Down Special":{"character_key":"shulk","key":"Down Special","description":"A counterattack involving Shulk using the Monado to foresee an attack. If he is hit, Shulk retaliates with a slow, powerful, and long-ranged slash that launches opponents forward. Alternatively, holding forward while counterattacking on the ground causes a fast dashing slash that deals more damage and knockback growth in addition to launching opponents backward, but its speed and Shulk's momentum can cause it to occasionally miss its target. Previously one of the strongest counters in Smash 4, its knockback scaling has since been lowered and it has lost its unblockable properties, lowering its notorious power. Despite this, it now has no sweetspot or sourspot, making its damage consistent, and Monado Arts can affect the KO potential of the counterattack. As a downside, Vision loses counter frames if repeatedly used over a short period of time, making it and Witch Time the only counterattacks that lose effectiveness if spammed. Counter frames are regained over time or once Shulk is KO'd. The counterattack resembles Stream Edge, one of Shulk's Physical Arts.","video_file_url":""},"Down Throw":{"character_key":"shulk","key":"Down Throw","description":"Pins the opponent to the ground and thrusts the Monado into them via a jumping stab. With no Arts active or any Art active aside from Buster, it lacks combo or KO potential because of its throw hitbox's base knockback and very low damage output. However, it is an excellent combo throw with Buster or Speed active, as it can follow up with down tilt or forward tilt at low to mid percents, forward smash, forward aerial or Air Slash at mid percents, and even start a KO combo into Air Slash or other attacks if Buster is buffer-canceled during the throw's animation.","video_file_url":""},"Down Tilt":{"character_key":"shulk","key":"Down Tilt","description":"A kneeling inward slash. Moderately slow for a tilt attack, but it has good range and the lowest amount of ending lag out of his entire moveset. As a result, it is a good combo starter while Jump, Speed, or Buster are active. Unlike the version in Smash 4, the hitbox now covers the end of the beam blade. When spaced correctly, it is also able to hit edge-hanging opponents once their invincibility ends.","video_file_url":""},"Final Smash":{"character_key":"shulk","key":"Final Smash","description":"Traps opponents in a bright ball of light. If it hits, Shulk summons Dunban, Riki, and Fiora to perform a Chain Attack on the opponent, which he then concludes with a powerful slash. Chain Attack's damage output and knockback are also affected by Monado Arts. However, it has a short range, as Shulk needs to be close to the opponent in order for its first hit to land. In addition, Arts can expire during the Chain Attack's cutscene, which affects its damage output and knockback.","video_file_url":""},"Forward Aerial":{"character_key":"shulk","key":"Forward Aerial","description":"A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames) and low landing lag (10 frames), while its range grants it excellent coverage for an aerial, which makes it great for interrupting approaches and spacing. It is also a dependable combo option with either Speed or Buster active, and a powerful edge-guarding move, as it can easily cover their options (in Jump) or KO them outright while offstage at percents as low as 50% (with Smash). In Jump\/Speed\/Buster, it can allow Shulk to perform a wall of pain ending with Air Slash; this is a damage\/KO combo at certain percentages, which has been dubbed the \"Fair Slash\" combo by players.","video_file_url":""},"Forward Smash":{"character_key":"shulk","key":"Forward Smash","description":"A thrust, which causes the Monado to reveal its beam blade. It consists of two hits: the first is from the Monado's blade, which leads into the second hit from its beam blade. It is the fourth longest ranged non-projectile forward smash in the game, surpassed only by Simon\/Richter, Corrin, and the Mii Gunner. When coupled with its ability to be angled, it can hit opponents attempting to grab the edge. The Buster Art grants the move good shield-pressuring potential, as it can deplete half a shield. While near the edge of Final Destination, the non-angled blade\/beam KOs at 74%\/86%. However, the first hit's low priority makes it easily canceled by weak attacks, while the move's high ending lag (44 frames) makes it completely unsafe on shield. As a result, it is best used as a punishment option, or a high-risk high-reward mixup against approaching opponents. It is based on Slit Edge, one of Shulk's Physical Arts.","video_file_url":""},"Forward Throw":{"character_key":"shulk","key":"Forward Throw","description":"An upward swipe. It lacks true follow-ups because of its base knockback, but it can lead into a dash attack or a forward aerial at low percentages with Speed or Buster active. With the Smash Art active, it is a powerful KOing option, doing so at about 110% at the edge of Final Destination. It is also capable of locking nearby floored opponents, a trait shared with all of Shulk's throws.","video_file_url":""},"Forward Tilt":{"character_key":"shulk","key":"Forward Tilt","description":"An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack. While near the edge of Final Destination, its blade hitbox KOs at roughly 97%. It also deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves, while its narrow hitbox allows smaller characters to crouch under it. It is based on one of Shulk's basic Auto Attacks.","video_file_url":""},"Grab":{"character_key":"shulk","key":"Grab","description":"Reaches out with his left arm.","video_file_url":""},"Neutral Aerial":{"character_key":"shulk","key":"Neutral Aerial","description":"A circular slash around himself. It is one of Shulk's most useful approach options, thanks to its wide range, full 360 degree coverage, low landing lag (6 frames) and long duration. Unlike the Smash 4 version, the hitboxes now match the trail until the end where the Monado retracts its beam blade. Its hitbox begins slightly behind Shulk's toes and continues all the way over his head, allowing the initial frames to start combos if an opponent misses a tech, the later frames being able to punish air dodges, and the final frames having approach-deterring utility. Overall, it is one of Shulk's defining moves, as it can start combos while Jump, Speed or Buster are active, which can lead into a grab, neutral attack, forward tilt, up tilt, aerials or Air Slash. It can also neutralize weak projectiles, such as those from Toon Link or Diddy Kong. However, its long-lasting hitbox and very high ending lag (46 frames) make it a very unsafe move to use off-stage when fast falling, as Shulk will be in serious danger of self-destructing.","video_file_url":""},"Neutral Attack":{"character_key":"shulk","key":"Neutral Attack","description":"A jab, followed by a full roundhouse kick then an upward slash. It now connects consistently compared to the version in Smash 4, and the first two hits can now jab reset, though its slim hitbox makes this difficult on most prone characters. It also has very low range compared to his other moves, but is very fast in comparison (frame 5). Its second hit loosely resembles Dive Sobat, one of Reyn's Physical Arts, albeit being an inward kick instead of outwards.","video_file_url":""},"Neutral Special":{"character_key":"shulk","key":"Neutral Special","description":"Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art significantly enhances particular attributes at the cost of significantly hindering others, and all last for varying durations unless manually canceled. A wheel can be used by holding the Special button, selecting an Art, and then releasing the Special button, which instantly activates an Art even while in hitstun; alternatively, the special button can be pressed once to cycle through each Art manually, and pressed thrice to cancel a current Art. Each Art has varied cooldown times and durations. Shulk poses and announces an Art's name if it activates when he is not attacking or dodging; this grants 14 frames of intangibility and can be used to replace landing lag animations or change directions in midair. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"shulk","key":"Side Special","description":"A leaping downward slash, with Shulk occasionally yelling \u201cBack Slash!\u201d during the move. The Monado's blade beam glows red during the move, referencing Physical Arts in his home game. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. The distance of the leap can be adjusted by holding left or right during the leap. True to its name, it deals more damage and has higher knockback if it hits the opponent's back: the blade\/beam hitbox will KO at around 74%\/88% at the edge. Conversely, the front hitbox is incapable of KOing till excessively high percents, unless in the Smash Art. It has recovery potential since it snaps to the ledge if started at a height slightly higher than the top platform of Battlefield, though it is risky since the move cannot be canceled.","video_file_url":""},"Up Aerial":{"character_key":"shulk","key":"Up Aerial","description":"An upward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade leads into the second hit from its beam blade. It has tremendous vertical range that is capable of reaching through the main platform of Town and City; however, it has very minimal horizontal range and each hit only lasts 2 frames, which can make it difficult to connect with, especially if Shulk has too much momentum. It is one of the most damaging up aerials in the game if both hits connect (sweetspot only); coupled with its second hit's high knockback growth, it is a fearsome (albeit difficult to land) KO option near the upper blast line. It also has the second lowest landing lag out of Shulk's aerials (9 frames), giving it some spammability if under a platform. If the second hit of an up aerial lands, Shulk can land, switch into another Art, and combo into another up aerial; this is a KO confirm known as the \"Monado Cyclone\" that can work at a wide percent range with the right Arts active, though it is quite difficult to set up.","video_file_url":""},"Up Smash":{"character_key":"shulk","key":"Up Smash","description":"Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. An overall effective move for punishing, as the first hit's deceptive horizontal range launches opponents into the second hit. This allows it to punish rolls, landings, and edge get-up options. The second hit's vertical range, high knockback and transcendent priority allow it to KO reliably. Unlike forward smash, it does not possess a sweetspot and sourspot, which also gives it consistent KO potential at around 109%. The move has considerable start-up (hits on frame 18) and ending lag (37 frames), making it punishable.","video_file_url":""},"Up Special":{"character_key":"shulk","key":"Up Special","description":"A jumping upward slash. It is a natural combo: its first hit has set knockback, while pressing the attack button again will result in a second hit, which is an outward slash that grants a small vertical boost, especially if used late. Its second hit has extremely high knockback growth, which makes it a useful KOing option, especially from out of shield; its second hit KOs approximately at 106% near an edge. The Jump Art increases vertical distance gained by the first slash. The first slash will automatically snap to ledges during its ending frames.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"shulk","key":"Up Throw","description":"Heaves the opponent in the air and performs a kneeling upward thrust. It is mostly used for aerial mixups since it cannot true combo into most attacks: at low percentages and\/or with Buster active, it can lead into up tilt or Air Slash, or a ground attack if the opponent air dodges. With Jump active, it can lead into a neutral aerial or forward aerial, the latter of which requires the opponent to DI away. At high percentages, it can act as a set-up into the \"Monado Purge\" combo, which is an up throw to up aerial, though this is extremely situational since opponents can air dodge out of it in any direction.","video_file_url":""},"Up Tilt":{"character_key":"shulk","key":"Up Tilt","description":"An overhead arcing slash. It wide hitbox and sheer range make it a useful move overall, since it can almost reach the top platform of Battlefield and function as an anti-air attack, limit edge get-up options, pressure shields, or trap landings. With Buster active, it is a useful damage racking option from under platforms. Without Arts, it can also function as a situational KOing option thanks to its high knockback growth: it can KO grounded opponents at 160% without rage, and functions as one of Shulk's strongest KO moves with the Smash Art, KOing within the 105% range. However, it only hits in front of Shulk at its beginning, and has moderate start-up and ending lag.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"shulk","key":"Back Aerial","description":"A delayed reverse gripped thrust. The Monado's blade deals respectable damage with high knockback growth, making it a powerful KO move; it KOs at the edge at roughly 94%\/137% (blade\/beam) without Arts, and 65%\/85% in Smash. It has lost its initial blade hitbox near Shulk's body from Smash 4, but is no longer as punishable due to its reduced landing lag (11 frames). However, it has slow start-up (19 frames) and a narrow, brief hitbox, making it very difficult to time; a few consistent methods are to perform it at the peak of short hop before fast falling without Arts, or immediately out of a short hop in the Speed Art.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Back%20Aerial.m4v"},"Neutral Special":{"character_key":"shulk","key":"Neutral Special","description":"Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art significantly enhances particular attributes at the cost of significantly hindering others, and all last for varying durations unless manually canceled. A wheel can be used by holding the Special button, selecting an Art, and then releasing the Special button, which instantly activates an Art even while in hitstun; alternatively, the special button can be pressed once to cycle through each Art manually, and pressed thrice to cancel a current Art. Each Art has varied cooldown times and durations. Shulk poses and announces an Art's name if it activates when he is not attacking or dodging; this grants 14 frames of intangibility and can be used to replace landing lag animations or change directions in midair. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"shulk","key":"Up Special","description":"A jumping upward slash. It is a natural combo: its first hit has set knockback, while pressing the attack button again will result in a second hit, which is an outward slash that grants a small vertical boost, especially if used late. Its second hit has extremely high knockback growth, which makes it a useful KOing option, especially from out of shield; its second hit KOs approximately at 106% near an edge. The Jump Art increases vertical distance gained by the first slash. The first slash will automatically snap to ledges during its ending frames.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Shulk%20-%20Up%20Special.m4v"}},"advantages":["Versatile and interesting playstyle","Massive hitboxes","Can do everything well with Monado Arts"],"disadvantages":["Tough to learn and master"]},"75":{"id":75,"key":"joker","name":"Joker","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Joker%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Persona.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":4,"Speed":5,"Neutral":4,"Taunt":2,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"joker","key":"Back Aerial","description":"Joker: An upward swipe behind himself.\r Arsene: A swift downward chop of his hand, causing the duo's attacks to interlock with each other.\r Wide hitbox, but lacks reach for both versions. An effective KO move and fast option out of a short hop without Arsene. With Arsene, its hitbox size increases due to Arsene mirroring Joker's attack, and it is capable of KOing at around 110% from the edge.","video_file_url":""},"Back Throw":{"character_key":"joker","key":"Back Throw","description":"Trips the opponent over his foot, similar to Marth's back throw.","video_file_url":""},"Dash Attack":{"character_key":"joker","key":"Dash Attack","description":"Joker: Performs a roundhouse kick followed by a spinning side kick. This move resembles Zero Suit Samus' forward smash.\r Arsene: A delayed football kick, which comes out alongside Joker's second kick.\r With Arsene, the second hit can KO at the edge at around 105%.","video_file_url":""},"Down Aerial":{"character_key":"joker","key":"Down Aerial","description":"Joker: A delayed downward arcing swipe similar to Marth's down aerial.\r Arsene: A delayed foot stomp that comes out a couple of frames after Joker's attack, instead of at the same time like his other moves. Unlike Joker's attack, it meteor smashes opponents.\r Because of the different timings of both hits, Joker's slash can knock opponents away from Arsene's meteor smashing kick. However, the kick has more vertical reach. Without Arsene, it cannot meteor smash, but can be used as a combo finisher and potent edgeguard tool, due to its wide arc and semi-spike angle. With Arsene, it is a powerful all-purpose move due to its hitbox duration and meteor smashing properties.","video_file_url":""},"Down Smash":{"character_key":"joker","key":"Down Smash","description":"Joker: Sweeps the floor with a knife swipe in front of himself, then behind. Arsene: Kicks in front, then behind himself, similar to Samus' down smash without a legsweep. Both hits deal the same amount of damage and lack reach, though Arsene boosts its range slightly. KOs at around 112%\/73% near the edge (without\/with Arsene). Resembles the first hit of Joker's standard three hit attack in Persona 5.","video_file_url":""},"Down Special":{"character_key":"joker","key":"Down Special","description":"Joker takes a defensive position, during which any direct damage done to him in this state is reduced by 0.4\u00d7 and builds his Rebellion Gauge. Its period can be extended for at least 1.5 seconds, and if an attack was successfully countered, Joker can weakly launch opponents away. When Arsene is out, it becomes Tetrakarn against melee attacks and Makarakarn against projectiles, countering and reflecting them respectively. Both are extremely powerful, and have one of, if not the best startup, endlag, and damage of all other counters and reflectors. With a four frame startup for all variants, this move is a highly useful defensive option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"joker","key":"Down Throw","description":"Magically slams the opponent onto the ground while posing and flourishing his left arm, sending the opponent bouncing upwards. An effective combo starter that can combo into aerials. It can also initiate long combo strings of falling up aerial's looping hits into grab, or Grappling Hook into followups.","video_file_url":""},"Down Tilt":{"character_key":"joker","key":"Down Tilt","description":"Joker: A baseball slide.\r Arsene: A baseball slide alongside Joker.\r Based off of Joker's ability to slide under lasers in Persona 5. Unlike similar moves like Cloud's and Simon's, Joker's down tilt does not lose strength during the late hitboxes. Easily leads into aerial attacks until high percents.","video_file_url":""},"Final Smash":{"character_key":"joker","key":"Final Smash","description":"Joker rushes forward, trapping opponents. If he misses, Joker can also rush backwards if the control stick is pushed backwards. If any fighter is hit during either of these swipes, they are attacked by Joker and three other Phantom Thieves. After the barrage is complete, Joker lands in front of the opponent as the screen changes into a splash screen, with Joker in the front gripping his glove, the text \"The Show's Over\" appearing to the left, and the shadow of the unlucky fighter in the background, spewing sparkles. Causes an instant KO if the opponent was at 64% before Joker struck them when the cinematic is over. If the Final Smash's possible resulting KO is the final KO needed to win, the splash screen will remain throughout the victory screen. Arsene will not affect All-Out Attack.","video_file_url":""},"Forward Aerial":{"character_key":"joker","key":"Forward Aerial","description":"Joker: A hook kick, followed by a roundhouse kick. Arsene: A delayed roundhouse kick that comes out alongside Joker's second kick. The first kick has low knockback growth and sends opponents lightly upwards, allowing it to initiate aerial combos into aerials or itself; it can even catch air dodges with a smash attack. With Arsene, the second kick becomes a powerful KO move that can KO opponents at 100% from the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"joker","key":"Forward Smash","description":" Joker: Rears back and swings downwards with both hands directly in front of him, similar to Falco's forward smash.\r Arsene: Swings his arms downwards, causing a X-shaped slash in front of the duo.\r Moves Joker slightly forward while attacking. Without Arsene, the move KOs at around 76% from the edge of the stage, making it Joker's strongest finisher. However, its range is rather lacking due to the length of Joker's knife. With Arsene, the move gains slightly more range and high KO power, KOing at around 55% from the edge of the stage.","video_file_url":""},"Forward Throw":{"character_key":"joker","key":"Forward Throw","description":"Tosses the opponent forward with a flourish of his arm.","video_file_url":""},"Forward Tilt":{"character_key":"joker","key":"Forward Tilt","description":"Joker: Performs a double thrust with his knife, with the second thrust going at a higher angle. Arsene: Thrusts his right hand forward before raising it in a beckoning gesture. The move can be angled, and both hits are performed with one button press. With Arsene, the second hit is capable of KOing Mario from the edge of Final Destination at around 125%. Useful out of a pivot due to its range.","video_file_url":""},"Grab":{"character_key":"joker","key":"Grab","description":"Reaches out with one arm. All of Joker's throws have him toss the opponent with a blue energy. Unlike his other moves, Arsene does not affect the power of Joker's throws.","video_file_url":""},"Neutral Aerial":{"character_key":"joker","key":"Neutral Aerial","description":"Joker: Strikes in a circle while doing two inward corkscrews in the air. The move works much like Shulk's neutral aerial, albeit performed twice and inwards. Arsene: Lays his back against Joker and slashes alongside him, forming a perfect circle slash around the duo. Due to its high amount of active frames and constant damage output, it is a potent edgeguarding tool. While Joker can recover with Grappling Hook even after using it from a full hop fast fall, it is risky to do so unless close to the stage's edge. Additionally, neutral air has a slow startup, and the solo version's hitbox starts from above Joker and stays on his knife, which can cause it to occasionally miss.","video_file_url":""},"Neutral Attack":{"character_key":"joker","key":"Neutral Attack","description":"Joker: Performs an inward slash, backhanded stab, then an outward slash.\r Arsene: Performs an upward swipe, downwards finger point, then a hand thrust.\r The first two hits can jab lock.","video_file_url":""},"Neutral Special":{"character_key":"joker","key":"Neutral Special","description":"Fires his gun once with a tap of the special move button. Like with Bayonetta's Bullet Arts, the shots technically are not projectiles, but rather indirect attacks with large disjointed hitboxes. The shots decay in damage and knockback based on the opponent's distance from Joker, dealing no knockback at the furthest distance. The button can be held to fire multiple times. When Arsene is out, it becomes Gun Special, where it fires three bullets with each shot for the standard version, and two bullets per shot for the aerial downward version. Both Gun and Gun Special have penetrative properties, meaning they can pass through multiple opponents. The closest version of Gun can also lock opponents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"joker","key":"Side Special","description":"A darkness-based projectile that travels at a diagonal angle downwards, similar to PK Fire. It deals little initial damage, but inflicts further damage over time. Each use causes Joker to hover slightly. When Arsene is present, it becomes Eigaon, which travels faster and farther, has an area of effect on hit, hits multiple times, and deals further damage over time. Eiha has low knockback, but due to it being vertical it can function as a niche KO option near the upper blast line.","video_file_url":""},"Up Aerial":{"character_key":"joker","key":"Up Aerial","description":"Joker: A corkscrew flying kick with a finishing kick, similar to Sheik's up aerial.\r Arsene: A delayed kick upwards in tandem with Joker's last hit.\r Like Sheik's up aerial, the move's hitboxes are positioned high on Joker's legs, making it difficult to hit small or medium-sized fighters. However, the looping hits use the autolink angle; as a result, it can be used to drag opponents down consistently to extend combos. With Arsene, a full hop up air can KO at around 110%. Seems to resemble Joker spinning in the opening cinematic for Persona 5.","video_file_url":""},"Up Smash":{"character_key":"joker","key":"Up Smash","description":"Joker: Spins inwards while facing the screen, performing a knife uppercut with his right arm.\r Arsene: Waves his left arm above himself.\r Has low horizontal range and a short-lasting hitbox, but covers above Joker, making it a good anti-air. Like up tilt, this move cannot hit enemies behind Joker. With Arsene, the move gains extra range and KO power. KOs at around 130%\/100% (without\/with Arsene). Resembles the second hit of Joker's standard three hit attack in Persona 5.","video_file_url":""},"Up Special":{"character_key":"joker","key":"Up Special","description":"Shoots out a grappling hook at an upward angle. It functions as a tether recovery, and can grab opponents, dragging them towards Joker and launching them above himself with low ending lag and knockback, making it a reliable combo starter. However, much like Isabelle's Fishing Rod, it can be shielded despite its grab properties. When Arsene is out, it becomes Wings of Rebellion, where Joker flies upwards or at a angle (again depending on input) using Arsene's wings. It has no hitboxes, therefore dealing no damage or knockback, but grants a relatively long period of intangibility on startup.","video_file_url":""},"Up Throw":{"character_key":"joker","key":"Up Throw","description":"Throws the opponent directly upwards with a flourish.","video_file_url":""},"Up Tilt":{"character_key":"joker","key":"Up Tilt","description":"Joker: An upwards swing with his knife that sends it spinning into the air, before Joker catches it backhandedly.\r Arsene: Raises his hand with a beckoning gesture, emanating electricity from his palm.\r The initial swing sends opponents into the spinning knife, which deals multiple hits before sending opponents vertically. With Arsene, the looping hits gain an electric effect, and can KO at around 135%. The move cannot hit opponents behind Joker.","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"joker","key":"Forward Aerial","description":"Joker: A hook kick, followed by a roundhouse kick. Arsene: A delayed roundhouse kick that comes out alongside Joker's second kick. The first kick has low knockback growth and sends opponents lightly upwards, allowing it to initiate aerial combos into aerials or itself; it can even catch air dodges with a smash attack. With Arsene, the second kick becomes a powerful KO move that can KO opponents at 100% from the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Forward%20Aerial.m4v"},"Down Special":{"character_key":"joker","key":"Down Special","description":"Joker takes a defensive position, during which any direct damage done to him in this state is reduced by 0.4\u00d7 and builds his Rebellion Gauge. Its period can be extended for at least 1.5 seconds, and if an attack was successfully countered, Joker can weakly launch opponents away. When Arsene is out, it becomes Tetrakarn against melee attacks and Makarakarn against projectiles, countering and reflecting them respectively. Both are extremely powerful, and have one of, if not the best startup, endlag, and damage of all other counters and reflectors. With a four frame startup for all variants, this move is a highly useful defensive option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"joker","key":"Neutral Special","description":"Fires his gun once with a tap of the special move button. Like with Bayonetta's Bullet Arts, the shots technically are not projectiles, but rather indirect attacks with large disjointed hitboxes. The shots decay in damage and knockback based on the opponent's distance from Joker, dealing no knockback at the furthest distance. The button can be held to fire multiple times. When Arsene is out, it becomes Gun Special, where it fires three bullets with each shot for the standard version, and two bullets per shot for the aerial downward version. Both Gun and Gun Special have penetrative properties, meaning they can pass through multiple opponents. The closest version of Gun can also lock opponents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Joker%20-%20Neutral%20Special.m4v"}},"advantages":["Good strings and damage","Good recovery"],"disadvantages":["Relies on Arsene to take stocks","Dying resets Rebellion Guage"]}},"A":{"8":{"id":8,"key":"fox","name":"Fox","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Fox%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Star%20Fox.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":3,"Speed":5,"Neutral":5,"Taunt":3,"Weight":1,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"fox","key":"Back Aerial","description":"A back kick. Good pressure and kill option due to low landing lag, low angle, and high knockback. Also great for catching horizontal recovery options. Fox can combo out of back air at low percents.","video_file_url":""},"Back Throw":{"character_key":"fox","key":"Back Throw","description":"Throws the opponent backward and shoots them with three rapid shots from his Blaster.","video_file_url":""},"Dash Attack":{"character_key":"fox","key":"Dash Attack","description":"A flying kick with great frame data. Good approach option in neutral that can lead to a jab or neutral air follow-up.","video_file_url":""},"Down Aerial":{"character_key":"fox","key":"Down Aerial","description":"A drill kick that hits multiple times in quick succession. Auto-cancels from a full hop, making it useful for reading jumps. The last hit deals low knockback. The landing hit launches opponents away and at high percentages, a running up smash can be used as an immediate follow-up.","video_file_url":""},"Down Smash":{"character_key":"fox","key":"Down Smash","description":"A split kick. Quick start-up means this move can be used to cover rolls and ledge options.","video_file_url":""},"Down Special":{"character_key":"fox","key":"Down Special","description":"Activates his Reflector, surrounding himself with a blue hexagonal energy field. All projectiles are deflected and do increased damage. The Reflector also damages nearby foes upon activation. Due to 3 frame start-up, this move can be used to extend combos, tech chase, escape combos, and edge guard.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"fox","key":"Down Throw","description":"Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Can follow up with a back air, neutral air, or forward air at low-mid percents depending on opponent's DI.","video_file_url":""},"Down Tilt":{"character_key":"fox","key":"Down Tilt","description":"Fox spins while crouching, sweeping with his tail. One of his best combo starters due to the new launch angle - can lead into neutral air, down air, back air, and forward air.","video_file_url":""},"Final Smash":{"character_key":"fox","key":"Final Smash","description":"Upon activation, Fox shouts \"It's go time!\", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, \"Star Fox- fire at will!\" (saying \"This is the end for you, Wolf!\" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.","video_file_url":""},"Forward Aerial":{"character_key":"fox","key":"Forward Aerial","description":"Five swiveling roundhouse kicks performed in quick succession. This move makes Fox \"hover\" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking.","video_file_url":""},"Forward Smash":{"character_key":"fox","key":"Forward Smash","description":"An outwards crescent kick. It has good range since Fox somersaults forward. Has somewhat low base knockback for a forward smash, but decent knockback growth.","video_file_url":""},"Forward Throw":{"character_key":"fox","key":"Forward Throw","description":"Releases the opponent and quickly performs a cross, launching them forward.","video_file_url":""},"Forward Tilt":{"character_key":"fox","key":"Forward Tilt","description":"A roundhouse kick. Can be angled up or down, both of which deal more damage than if not angled. This move causes Fox to move slightly forward. May cause tripping at low percents. Using forward tilt at mid percents can lead to tech chase and jab lock opportunities.","video_file_url":""},"Grab":{"character_key":"fox","key":"Grab","description":"Reaches out with his right arm. Has low range and moderate endlag.","video_file_url":""},"Neutral Aerial":{"character_key":"fox","key":"Neutral Aerial","description":"A flying kick. Due to being a sex kick, it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks, especially due to rather low landing lag coupled with Fox's quick falling speed. A great combo & pressure tool that all Fox mains would be wise to take advantage of.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"fox","key":"Neutral Attack","description":"Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time means that dash-cancelling into jab is a solid approach option in neutral.","video_file_url":""},"Neutral Special":{"character_key":"fox","key":"Neutral Special","description":"Takes his Blaster out of its holster and fires at the opponent. The Blaster's lasers are fired rapidly, but do not make the opponent flinch and they lose power the farther they travel. Less lag while used in the air.","video_file_url":""},"Side Special":{"character_key":"fox","key":"Side Special","description":"Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact. Can be used as a situational recovery option.","video_file_url":""},"Up Aerial":{"character_key":"fox","key":"Up Aerial","description":"From a midair somersault, Fox attacks above him with a tail sweep followed by a heel kick. Can combo into itself and is great for juggling opponents while racking up quick damage.","video_file_url":""},"Up Smash":{"character_key":"fox","key":"Up Smash","description":"A bicycle kick. One of his prime kill options when used out of a fast-falling neutral air. Can hit opponents standing on top of some platforms.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"fox","key":"Up Special","description":"Engulfs himself in an aura of flame before launching himself in a fiery tackle. The trajectory of the move can be chosen before Fox launches himself, with up to 8 angles to choose from. After the move ends, Fox becomes helpless. Can be used to kill at high percents, however, this is risky due to the high end lag.","video_file_url":""},"Up Throw":{"character_key":"fox","key":"Up Throw","description":"Throws the opponent upward and shoots them with three rapid shots from his Blaster.","video_file_url":""},"Up Tilt":{"character_key":"fox","key":"Up Tilt","description":"Fox plants his hands on the ground and does a scorpion kick with his right leg. A purple trail indicates the hitbox, starting behind and ending in front of him. Combos into itself along with down tilt, forward tilt, up smash (at higher percents), and down special.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"fox","key":"Down Special","description":"Activates his Reflector, surrounding himself with a blue hexagonal energy field. All projectiles are deflected and do increased damage. The Reflector also damages nearby foes upon activation. Due to 3 frame start-up, this move can be used to extend combos, tech chase, escape combos, and edge guard.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Down%20Special.m4v"},"Up Smash":{"character_key":"fox","key":"Up Smash","description":"A bicycle kick. One of his prime kill options when used out of a fast-falling neutral air. Can hit opponents standing on top of some platforms.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Up%20Smash.m4v"},"Neutral Aerial":{"character_key":"fox","key":"Neutral Aerial","description":"A flying kick. Due to being a sex kick, it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks, especially due to rather low landing lag coupled with Fox's quick falling speed. A great combo & pressure tool that all Fox mains would be wise to take advantage of.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Fox%20-%20Neutral%20Aerial.m4v"}},"advantages":["A lot of strings and combos ","Excellent speed","Great neutral game"],"disadvantages":["Glass cannon","Hard to master"]},"24":{"id":24,"key":"lucina","name":"Lucina","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Lucina%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":5,"Speed":4,"Neutral":4,"Taunt":3,"Weight":3,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"lucina","key":"Back Aerial","description":" An upward crescent slash behind her in an inward swipe. Has the interesting property of turning Lucina around, changing the direction she is facing. Similar use to her forward aerial, although with more knockback and a smaller hitbox. Safe on shield when spaced low to the ground. Rather strong given its speed, KOing middleweights at the edge around 110%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"lucina","key":"Back Throw","description":"Tosses the opponent over her leg, sending them behind her. Its high base knockback allows her to set up edgeguarding, but it cannot combo or KO reliably.\r ","video_file_url":""},"Dash Attack":{"character_key":"lucina","key":"Dash Attack","description":"A quick, running, upward-sweeping diagonal slash. Deals decent knockback, KOing middleweights at the edge around 130%. Has notable ending lag and low hitlag, making it rather unsafe against shields. The ability to use the faster and safer forward tilt out of a dash makes this move's use rather niche.","video_file_url":""},"Down Aerial":{"character_key":"lucina","key":"Down Aerial","description":"A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Lucina), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Can be useful against cross-ups and as an out of shield option as it starts behind Lucina and covers a wide area below her.","video_file_url":""},"Down Smash":{"character_key":"lucina","key":"Down Smash","description":"Sweeps the Parallel Falchion on the ground toward the front outward then toward the back inward. The back hit has much stronger power, while the front hit is weak. It also has high ending lag.","video_file_url":""},"Down Special":{"character_key":"lucina","key":"Down Special","description":"Lucina assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. Starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's or Simon's tilts and smash attacks.\r ","video_file_url":""},"Down Throw":{"character_key":"lucina","key":"Down Throw","description":"Throws opponent to the ground with one arm, bouncing them upwards. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential around roughly 80%-90%.\r ","video_file_url":""},"Down Tilt":{"character_key":"lucina","key":"Down Tilt","description":"A quick crouching sword poke. Lucina's fastest tilt, which is useful for interrupting grounded approaches and creating space. Deals semi-spike knockback, making it useful for edgeguarding. Knocks opponents into a tumble around 80%, which can force opponents into a tech chase situation. ","video_file_url":""},"Final Smash":{"character_key":"lucina","key":"Final Smash","description":"Lucina raises the Parallel Falchion skyward, uttering \"Time to change fate!\", then lunges in one direction, attacking the first opponent she connects. Immense knockback, enough to one-hit KO any character on any roofless stage. This move is impossible to tech unless using FS Meter or against Shulk's Shield Monado Art at very low percentages. Pressing the special button again will cause her to stop mid-dash.\r ","video_file_url":""},"Forward Aerial":{"character_key":"lucina","key":"Forward Aerial","description":"Does a descending crescent slash in front of her with great coverage. This is Lucina's best tool for air combat, and its reasonably low landing lag makes it very safe when spaced properly. Lucina can also use this move more reliably than Marth's, as it deals relatively high damage and knockback throughout. Around 27%, it begins to knock opponents into a tumble, which can force a tech chase situation. KOs middleweights at the edge around 143%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"lucina","key":"Forward Smash","description":"Rotates her body counter-clockwise with a strong overarching one-handed swing from her head to the ground. Moderately fast startup, but high ending lag. Deals considerably high knockback, KOing middleweights at the edge around 76%.","video_file_url":""},"Forward Throw":{"character_key":"lucina","key":"Forward Throw","description":"An elbow strike with her sword arm that knocks an opponent short distance forward.","video_file_url":""},"Forward Tilt":{"character_key":"lucina","key":"Forward Tilt","description":"A fast upward swipe while leaning forward. Has a large arc that is useful for spacing. Can hit opponents standing on top of some platforms.","video_file_url":""},"Grab":{"character_key":"lucina","key":"Grab","description":"Reaches out with her free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"lucina","key":"Neutral Aerial","description":"Two horizontal slashes around herself via an inward slash followed into a full 360\u00b0 outward spin. The second hit can hit on both sides of Lucina, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Lucina's tilts, and even her forward smash, even at high percentages. The second hit has moderate knockback, KOing middleweights at the edge around 120%.\r ","video_file_url":""},"Neutral Attack":{"character_key":"lucina","key":"Neutral Attack","description":"Slashes the Parallel Falchion twice in front of herself. The first hit can also jab lock.","video_file_url":""},"Neutral Special":{"character_key":"lucina","key":"Neutral Special","description":"Lucina assumes a readying stance and charges the Parallel Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage even when uncharged, and will instantly break shields at full charge, although it can be safely perfect shielded. The aerial version gives Lucina a very slight horizontal boost, while a fully charged aerial version will thrust Lucina in whatever direction she is facing, giving her a strong horizontal recovery option, albeit with very high startup. Can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15\u00d7 regular damage if it hits the opponent's head, though this appears to be out-prioritized by any hitbox striking a non-head hurtbox.","video_file_url":""},"Side Special":{"character_key":"lucina","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green (see table below for details and limits of the move).","video_file_url":""},"Up Aerial":{"character_key":"lucina","key":"Up Aerial","description":"An overhead crescent slash with good coverage, ending in a delayed somersault. Lucina's fastest aerial, which is good for juggling thanks to its large arc and has moderate knockback. Due to its angle, it makes a reliable combo starter. Compared to Marth's, it loses true combo percent potential sooner due to its greater knockback. ","video_file_url":""},"Up Smash":{"character_key":"lucina","key":"Up Smash","description":"A quick, upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents.","video_file_url":""},"Up Special":{"character_key":"lucina","key":"Up Special","description":"Lucina performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. Does not snap to the edge until after its hitbox is gone.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"lucina","key":"Up Throw","description":"A powerful one-armed upward throw. Lucina's strongest throw, which can KO at around 170%.","video_file_url":""},"Up Tilt":{"character_key":"lucina","key":"Up Tilt","description":"Swings the Parallel Falchion in a large arc above her head, with a large hitbox that can hit enemies behind her. Lucina's up tilt has a timing-based sweetspot unlike Marth's version; on the latter half of the swing, Lucina deals more damage but less knockback, allowing her to rack up damage more easily as long as she is facing away from her opponent. Covers platforms very well and is useful for juggling.","video_file_url":""}},"featured_moves":{"Up Special":{"character_key":"lucina","key":"Up Special","description":"Lucina performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. Does not snap to the edge until after its hitbox is gone.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Up%20Special.m4v"},"Forward Aerial":{"character_key":"lucina","key":"Forward Aerial","description":"Does a descending crescent slash in front of her with great coverage. This is Lucina's best tool for air combat, and its reasonably low landing lag makes it very safe when spaced properly. Lucina can also use this move more reliably than Marth's, as it deals relatively high damage and knockback throughout. Around 27%, it begins to knock opponents into a tumble, which can force a tech chase situation. KOs middleweights at the edge around 143%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Forward%20Aerial.m4v"},"Back Aerial":{"character_key":"lucina","key":"Back Aerial","description":" An upward crescent slash behind her in an inward swipe. Has the interesting property of turning Lucina around, changing the direction she is facing. Similar use to her forward aerial, although with more knockback and a smaller hitbox. Safe on shield when spaced low to the ground. Rather strong given its speed, KOing middleweights at the edge around 110%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucina%20-%20Back%20Aerial.m4v"}},"advantages":["Top tier edgeguarding","Great neutral","Quick moves"],"disadvantages":["Can struggle against projectiles"]},"25":{"id":25,"key":"young-link","name":"Young Link","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Young%20Link%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":3,"Defense":3,"Speed":4,"Neutral":4,"Taunt":5,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"young-link","key":"Back Aerial","description":"Performs a double backwards kick. Functions similarly to his forward aerial, but trades range and power for less starting lag.\r ","video_file_url":""},"Back Throw":{"character_key":"young-link","key":"Back Throw","description":"Swings his opponent to the opposite direction and kicks them away.\r ","video_file_url":""},"Dash Attack":{"character_key":"young-link","key":"Dash Attack","description":"A dash swing.\r ","video_file_url":""},"Down Aerial":{"character_key":"young-link","key":"Down Aerial","description":"Performs the Down Thrust. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals enough knockback to KO at high percents, but is dangerous to use offstage due to its long duration and high endlag.\r ","video_file_url":""},"Down Smash":{"character_key":"young-link","key":"Down Smash","description":"A slash forward, leading into a slash behind.\r ","video_file_url":""},"Down Special":{"character_key":"young-link","key":"Down Special","description":"Pulls out a Bomb. Just like in Melee, the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. Can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"young-link","key":"Down Throw","description":"Pins the opponent to the ground and performs an elbow drop.\r ","video_file_url":""},"Down Tilt":{"character_key":"young-link","key":"Down Tilt","description":"A crouching slash. Has low, vertical knockback, allowing it to combo into his aerials easily.\r ","video_file_url":""},"Final Smash":{"character_key":"young-link","key":"Final Smash","description":"Traps opponents inside a large Triforce, and then slashes at them repeatedly.\r ","video_file_url":""},"Forward Aerial":{"character_key":"young-link","key":"Forward Aerial","description":"Quickly slices twice in the air. Deals reasonably high knockback, making it useful for knocking opponents offstage or killing them outright at higher percents.\r ","video_file_url":""},"Forward Smash":{"character_key":"young-link","key":"Forward Smash","description":"Winds up and swings the Kokiri Sword forward. Pressing the button again allows for a second, more powerful slash. The first hit deals almost no knockback, but is a natural combo into the second hit.","video_file_url":""},"Forward Throw":{"character_key":"young-link","key":"Forward Throw","description":"A forward kick.\r ","video_file_url":""},"Forward Tilt":{"character_key":"young-link","key":"Forward Tilt","description":"Young Link raises the Kokiri Sword over his head and slashes forward.","video_file_url":""},"Grab":{"character_key":"young-link","key":"Grab","description":"Fires his Hookshot straight forward. It can hit opponents when used in the air. It functions as a Tether Grab, and can be used for tether recovery.\r ","video_file_url":""},"Neutral Aerial":{"character_key":"young-link","key":"Neutral Aerial","description":"A kick where Young Link's foot remains extended for a while, making a lasting hitbox","video_file_url":""},"Neutral Attack":{"character_key":"young-link","key":"Neutral Attack","description":"Two forward swings, followed by either a single launching stab, or a loop of quick slices, ending with a forward thrust.","video_file_url":""},"Neutral Special":{"character_key":"young-link","key":"Neutral Special","description":"Fires a flaming arrow from his bow. It can be charged up for more power and range. The arrows send opponents at an upwards angle, making it a good aerial combo starter. In addition, it has low startup and ending lag, making it an excellent combo\/spacing tool all around.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"young-link","key":"Side Special","description":"Throws his Boomerang forward. It can be aimed diagonally and deals damage when returning to Young Link. Can combo into an aerial at most percents.\r ","video_file_url":""},"Up Aerial":{"character_key":"young-link","key":"Up Aerial","description":"An upwards thrust. Has a deceptively long duration, and can KO at around 130% with the clean hit.\r ","video_file_url":""},"Up Smash":{"character_key":"young-link","key":"Up Smash","description":"Three upward-arcing slashes.\r ","video_file_url":""},"Up Special":{"character_key":"young-link","key":"Up Special","description":"Spins with his sword outwards, slashing opponents nearby. Has very quick startup. Just like the Spin Attack of the other two Link incarnations, it can be charged when grounded for more damage. The knockback angle is mostly vertical, so it can be used as an aerial combo starter. The aerial version can carry opponents to the upper blast line, and KO them there at high enough percents.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"young-link","key":"Up Throw","description":"Tosses the opponent up into the air and performs a spinning upwards slash.\r ","video_file_url":""},"Up Tilt":{"character_key":"young-link","key":"Up Tilt","description":"An upwards slice with the Kokiri Sword. Combos into itself at medium percents.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"young-link","key":"Down Special","description":"Pulls out a Bomb. Just like in Melee, the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. Can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"young-link","key":"Neutral Special","description":"Fires a flaming arrow from his bow. It can be charged up for more power and range. The arrows send opponents at an upwards angle, making it a good aerial combo starter. In addition, it has low startup and ending lag, making it an excellent combo\/spacing tool all around.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"young-link","key":"Up Special","description":"Spins with his sword outwards, slashing opponents nearby. Has very quick startup. Just like the Spin Attack of the other two Link incarnations, it can be charged when grounded for more damage. The knockback angle is mostly vertical, so it can be used as an aerial combo starter. The aerial version can carry opponents to the upper blast line, and KO them there at high enough percents.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Young%20Link%20-%20Up%20Special.m4v"}},"advantages":["Great projectiles","Great damage"],"disadvantages":["Mediocre kill power","Can struggle in disadvantage"]},"28":{"id":28,"key":"roy","name":"Roy","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Roy%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Easy","primary_fighting_style":"Sword","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":3,"Speed":4,"Neutral":4,"Taunt":2,"Weight":3,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"roy","key":"Back Aerial","description":"Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to Marth's and Jigglypuff's back aerials. Has great KO potential at high percentages.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"roy","key":"Back Throw","description":"Tosses the opponent behind himself.","video_file_url":""},"Dash Attack":{"character_key":"roy","key":"Dash Attack","description":"An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and ending lag, which makes it very unsafe on shield.","video_file_url":""},"Down Aerial":{"character_key":"roy","key":"Down Aerial","description":"A two-handed, downward slash between his legs, similar to Ike's down aerial. Has the capability to meteor smash when sweetspotted, though it can be very difficult to aim due to its slim hitbox. This move has a flame effect.","video_file_url":""},"Down Smash":{"character_key":"roy","key":"Down Smash","description":"A kneeling outward slash in front of himself and then behind himself. Roy's fastest smash attack when it comes to startup, but has the highest ending lag of the three. The back hit is stronger than the front hit. The front and back hits KO at around 120% and 100% near the ledge, respectively.","video_file_url":""},"Down Special":{"character_key":"roy","key":"Down Special","description":"Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Binding Blade. It has a 1.35\u00d7 damage multiplier, the second highest of any counterattack in the game by default, with only Counter Throw and Gut Check having a higher damage multiplier (1.5\u00d7), and Vision surpassing it while the Buster Monado Art is active.","video_file_url":""},"Down Throw":{"character_key":"roy","key":"Down Throw","description":"A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into. However, it has very low hitstun.","video_file_url":""},"Down Tilt":{"character_key":"roy","key":"Down Tilt","description":"A kneeling thrust, identical to Marth and Lucina's down tilts, but with lower range. Can set up a tech-chase due to launching at a semi-spike angle.","video_file_url":""},"Final Smash":{"character_key":"roy","key":"Final Smash","description":"Swings the Binding Blade in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO unless performed at the ledge. The circular swing can hit up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy. It is based on the Binding Blade's ranged attack in The Binding Blade.","video_file_url":""},"Forward Aerial":{"character_key":"roy","key":"Forward Aerial","description":"A downward slash. Very quick, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a wall of pain.","video_file_url":""},"Forward Smash":{"character_key":"roy","key":"Forward Smash","description":"Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration.","video_file_url":""},"Forward Throw":{"character_key":"roy","key":"Forward Throw","description":"An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.","video_file_url":""},"Forward Tilt":{"character_key":"roy","key":"Forward Tilt","description":"A reversed gripped downward slash. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted.","video_file_url":""},"Grab":{"character_key":"roy","key":"Grab","description":"Reaches out with his free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"roy","key":"Neutral Aerial","description":"An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends.","video_file_url":""},"Neutral Attack":{"character_key":"roy","key":"Neutral Attack","description":"A reversed gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, Double-Edge Dance or Blazer.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Neutral%20Attack.m4v"},"Neutral Special":{"character_key":"roy","key":"Neutral Special","description":"Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to Eruption, as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will OHKO every character in the game, with the exceptions of Bowser from center-stage and Shulk in the Shield Monado Art.","video_file_url":""},"Side Special":{"character_key":"roy","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. While identical to Marth and Lucina's Dancing Blade, its overall knockback is stronger than Dancing Blade. The lower-held green strikes deal a fairly large amount of damage and is useful for damaging shields, the upward blue variant is useful for setting up juggle situations, while the final forward-held hit has surprisingly high KO potential, being able to kill opponents near the ledge at lower than 80%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"roy","key":"Up Aerial","description":"A backflipping, upward arcing slash. Useful for juggling, and can even KO at very high percentages. The sourspot can lead into other aerials while falling.","video_file_url":""},"Up Smash":{"character_key":"roy","key":"Up Smash","description":"An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted intangibility throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged.","video_file_url":""},"Up Special":{"character_key":"roy","key":"Up Special","description":"A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more knockback, and has brief super armor before Roy leaves the ground. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance.","video_file_url":""},"Up Throw":{"character_key":"roy","key":"Up Throw","description":"Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%.","video_file_url":""},"Up Tilt":{"character_key":"roy","key":"Up Tilt","description":"A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"roy","key":"Back Aerial","description":"Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to Marth's and Jigglypuff's back aerials. Has great KO potential at high percentages.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Back%20Aerial.m4v"},"Neutral Attack":{"character_key":"roy","key":"Neutral Attack","description":"A reversed gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, Double-Edge Dance or Blazer.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Neutral%20Attack.m4v"},"Side Special":{"character_key":"roy","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. While identical to Marth and Lucina's Dancing Blade, its overall knockback is stronger than Dancing Blade. The lower-held green strikes deal a fairly large amount of damage and is useful for damaging shields, the upward blue variant is useful for setting up juggle situations, while the final forward-held hit has surprisingly high KO potential, being able to kill opponents near the ledge at lower than 80%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Roy%20-%20Side%20Special.m4v"}},"advantages":["Very fast","Great kill power","Builds damage easily"],"disadvantages":["No kill throws","Poor recovery","Struggles against zoners"]},"29":{"id":29,"key":"chrom","name":"Chrom","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Chrom%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Easy","primary_fighting_style":"Sword","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":3,"Speed":4,"Neutral":4,"Taunt":4,"Weight":3,"Recovery":1},"move_set":{"Back Aerial":{"character_key":"chrom","key":"Back Aerial","description":"Rotates his body to perform an upward slash. Interestingly, it turns Chrom around completely, similarly to Marth and Jigglypuff's back aerials. Has great KO potential at high percentages.","video_file_url":""},"Back Throw":{"character_key":"chrom","key":"Back Throw","description":"Tosses the opponent behind himself.","video_file_url":""},"Dash Attack":{"character_key":"chrom","key":"Dash Attack","description":"An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 130% near the ledge. However, it has noticeable startup and ending lag, which makes it very unsafe on shield.","video_file_url":""},"Down Aerial":{"character_key":"chrom","key":"Down Aerial","description":"A two-handed, downward slash between his legs, similar to Ike's down aerial. Has the capability to meteor smash when sweetspotted (making this Chrom's only attack with a sweetspot and a sourspot). Unlike Roy's version, it lacks flame hitboxes.","video_file_url":""},"Down Smash":{"character_key":"chrom","key":"Down Smash","description":"A kneeling outward slash in front of himself and then behind himself. Chrom's fastest smash attack when it comes to startup, but has the highest ending lag of the three and is weaker. The back hit is stronger than the front hit.","video_file_url":""},"Down Special":{"character_key":"chrom","key":"Down Special","description":"Parries and then counterattacks against any incoming attacks with an outward slash. As with Roy, it has a 1.35x damage multiplier.","video_file_url":""},"Down Throw":{"character_key":"chrom","key":"Down Throw","description":"A one-armed body slam. Chrom's only combo throw and is very reliable due to the amount of followups it can potentially set up into. However, it has very low hitstun.","video_file_url":""},"Down Tilt":{"character_key":"chrom","key":"Down Tilt","description":"A kneeling thrust, identical to Marth and Lucina's down tilt.","video_file_url":""},"Final Smash":{"character_key":"chrom","key":"Final Smash","description":"Chrom lunges forward, yelling \"Anything can change!\", \"Now I'm mad!\" or \"Your end has come!\" as he slashes with his sword. Any opponent(s) that he hits with it will be caught. After the opponent(s) have been caught, the camera angle changes to resemble that of attacks in Fire Emblem Awakening. Chrom then attacks the trapped opponent(s) again with a more powerful sword strike, sending them flying. Compared to Roy's Final Smash, it is stronger in terms of knockback, and can KO at earlier percentages in comparison.","video_file_url":""},"Forward Aerial":{"character_key":"chrom","key":"Forward Aerial","description":"A downward slash. Very quick, auto-cancels in a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a wall of pain.","video_file_url":""},"Forward Smash":{"character_key":"chrom","key":"Forward Smash","description":"Rotates his body to perform a lunging, two-handed downward slash. Has high ending lag and a short duration, but hits hard for its speed and is a good punishing tool.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"chrom","key":"Forward Throw","description":"An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.","video_file_url":""},"Forward Tilt":{"character_key":"chrom","key":"Forward Tilt","description":"A downward slash. Powerful for a tilt considering its speed. Unlike Roy's forward tilt, it moves him slightly forward.","video_file_url":""},"Grab":{"character_key":"chrom","key":"Grab","description":"Reaches out with his free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"chrom","key":"Neutral Aerial","description":"An inward slash followed by a spinning, outward slash. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"chrom","key":"Neutral Attack","description":"An upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, or Double-Edge Dance.","video_file_url":""},"Neutral Special":{"character_key":"chrom","key":"Neutral Special","description":"Rears back and charges the Falchion in wind before performing a lunging, two-handed downward slash that generates a yellow wind\/slash shockwave. Despite its visual appearance and sounds, it functions identically to Roy's variant. As it charges, the Falchion will also slowly glow with a blue sparkle from the hilt to the tip. Like with Roy, Chrom can turn while charging the move. Functions similarly to Eruption, as it can be charged before unleashing the explosion, with the shockwave's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will OHKO every character in the game, with the exceptions of Bowser from center-stage and Shulk in the Shield Monado Art.","video_file_url":""},"Side Special":{"character_key":"chrom","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. As with Roy, its overall knockback is slightly stronger than Dancing Blade. Unlike Roy's version, however, the last hit of each variation lacks flame hitboxes, and as each hit deals equal damage throughout the entire blade, it is effectively a stronger version of Lucina's Dancing Blade.","video_file_url":""},"Up Aerial":{"character_key":"chrom","key":"Up Aerial","description":"A backflipping, upward arcing slash. Useful for juggling, and can even KO at very high percentages.","video_file_url":""},"Up Smash":{"character_key":"chrom","key":"Up Smash","description":"An upward thrust, which surrounds the Falchion's blade with wind and concludes with a small explosion. A good anti-air attack, as Chrom's sword arm is granted intangibility throughout the attack (frames 10-23), though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged.","video_file_url":""},"Up Special":{"character_key":"chrom","key":"Up Special","description":"Chrom performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Just like Aether, Chrom gains super armor just before the leap (frames 10-30). Compared to Roy's Blazer, it deals more damage, but offers very little horizontal distance. In earlier versions, it was infamous for being able to quickly and efficiently end stocks in the form of a sacrificial KO. However, it was nerfed significantly in 2.0.0 so that it now KOs Chrom first, which makes the sacrificial KO only viable when the Chrom player has more stocks to spare than his opponent.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"chrom","key":"Up Throw","description":"Heaves the opponent upward with his free hand. Chrom's only throw with KO potential, starting around 170%.","video_file_url":""},"Up Tilt":{"character_key":"chrom","key":"Up Tilt","description":"A overhead arcing slash.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"chrom","key":"Forward Smash","description":"Rotates his body to perform a lunging, two-handed downward slash. Has high ending lag and a short duration, but hits hard for its speed and is a good punishing tool.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Forward%20Smash.m4v"},"Neutral Aerial":{"character_key":"chrom","key":"Neutral Aerial","description":"An inward slash followed by a spinning, outward slash. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Neutral%20Aerial.m4v"},"Up Special":{"character_key":"chrom","key":"Up Special","description":"Chrom performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Just like Aether, Chrom gains super armor just before the leap (frames 10-30). Compared to Roy's Blazer, it deals more damage, but offers very little horizontal distance. In earlier versions, it was infamous for being able to quickly and efficiently end stocks in the form of a sacrificial KO. However, it was nerfed significantly in 2.0.0 so that it now KOs Chrom first, which makes the sacrificial KO only viable when the Chrom player has more stocks to spare than his opponent.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Chrom%20-%20Up%20Special.m4v"}},"advantages":["Super fast attacks","Reliable strings and damage","Great dad"],"disadvantages":["Poor recovery"]},"30":{"id":30,"key":"mr-game-watch","name":"Mr. Game & Watch","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mr.%20Game%20%26%20Watch%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Game%20%26%20Watch.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":5,"Defense":4,"Speed":4,"Neutral":3,"Taunt":2,"Weight":1,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"mr-game-watch","key":"Back Aerial","description":"Swings a snapping turtle behind himself. A fully disjointed hitbox that hits multiple times. Although it can't combo into itself anymore, it's final hit is much stronger, making it a more reliable KO move. Originates from Turtle Bridge.","video_file_url":""},"Back Throw":{"character_key":"mr-game-watch","key":"Back Throw","description":"Juggles the opponent and tosses them backward. Changes Mr. Game & Watch's model into the character from Ball.","video_file_url":""},"Dash Attack":{"character_key":"mr-game-watch","key":"Dash Attack","description":"Performs a sliding headbutt while wearing a helmet. It has good range and is very fast, sliding Mr. Game & Watch forward in a choppy frame-by-frame manner, making it difficult to react to. This move is a tool for both risky approaching and safe punishing. Low ending lag, good knockback, and high amount of active frames make it a decent KOing option near the edge and useful for edgeguarding before an opponent can grab the edge. Originates from Helmet.","video_file_url":""},"Down Aerial":{"character_key":"mr-game-watch","key":"Down Aerial","description":"Drops downward while holding a key beneath himself. A stall-then-fall, it meteor smashes powerfully on the first frames. It can be moved left or right slightly during descent. While it can potentially cause Mr. Game & Watch to self-destruct while using it off-stage, his effective recovery, coupled with it's low endlag and the move being being slower than other stall-then-falls makes this unlikely. It is a safe option when edgeguarding and has KO potential at high percents, killing at 130%. Originates from the Game & Watch version of Donkey Kong Jr.","video_file_url":""},"Down Smash":{"character_key":"mr-game-watch","key":"Down Smash","description":"Swings two hammers downward and on both of his sides. Has the fastest start-up of all of Mr. Game and Watch's smash attacks, coming out on frame 12, and possesses extremely fast interruptibility, ending on frame 37, as well as a disjoint in the form of the hammers themselves. When sweetspoted, it will bury opponents, which can be followed up with a forward smash, down tilt, or forward tilt. Its sourspot sends opponents at a semi-spike angle and kills at 120% by the ledge. As a result, it has become one of Mr. Game and Watch's most reliable KO'ing options. Changes Mr. Game & Watch's model into the character from Vermin.","video_file_url":""},"Down Special":{"character_key":"mr-game-watch","key":"Down Special","description":"Holds an oil drum, which absorbs energy-based projectiles, and reflects physical ones. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. Can kill starting at 15% and comes out extremely fast (frame 2 startup). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"mr-game-watch","key":"Down Throw","description":"Juggles the opponent and drops them on the ground behind him. Launches opponents upward. Mr. Game & Watch\u2019s only KO throw, but still does not KO middleweights until around 200%. At low to mid percents, it's a reliable combo starter, and can be followed up with neutral air, Judge, Fire, or up air. Changes Mr. Game & Watch's model into the character from Ball.","video_file_url":""},"Down Tilt":{"character_key":"mr-game-watch","key":"Down Tilt","description":"Pushes an angled manhole in front of himself. Does more damage than in the previous game and has much more knockback at the expense of increased endlag and reduced range. Down tilt also loses its windbox, disallowing juggling and potential recovery interrupting. Very fast startup at frame 6 and kills at 95% by the ledge and 130% centre stage. Changes Mr. Game & Watch's model into his appearance from Manhole.","video_file_url":""},"Final Smash":{"character_key":"mr-game-watch","key":"Final Smash","description":"Transforms into the large octopus that appears in its eponymous game, Octopus, rears back and charges forward. The octopus can move up or down, only. Any opponents who touch its tentacles will be grabbed and dragged offscreen by the octopus, taking gradual damage. Touching the main body will just deal damage. Just like in the previous game, pressing the attack button will extend the length of the tentacles. By button-mashing, however, opponents can escape. The octopus can also go through walls and stages; any grabbed opponents who make contact with walls or floors will take damage and be launched. After reaching the blast line, Mr. Game & Watch will return back to his previous position.","video_file_url":""},"Forward Aerial":{"character_key":"mr-game-watch","key":"Forward Aerial","description":"Holds a bomb in front of him, dropping it downward shortly after execution. The dropped bomb acts as a projectile, as it is sent directly downwards, exploding on a half a second afterwards or when it hits the stage. As of update 2.0.0, the entirety of the explosion's radius contains the hitbox. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear. There is a weak hitbox on the bomb (shortly before Mr. Game & Watch drops it) that slightly pushes midair opponents downward. Even at 999%, the weak hit has no KO power. Hitting grounded opponents with the first hit will set them up to be hit by the second. Kills at 115% by the ledge. Originates from Mario's Bombs Away.","video_file_url":""},"Forward Smash":{"character_key":"mr-game-watch","key":"Forward Smash","description":"Swings a lit torch downward. The sweetspot is at the flame, while the sourspot is at the torch. Has a disjointed hitbox and is one of the strongest forward smashes in the game when sweetspotted, while not being particularly slow. Its sweetspot KOs middleweights at 65% uncharged and 40% fully charged by the ledge. Changes Mr. Game & Watch's model to the character from Fire Attack.","video_file_url":""},"Forward Throw":{"character_key":"mr-game-watch","key":"Forward Throw","description":"Juggles the opponent and tosses them forward. Changes Mr. Game & Watch's model into the character from Ball.","video_file_url":""},"Forward Tilt":{"character_key":"mr-game-watch","key":"Forward Tilt","description":"Thrusts a chair forward to hit with its legs. Its hitbox lingers, making it effective at catching spotdodges, and the strong hit kills at 110% by the ledge. Changes Mr. Game & Watch's model into his appearance from Lion.","video_file_url":""},"Grab":{"character_key":"mr-game-watch","key":"Grab","description":"Mr. Game & Watch reaches in front of himself. Originates from Mario's Cement Factory.","video_file_url":""},"Neutral Aerial":{"character_key":"mr-game-watch","key":"Neutral Aerial","description":"Tosses out a pair of fish from a bowl. Multiple hitboxes enable it to cover every area except below him. At lower percents, it can combo into itself multiple times, making it a reliable combo tool and damage racker. very At higher percents, landing with the weak hits can set up for a KO confirm into down tilt. Originates from Tropical Fish.","video_file_url":""},"Neutral Attack":{"character_key":"mr-game-watch","key":"Neutral Attack","description":"Rapidly presses an insecticide pump, pumping gas onto the opponent. Unlike other characters, Mr. Game & Watch's rapid jab slightly pushes the opponent away. The first hit can be used to setup for a grab; the finisher starts KOing middleweights by the ledge at around 150% on Final Destination. Changes Mr. Game & Watch's model into his appearance from Greenhouse.","video_file_url":""},"Neutral Special":{"character_key":"mr-game-watch","key":"Neutral Special","description":"Flips food out of a frying pan, moving slowly through the air. The trajectory can be controlled by tilting the stick forward and\/or backward. By tapping the button, the food will be flung at a faster frequency. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself deals flame damage, and acts as a semi-spike. Mr. Game & Watch's model changes into his appearance from Chef.","video_file_url":""},"Side Special":{"character_key":"mr-game-watch","key":"Side Special","description":" Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is a is strong enough to be a virtual one-hit KO. Mr. Game & Watch's model changes into his appearance from Judge. Judge 1: An extremely weak swing that does not make the opponent flinch. It is the least damaging Judge attack and deals 12% recoil damage regardless of whether or not it hits. Judge 2: A weak swing that deals minimal knockback. It has a 20% chance of tripping the opponent. Judge 3: A weak swing. It sends opponents in the opposite direction from where Mr. Game & Watch is facing. It deals significant shield damage. Judge 4: A swing that has a slash effect and launches opponents diagonally forward. Judge 5: A swing that has an electric effect and hits multiple times. Judge 6: A swing that has a flame effect and is a semi-spike. Has the second strongest knockback of all Judge attacks. Judge 7: A swing that deals moderate knockback and produces 3 apples if it hits the opponent. Each apple heals 4%. Judge 8: A swing that has a freeze effect and deals very low knockback. Emits the \"ping\" sound effect that is usually associated with one-hit KOs. Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the \"ping\" sound effect like Judge 8. Similar in nature to a charged swing from the Home-Run Bat, but the hit's base knockback is much lower, which makes it generally unable to KO at extremely low percents. When used fresh, will KO every character in the game at 0% at the edge of Final Destination.","video_file_url":""},"Up Aerial":{"character_key":"mr-game-watch","key":"Up Aerial","description":"Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his SSB4 up aerial at the expense of losing all of its KO power. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"mr-game-watch","key":"Up Smash","description":"Performs an upward headbutt while wearing a diving helmet. The move has noticeable start-up, coming out on frame 21, but has an extremely low cool down of only 13 frames and a deceptively long duration of 5 frames, making it a reliable baiting tool. While his whole body gains invincibility, it only lasts during and after the move. Extremely high knockback KOing middleweights at 85% uncharged and 60% fully charged. Originates from Octopus.","video_file_url":""},"Up Special":{"character_key":"mr-game-watch","key":"Up Special","description":"Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at stage spiking, due to out-prioritizing most aerials because it being basically invincible on startup, and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"mr-game-watch","key":"Up Throw","description":"Juggles the opponent and tosses them upward. Can be followed up with Fire or up air at low percents. Changes Mr. Game & Watch's model into the character from Ball.","video_file_url":""},"Up Tilt":{"character_key":"mr-game-watch","key":"Up Tilt","description":"Mr. Game & Watch swings a flag in front of him, and a flag behind him. The first hit knocks the opponent into the second one. While the horizontal range has increased, it effectively loses any anti-air potential it had previously. No matter what side he faces, Flag 1 and Flag 2 will always be on the left and right sides, respectively. If this move is used twice in succession, with the second use facing the opposite as the first, the numbers (albeit being mirrored) will switch sides. Changes Mr. Game & Watch's model into his appearance from Flagman.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"mr-game-watch","key":"Down Special","description":"Holds an oil drum, which absorbs energy-based projectiles, and reflects physical ones. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. Can kill starting at 15% and comes out extremely fast (frame 2 startup). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Down%20Special.m4v"},"Up Aerial":{"character_key":"mr-game-watch","key":"Up Aerial","description":"Shoots a single puff of air upward. Similar to Mega Man's up aerial, it acts as a projectile, hits multiple times, and pushes opponents upward as it rises. It has much more damage-racking and juggling capabilities than his SSB4 up aerial at the expense of losing all of its KO power. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Up%20Aerial.m4v"},"Up Special":{"character_key":"mr-game-watch","key":"Up Special","description":"Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at stage spiking, due to out-prioritizing most aerials because it being basically invincible on startup, and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mr.%20Game%20%26%20Watch%20-%20Up%20Special.m4v"}},"advantages":["Good defensive options","Great kill set ups"],"disadvantages":["Not many disjoints, bad range","Culturally irrelevant "]},"38":{"id":38,"key":"pokemon-trainer-squirtle","name":"Pok\u00e9mon Trainer (Squirtle)","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":3,"Speed":5,"Neutral":3,"Taunt":4,"Weight":1,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Back Aerial","description":"Squirtle thrusts its tail backward, spinning around in a multi-hit attack. Comes out quickly (frame 5). Has the highest landing lag of Squirtle's aerials (18 frames), but auto-cancels earlier (frame 22). KOs at about 145% at the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"pokemon-trainer-squirtle","key":"Back Throw","description":"Squirtle lifts the opponent with both arms and tosses them behind itself. This move turns Squirtle to face the other direction. Squirtle's strongest throw, KO'ing at about 120% at the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"pokemon-trainer-squirtle","key":"Dash Attack","description":"Squirtle leaps forward a small distance, doing a drop-kick. Comes out on frame 8, while the late hit begins on frame 12. The clean hit KOs at about 335% on Final Destination.","video_file_url":""},"Down Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Down Aerial","description":"Squirtle thrusts its tail downward, spinning around in a multi-hit attack similarly to back aerial. Comes out quickly (frame 6), though later than Squirtle's other aerials. Has high landing lag (16 frames) and auto-cancels relatively late (frame 35). KOs at about 250% at the edge of Final Destination.","video_file_url":""},"Down Smash":{"character_key":"pokemon-trainer-squirtle","key":"Down Smash","description":"Squirtle crouches down and spins on its shell, spitting water forward then backward. Squirtle's fastest smash attack, both in startup and FAF. KOs at about 96% at the edge of Final Destination.","video_file_url":""},"Down Special":{"character_key":"pokemon-trainer-squirtle","key":"Down Special","description":"The Pok\u00e9mon Trainer calls Squirtle back by throwing a Pok\u00e9 Ball at it, and then sends out Ivysaur.","video_file_url":""},"Down Throw":{"character_key":"pokemon-trainer-squirtle","key":"Down Throw","description":"Squirtle puts the opponent on the ground and then slams onto them with its shell. This is a good combo throw, leading into forward aerial and up aerial at a variety of percentages. KOs at about 240% on Final Destination.","video_file_url":""},"Down Tilt":{"character_key":"pokemon-trainer-squirtle","key":"Down Tilt","description":"Squirtle spins on its side, sweeping forward with its tail. It is Squirtle's slowest tilt (frame 8), but also its most powerful, KO'ing at about 150% at the edge of Final Destination.","video_file_url":""},"Final Smash":{"character_key":"pokemon-trainer-squirtle","key":"Final Smash","description":"The Pok\u00e9mon Trainer sends out both Ivysaur and Charizard, and all three Pok\u00e9mon perform a combination attack involving powerful trapping attacks with long horizontal range. For Squirtle's contribution to the attack, it uses Hydro Pump, a large cone-shaped vortex of water that pulls nearby opponents into the attack.","video_file_url":""},"Forward Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Forward Aerial","description":"Squirtle thrusts both its legs forward. Comes out quickly (frame 5), and is good for combos. The clean hit KOs at about 170% at the edge of Final Destinaton.","video_file_url":""},"Forward Smash":{"character_key":"pokemon-trainer-squirtle","key":"Forward Smash","description":"Squirtle leans back, then swings its head forward while spitting water. Can be angled. KOs at about 75% at the edge of Final Destination.","video_file_url":""},"Forward Throw":{"character_key":"pokemon-trainer-squirtle","key":"Forward Throw","description":"Squirtle puts the opponent in front of itself and does a jumping kick on them. KOs at about 165% at the edge of Final Destination.","video_file_url":""},"Forward Tilt":{"character_key":"pokemon-trainer-squirtle","key":"Forward Tilt","description":"Squirtle crouches down and spins, swiping forward with its tail. Can be angled. Comes out quickly (frame 5) and has low ending lag, making it a decent spacing tool, but it is weak. Squirtle's tail is intangible for the first 8 frames of the move. KOs at about 240% at the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"pokemon-trainer-squirtle","key":"Grab","description":"Squirtle grabs the opponent with one hand.","video_file_url":""},"Neutral Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Neutral Aerial","description":"Squirtle turns to its side (such that the back of its shell faces the screen) and spins quickly. Comes out quickly (frame 4), making it good to combo into, and the late hit lasts a while (frame 7-26), making it good for approaching or edge-guarding. KOs at about 155% at the edge of Final Destination.","video_file_url":""},"Neutral Attack":{"character_key":"pokemon-trainer-squirtle","key":"Neutral Attack","description":"Squirtle punches, kicks, and then swipes forwards with its tail. The first hit comes out very quickly (frame 2), making it a strong tool to interrupt approaches. The combo generally links very reliably. The third hit KOs at about 200% at the edge of Final Destination.","video_file_url":""},"Neutral Special":{"character_key":"pokemon-trainer-squirtle","key":"Neutral Special","description":"Squirtle charges up, then spits out streams of water. The water does not deal damage or cause flinching, serving only to push opponents, similarly to Mario's F.L.U.D.D. The move can be charged for up to around one second. The charging can be cancelled by either pressing the special button, which uses the move at its current charge, or by jumping, shielding, or rolling, all of which preserve the current charge. The charge is still preserved when switching to other Pok\u00e9mon, but is lost upon being KO'd as Squirtle. The longer the move is charged, the more water is sprayed and the further it will travel, increasing the move's effectiveness. The spray of water can also be angled.","video_file_url":""},"Side Special":{"character_key":"pokemon-trainer-squirtle","key":"Side Special","description":"Squirtle retreats into its shell and slides across the stage at high speed. If it hits a wall, it will continue sliding in the opposite direction; if it hits an opponent, it bounces out of its shell and the move ends. Throughout the move, Squirtle is immune to damage, but can have its sliding trajectory altered by knockback. Additionally, if Squirtle is footstooled on during the move, it is put into a vulnerable state for about two seconds as it lies on the ground, stuck on its back. If the move is performed with a tap input, it travels a bit further and faster, and deals a bit more damage.","video_file_url":""},"Up Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Up Aerial","description":"Squirtle flips upward, using its tail to knock opponents vertically. Comes out quickly (frame 5), and is somewhat weak, but it is a potent juggling and combo tool. Of Squirtle's aerials, this has the earliest FAF (frame 30) and auto-cancel window (frame 20), as well as low landing lag (6 frames). KOs at about 190% on Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"pokemon-trainer-squirtle","key":"Up Smash","description":"Squirtle crouches down and then stands up, creating two water geysers simultaneously, one on each side of it. There is an early hit on grounded targets which deals fixed knockback to launch them into the main hit. A powerful vertical finisher. KOs at about 103% on Final Destination if it hits cleanly.","video_file_url":""},"Up Special":{"character_key":"pokemon-trainer-squirtle","key":"Up Special","description":"Squirtle creates a wave of water and rides it upwards. The attack deals multiple hits, and is difficult to interrupt as a recovery move, as the hitbox is large, disjointed, and directly in front of Squirtle. The movement direction of the move can be slightly altered with the control stick to be more vertical or more horizontal. Squirtle becomes helpless after using this move.","video_file_url":""},"Up Throw":{"character_key":"pokemon-trainer-squirtle","key":"Up Throw","description":"Squirtle tosses the opponent above itself and headbutts them in a similar manner to its up tilt. Good combo potential, leading into neutral aerial at lower damages and up aerial until about 60%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Up%20Throw.m4v"},"Up Tilt":{"character_key":"pokemon-trainer-squirtle","key":"Up Tilt","description":"Squirtle hops up onto its tail, headbutting upwards. Comes out quickly (frame 5), ends quickly, and is weak, making it a potent combo tool; it can lead into a variety of moves depending on percentage, including itself, forward tilt, down tilt, neutral aerial, forward aerial, and up aerial. It can lead into up special for a KO as well, at about 130% on Final Destination. However, the move has poor range, especially horizontally. KOs at about 290% on Final Destination.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Back Aerial","description":"Squirtle thrusts its tail backward, spinning around in a multi-hit attack. Comes out quickly (frame 5). Has the highest landing lag of Squirtle's aerials (18 frames), but auto-cancels earlier (frame 22). KOs at about 145% at the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Back%20Aerial.m4v"},"Up Aerial":{"character_key":"pokemon-trainer-squirtle","key":"Up Aerial","description":"Squirtle flips upward, using its tail to knock opponents vertically. Comes out quickly (frame 5), and is somewhat weak, but it is a potent juggling and combo tool. Of Squirtle's aerials, this has the earliest FAF (frame 30) and auto-cancel window (frame 20), as well as low landing lag (6 frames). KOs at about 190% on Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Up%20Aerial.m4v"},"Up Throw":{"character_key":"pokemon-trainer-squirtle","key":"Up Throw","description":"Squirtle tosses the opponent above itself and headbutts them in a similar manner to its up tilt. Good combo potential, leading into neutral aerial at lower damages and up aerial until about 60%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Squirtle%29%20-%20Up%20Throw.m4v"}},"advantages":["Pretty fast","Great strings on low percent opponents"],"disadvantages":["Dies early"]},"39":{"id":39,"key":"pokemon-trainer-ivysaur","name":"Pok\u00e9mon Trainer (Ivysaur)","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":4,"Speed":3,"Neutral":4,"Taunt":5,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Back Aerial","description":"Ivysaur spins around vertically and hits behind itself with two vines, one after the other. The first hit is very weak and designed to combo into the second hit, which deals weak diagonal knockback. The first hit can start guaranteed combos once Ivysaur lands, though this may be difficult due to how fast the attack transitions. It has great horizontal range and low landing lag, making it well-suited for spacing. It can set up into itself and other moves, although this is not guaranteed. Additionally, it is very weak, and has significant difficulty KOing due to its angle.","video_file_url":""},"Back Throw":{"character_key":"pokemon-trainer-ivysaur","key":"Back Throw","description":"Ivysaur swings the opponent with its vines while turning around, tossing them backwards. This causes Ivysaur to turn to face the other direction when it is used. Deals good diagonal knockback, being Ivysaur's most powerful throw in terms of damage and knockback, and KOs rather early at 109% near the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"pokemon-trainer-ivysaur","key":"Dash Attack","description":"Ivysaur leaps forward in a sliding tackle. Fast startup with decent base knockback, which sends opponents diagonally upwards; however, it has significant difficulty KOing due to its angle and low knockback growth, only doing so around 185% from the edge of Final Destination. The late hit of the move deals much less knockback, but at the same angle.","video_file_url":""},"Down Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Down Aerial","description":"Ivysaur turns upside-down and shoots a burst of spores downwards from its bulb, similarly to up aerial. Ivysaur's descent is stalled slightly when this move is used. Like up aerial, it is a powerful aerial, dealing decent knockback for a meteor smash, while having fast startup and an extremely large disjointed hitbox. The move has a sweetspot closer to the bulb that deals much more knockback, though the sourspot still meteor smashes. Its enormous hitbox allows it to hit most characters below the stage before they can even sweetspot the ledge. As a result, down aerial is one of Ivysaur's most useful aerial moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"pokemon-trainer-ivysaur","key":"Down Smash","description":"Ivysaur quickly whips two vines across the ground simultaneously, one in front of it and one behind. Ivysaur's fastest smash attack both in terms of startup and endlag, making it rather safe. However, it deals relatively low knockback and damage for an attack of its kind. The tips of Ivysaur's vines deal the most knockback and damage, and they can hit opponents hanging on ledges. The sweetspot KOs at 105% from the edge of Final Destination.","video_file_url":""},"Down Special":{"character_key":"pokemon-trainer-ivysaur","key":"Down Special","description":"The Pok\u00e9mon Trainer calls Ivysaur back by throwing a Pok\u00e9 Ball at it, and then sends out Charizard.","video_file_url":""},"Down Throw":{"character_key":"pokemon-trainer-ivysaur","key":"Down Throw","description":"Ivysaur holds the opponent above itself with its vines and slams them into the ground while doing a frontflip. Ivysaur's best combo throw, which can start combos into up aerial or dash canceled up tilt at 0%. At around 60%, it can lead into Vine Whip, which can KO at around 83% if the sweetspot lands.","video_file_url":""},"Down Tilt":{"character_key":"pokemon-trainer-ivysaur","key":"Down Tilt","description":"Ivysaur whips a vine quickly along the ground in front of it. Very fast, can hit opponents hanging on ledges, and deals semi-spike knockback of mild strength, but deals very low damage while lacking followup options due to its ending lag. Useful as a poking option, or as an approach option out of a dash.","video_file_url":""},"Final Smash":{"character_key":"pokemon-trainer-ivysaur","key":"Final Smash","description":"The Pok\u00e9mon Trainer sends out both Squirtle and Charizard, and all three Pok\u00e9mon perform a combination attack involving powerful trapping attacks with long horizontal range. For Ivysaur's contribution to the attack, it uses Solar Beam, a long beam of energy that traps opponents for repeated damage.","video_file_url":""},"Forward Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Forward Aerial","description":"Ivysaur slaps forward with a vine. Good overall coverage in front of Ivysaur, though it has some slight startup. Deals diagonal knockback and can true combo into angled Vine Whip at low percents. It can also combo into itself at low percents, though this is not guaranteed. At mid percents, it can potentially chain into an up aerial. Due to its upward angle, it has difficulty KOing offstage, but can KO earlier if the enemy is close to the top blast line. Autocancels from a short hop.","video_file_url":""},"Forward Smash":{"character_key":"pokemon-trainer-ivysaur","key":"Forward Smash","description":"Ivysaur plants its vines on the ground and launches its body forward in a tackle before landing where it started. The move can be angled up or down, though its power does not change. Deals good knockback, is rather fast, and has deceptively good range, although it shifts Ivysaur's hurtbox forward and has noticeable ending lag. The earliest hit deals the most knockback and damage, and can KO at 85% from the edge of Final Destination.","video_file_url":""},"Forward Throw":{"character_key":"pokemon-trainer-ivysaur","key":"Forward Throw","description":"Ivysaur holds the opponent in front of itself with its vines and headbutts them forward. The headbutt can affect bystanders. Has too much base knockback for combos and too little knockback growth to KO, hence its only use is to send opponents offstage.","video_file_url":""},"Forward Tilt":{"character_key":"pokemon-trainer-ivysaur","key":"Forward Tilt","description":"Ivysaur leans forward and spins the leaves around its bulb like a helicopter blade, hitting multiple times. Has decent range in front of Ivysaur, but contrary to its looks, the move cannot hit behind Ivysaur. Has a slight amount of startup. Hits 7 times, with the last hit dealing decent horizontal knockback, though with low knockback growth. Ivysaur's only tilt with KO potential, though it KOs very late at around 185% from the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"pokemon-trainer-ivysaur","key":"Grab","description":"Ivysaur extends its vines forward to grab an opponent with them. Above average range, but has rather high ending lag for a standard grab.","video_file_url":""},"Neutral Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Neutral Aerial","description":"Ivysaur spins with its bud facing towards the screen, hitting with its leaves. The leaf hitboxes are disjointed. Hits 8 times, with the last hit dealing moderate knockback. Due to its speed, duration and coverage, it is a good move for aerial contesting or approaching. It has noticeable landing lag and cannot autocancel from a short hop, but has deceptively low ending lag, allowing Ivysaur to use another aerial before landing when done from a full hop.","video_file_url":""},"Neutral Attack":{"character_key":"pokemon-trainer-ivysaur","key":"Neutral Attack","description":"Ivysaur whips a vine, then another if the button is pressed again. If the button is pressed repeatedly or if the first two hits connects, it then begins a series of rapid vine slaps, with a finishing hit at the end. The first two hits can jab reset.","video_file_url":""},"Neutral Special":{"character_key":"pokemon-trainer-ivysaur","key":"Neutral Special","description":"Ivysaur sends a barrage of seeds ascending from its bulb. Ivysaur will continue the move while the button is held, for up to 2 seconds. The seeds deal less damage the further they travel before hitting. There is a hitbox on Ivysaur's body and at its sides when the move is started, to launch opponents into the seeds, and there is also a hitbox on Ivysaur's body during the move, for the same purpose. The last seed Ivysaur fires deals greater knockback, to launch opponents away. The move has a maximum damage output of about 19.4%. Overall, the move is useful for deterring aerial approaches, or racking up damage through combos into it.","video_file_url":""},"Side Special":{"character_key":"pokemon-trainer-ivysaur","key":"Side Special","description":"Ivysaur flings a single spinning leaf forward as a projectile, which can hit multiple opponents. The leaf has a random moderate curve to its trajectory. If the move is performed with a tap input, the leaf's distance and speed are increased. It deals low knockback, making it useful for setting up combos and even KO confirms with up aerial and Vine Whip.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Up Aerial","description":"Ivysaur shoots a burst of spores upwards from its bulb, which causes Ivysaur to move downwards slightly. If done near the peak of a full hop, Ivysaur will not experience much downwards momentum. A damaging move with a large hitbox above Ivysaur alongside powerful vertical knockback and little startup lag; it is one of the strongest up aerials in the game in terms of damage and knockback. Autocancels from a full hop, and has low landing lag, allowing it to be used in a short hop fast fall to challenge opponents on platforms. Despite its power, it deals low damage to shields.","video_file_url":""},"Up Smash":{"character_key":"pokemon-trainer-ivysaur","key":"Up Smash","description":"Ivysaur looks upward and, after a brief pause, launches a burst of spores from its bulb above itself. A very powerful move that deals vertical knockback. It is Ivysaur's most damaging regular attack and one of the strongest up smashes in the game, but it has extremely high startup and ending lag, making it suited for hard punishes. Additionally, while it has a large hitbox, it lacks in horizontal range. KOs at 83% on Final Destination.","video_file_url":""},"Up Special":{"character_key":"pokemon-trainer-ivysaur","key":"Up Special","description":"Ivysaur whips a vine diagonally upwards. The move functions as a tether recovery, and does not cause helplessness. The vine can be angled diagonally forward by holding the directional input forward, and will otherwise aim upwards. Ivysaur will gain a slight upwards boost when the move is used in the air, but only once until it grabs an edge or lands. As an attack, the vine has moderate knockback, but there is a sweetspot at the tip of the vine which deals powerful knockback. Some of Ivysaur's aerials and throws can lead into the sweetspot, allowing for strong combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"pokemon-trainer-ivysaur","key":"Up Throw","description":"Ivysaur holds the opponent above itself with its vines and hits them with its bud, sending them upwards. Has combo potential at low percents, allowing combos into Bullet Seed or up aerial at 0%, or up aerial or Vine whip at around 30%. After 45%, it loses combo potential due to its knockback growth.","video_file_url":""},"Up Tilt":{"character_key":"pokemon-trainer-ivysaur","key":"Up Tilt","description":"Ivysaur pushes its vines against the ground to propel itself upwards. Decent upwards knockback and good upwards range, but it lacks hitboxes beside Ivysaur, making it difficult to hit grounded opponents. Can lead into aerials at low percents. Due to it lifting Ivysaur's hurtbox upwards, it can dodge certain ground-level attacks.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"pokemon-trainer-ivysaur","key":"Down Aerial","description":"Ivysaur turns upside-down and shoots a burst of spores downwards from its bulb, similarly to up aerial. Ivysaur's descent is stalled slightly when this move is used. Like up aerial, it is a powerful aerial, dealing decent knockback for a meteor smash, while having fast startup and an extremely large disjointed hitbox. The move has a sweetspot closer to the bulb that deals much more knockback, though the sourspot still meteor smashes. Its enormous hitbox allows it to hit most characters below the stage before they can even sweetspot the ledge. As a result, down aerial is one of Ivysaur's most useful aerial moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Down%20Aerial.m4v"},"Side Special":{"character_key":"pokemon-trainer-ivysaur","key":"Side Special","description":"Ivysaur flings a single spinning leaf forward as a projectile, which can hit multiple opponents. The leaf has a random moderate curve to its trajectory. If the move is performed with a tap input, the leaf's distance and speed are increased. It deals low knockback, making it useful for setting up combos and even KO confirms with up aerial and Vine Whip.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Side%20Special.m4v"},"Up Special":{"character_key":"pokemon-trainer-ivysaur","key":"Up Special","description":"Ivysaur whips a vine diagonally upwards. The move functions as a tether recovery, and does not cause helplessness. The vine can be angled diagonally forward by holding the directional input forward, and will otherwise aim upwards. Ivysaur will gain a slight upwards boost when the move is used in the air, but only once until it grabs an edge or lands. As an attack, the vine has moderate knockback, but there is a sweetspot at the tip of the vine which deals powerful knockback. Some of Ivysaur's aerials and throws can lead into the sweetspot, allowing for strong combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Ivysaur%29%20-%20Up%20Special.m4v"}},"advantages":["Strong attacks","Great at middle percents","Most well-rounded Pokemon Trainer option"],"disadvantages":["Struggles with defense"]},"40":{"id":40,"key":"pokemon-trainer-charizard","name":"Pok\u00e9mon Trainer (Charizard)","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":2,"Speed":2,"Neutral":2,"Taunt":3,"Weight":5,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"pokemon-trainer-charizard","key":"Back Aerial","description":"Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It has slow startup, ending lag and landing lag, but when sweetspotted, it is one of Charizard's strongest moves, dealing high damage and KOing middleweights under 90%. Due to its high damage output and long range, it is also safe on shield when spaced properly. The diagonal arc the move covers allows it to overpower opponents above Charizard.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"pokemon-trainer-charizard","key":"Back Throw","description":"Flings the opponent backward. It deals respectable damage and can be used to set up an edgeguard. Unlike forward throw, it has very low ending lag. As a result, it is Charizard's central combo starter, following up into dash attack, up tilt, neutral aerial, and up smash at very low percents, and a forward aerial or back aerial up to mid percents. It can also be followed up by Flare Blitz, though this requires successfully reading the opponent's action out of hitstun.","video_file_url":""},"Dash Attack":{"character_key":"pokemon-trainer-charizard","key":"Dash Attack","description":"A front kick. It has very high base knockback, and its range and long duration make it a niche tool for punishing and zone-breaking. The move KOs at high percents near the ledge.","video_file_url":""},"Down Aerial":{"character_key":"pokemon-trainer-charizard","key":"Down Aerial","description":"Stomp downward with one leg. The clean hit is a meteor smash if Charizard's leg connects, while otherwise dealing strong horizontal knockback with its body. It has the highest overall lag out of Charizard's aerials, but can function as a combo starter against grounded opponents, leading to an up tilt or up smash at low to mid percents, and aerial attacks up to high percents, even allowing for a potential KO setup with an up aerial.","video_file_url":""},"Down Smash":{"character_key":"pokemon-trainer-charizard","key":"Down Smash","description":"Stomps the ground to cause a small earthquake. It simultaneously hits in front of and behind Charizard, dealing high damage and knockback. Its sweetspots also launch at a semi-spike angle, making them deadly for edgeguarding and KOing near edges. However, it is very punishable due to its slow startup and extremely high ending lag.","video_file_url":""},"Down Special":{"character_key":"pokemon-trainer-charizard","key":"Down Special","description":"The Pok\u00e9mon Trainer calls Charizard back to its Pok\u00e9 Ball and sends out Squirtle.","video_file_url":""},"Down Throw":{"character_key":"pokemon-trainer-charizard","key":"Down Throw","description":"Pins the opponent to the ground and hovers above them to expels embers from its mouth onto them. Its moderate ending lag allows it to function as a niche combo starter, leading into up smash out of dash at low percents and neutral or forward aerial until mid percents.","video_file_url":""},"Down Tilt":{"character_key":"pokemon-trainer-charizard","key":"Down Tilt","description":"A battering ram. It has long range and launches at a semi-spike angle, which makes very useful for edgeguarding. However, despite dealing decent damage, its knockback is below average, making it unsuited for KOing unless the opponent is close to the edge.","video_file_url":""},"Final Smash":{"character_key":"pokemon-trainer-charizard","key":"Final Smash","description":"The Pok\u00e9mon Trainer sends out both Squirtle and Ivysaur, and all three Pok\u00e9mon perform a combination attack involving powerful trapping attacks with long horizontal range. For Charizard's contribution to the attack, it uses Fire Blast, expelling five star-shaped blasts of fire that travel a long distance forward, with the last one having the highest power.","video_file_url":""},"Forward Aerial":{"character_key":"pokemon-trainer-charizard","key":"Forward Aerial","description":"A downward arcing slash with its claws. It is tied with neutral aerial for the fastest startup out of Charizard's aerials. Its high damage, knockback, and semi-spike angle make it reliable as an edgeguarding and KOing option, and as a followup from down throw. However, it has high landing lag and cannot autocancel in a short hop, limiting its usability in the neutral game.","video_file_url":""},"Forward Smash":{"character_key":"pokemon-trainer-charizard","key":"Forward Smash","description":"Rears back its head and then performs a lunging headbutt. It is very strong, with its sweetspots KOing middleweights under 85% from the center of Final Destination. It also renders Charizard intangible throughout its duration. Due to it hitting on frame 22 and having 45 frames of ending lag, however, it is very punishable.","video_file_url":""},"Forward Throw":{"character_key":"pokemon-trainer-charizard","key":"Forward Throw","description":"Sways its head with the opponent in tow and then flings them forward. It deals respectable damage and can be used to set up an edgeguard. It also has respectable KO power for a throw, KOing middleweights near the edge of Final Destination at around 145% without rage and can be used for a DI mixup, as the optimal DI for this throw is poor for up throw (which can also KO) and vice versa.","video_file_url":""},"Forward Tilt":{"character_key":"pokemon-trainer-charizard","key":"Forward Tilt","description":"Swings its tail forward. It can be angled, has long range, and its sweetspot is at the flaming tip of Charizard's tail. When sweetspotted, it has high knockback for a tilt attack, KOing middleweights at around 140% from the center of Final Destination. It is an essential tool in the neutral game for spacing and approaching courtesy of dash and turnaround canceling.","video_file_url":""},"Grab":{"character_key":"pokemon-trainer-charizard","key":"Grab","description":"Clinches the opponent. Charizard's grab range is above average.","video_file_url":""},"Neutral Aerial":{"character_key":"pokemon-trainer-charizard","key":"Neutral Aerial","description":"Somersaults forward to strike with its tail. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It can autocancel in a short hop, and quickly hits all around Charizard. While unsuited for KOing, it combos into moves like itself, up smash, up tilt, neutral attack, or other aerials. It is also a satisfactory landing option.","video_file_url":""},"Neutral Attack":{"character_key":"pokemon-trainer-charizard","key":"Neutral Attack","description":"Two alternating slashes with its claws, followed by swinging one of its wings upward. Fast and reliable for damage racking at close range, but may not connect properly at anywhere farther than point blank.","video_file_url":""},"Neutral Special":{"character_key":"pokemon-trainer-charizard","key":"Neutral Special","description":"Expels a stream of flames from its mouth, almost identically to Fire Breath. Like Fire Breath, it can be angled, which makes it useful for gimping low recoveries. Compared to Fire Breath, Flamethrower is better at damage racking and spacing, thanks to its overall higher damage output and its farthest hitboxes being able to cause flinching. Like Fire Breath, however, it has considerable startup and ending lag, while its power and range also gradually decrease when it is used for more than a few seconds.","video_file_url":""},"Side Special":{"character_key":"pokemon-trainer-charizard","key":"Side Special","description":"A flaming, corkscrew tackle. It is very powerful, dealing the highest base damage out of Charizard's attacks, and KOing middleweights under 80% from the center of Final Destination. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants armor on frames 23-53 that can withstand a maximum of 15%, allowing it to extend Charizard's recovery and plow through opposing attacks. However, it is very risky to use outside of punishes, as it deals 5% recoil damage both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a tumble that cannot be teched. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"pokemon-trainer-charizard","key":"Up Aerial","description":"An upward headbutt. The move's respectable damage output and high knockback allow it to KO middleweights under 100% near the upper blast line, making it a formidable KO option. It also renders Charizard's head intangible throughout its duration, as well as serves as a makeshift combo starter when landing.","video_file_url":""},"Up Smash":{"character_key":"pokemon-trainer-charizard","key":"Up Smash","description":"Rears back and swings its wings upward twice in an overhead fanning motion. It is the fastest of Charizard's smash attacks and one of the fastest smash attacks in general, hitting grounded opponents on frame 6 and aerial opponents on frame 7. Because of its long vertical range and Charizard's wings lacking hurtboxes, it is also a very useful anti-air attack. KOs in the 100%-120% range against most characters.","video_file_url":""},"Up Special":{"character_key":"pokemon-trainer-charizard","key":"Up Special","description":"Flies upward while corkscrewing. It can be angled and covers a relatively average amount of vertical distance. Due to it hitting on frame 9, it has the lowest amount of startup out of Charizard's special moves. When coupled with it granting super armor on frames 4-15, this enables it to function as an effective combo breaker and out of shield option. It also deals respectable damage when all of its hits connect, and can KO reliably at high percents.","video_file_url":""},"Up Throw":{"character_key":"pokemon-trainer-charizard","key":"Up Throw","description":"Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to Kirby and Meta Knight's up throws. It is one of the strongest throws in the game, KOing middleweights at around 130%, or even earlier if Charizard lands on a platform closer to the upper blast line. Due to leaving Charizard in the air next to the opponent after throwing them, it can also combo into a forward aerial at low to mid percents if the opponent does not DI away. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Up%20Throw.m4v"},"Up Tilt":{"character_key":"pokemon-trainer-charizard","key":"Up Tilt","description":"Jumps with its wings widespread, hitting with them above itself. Thanks to its long vertical range and Charizard not possessing hurtboxes in its wings, it is an effective anti-air attack. Its relatively low knockback and ending lag also allow it to combo into itself at low percents, and into aerial attacks at up to high percents. However, it doesn't hit grounded opponents easily.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"pokemon-trainer-charizard","key":"Back Aerial","description":"Swings its tail backward. Like forward tilt, its sweetspot is at the flaming tip of Charizard's tail. It has slow startup, ending lag and landing lag, but when sweetspotted, it is one of Charizard's strongest moves, dealing high damage and KOing middleweights under 90%. Due to its high damage output and long range, it is also safe on shield when spaced properly. The diagonal arc the move covers allows it to overpower opponents above Charizard.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Back%20Aerial.m4v"},"Side Special":{"character_key":"pokemon-trainer-charizard","key":"Side Special","description":"A flaming, corkscrew tackle. It is very powerful, dealing the highest base damage out of Charizard's attacks, and KOing middleweights under 80% from the center of Final Destination. In addition to its offensive potential, it covers an impressive amount of horizontal distance and grants armor on frames 23-53 that can withstand a maximum of 15%, allowing it to extend Charizard's recovery and plow through opposing attacks. However, it is very risky to use outside of punishes, as it deals 5% recoil damage both at its beginning and on contact, and is very unsafe on shield because of its extreme amount of overall lag and how it forces Charizard into a tumble that cannot be teched. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Side%20Special.m4v"},"Up Throw":{"character_key":"pokemon-trainer-charizard","key":"Up Throw","description":"Soars to the upper blast line with the opponent in tow, then dive-bombs them onto the stage at a blinding speed, similarly to Kirby and Meta Knight's up throws. It is one of the strongest throws in the game, KOing middleweights at around 130%, or even earlier if Charizard lands on a platform closer to the upper blast line. Due to leaving Charizard in the air next to the opponent after throwing them, it can also combo into a forward aerial at low to mid percents if the opponent does not DI away. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pok%C3%A9mon%20Trainer%20%28Charizard%29%20-%20Up%20Throw.m4v"}},"advantages":["Powerful attacks","Great KO options"],"disadvantages":["Laggy moves","Combo food"]},"45":{"id":45,"key":"olimar","name":"Olimar","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Olimar%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pikmin.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":3,"Speed":3,"Neutral":5,"Taunt":3,"Weight":1,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"olimar","key":"Back Aerial","description":"Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also kill at reasonable percents if any Pikmin bar white are used. However, it has the highest start-up lag out of Olimar's aerials, though the startup is still reasonable compared to most other back aerials of its kind.","video_file_url":""},"Back Throw":{"character_key":"olimar","key":"Back Throw","description":"Same as the forward throw, but the Pikmin leap backwards instead. If 3 Pikmin are present, and the lead Pikmin is blue, it is Olimar's most damaging throw. Damage depends on the amount of Pikmin in Olimar's squad.","video_file_url":""},"Dash Attack":{"character_key":"olimar","key":"Dash Attack","description":"A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's very low damage output, high base knockback, and low knockback growth collectively make it unable to combo past very low percents, or KO at reasonable percents.","video_file_url":""},"Down Aerial":{"character_key":"olimar","key":"Down Aerial","description":"Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. This move gives Olimar a very good way to escape juggling due to the long lasting hitbox and the amount of downwards range that it gives Olimar, the Pikmin act as a pseudo disjoint in this move as well as all of Olimar's other Pikmin involved aerials, making it very hard to challenge the move during its active hitbox frames. The move can also kill at higher percents if used with red or purple Pikmin. It is also a meteor smash, but only against aerial opponents and during its first frame. In addition, the move's very long lasting hitbox can also two frame punish at ledges. However, it has a noticeable amount of landing lag.","video_file_url":""},"Down Smash":{"character_key":"olimar","key":"Down Smash","description":"Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected.","video_file_url":""},"Down Special":{"character_key":"olimar","key":"Down Special","description":"Blows his whistle to recall Pikmin and\/or sort out their order in the line. It grants super armor, which lasts from startup to before Olimar's antenna emits the blue lights. It has a very low amount of endlag, and can even be cancelled (just before the lights turn from yellow to red).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"olimar","key":"Down Throw","description":"The Pikmin perform a leaping piledriver. Damage depends on the amount of Pikmin in Olimar's squad.","video_file_url":""},"Down Tilt":{"character_key":"olimar","key":"Down Tilt","description":"A sliding tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.","video_file_url":""},"Final Smash":{"character_key":"olimar","key":"Final Smash","description":"Jumps into the Hocotate Ship and launches into outer space, which buries any nearby opponents. While the ship has left the stage, Red Bulborbs attack opponents to steadily inflict damage. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. The duration of the whole Final Smash is faster than in SSB4.","video_file_url":""},"Forward Aerial":{"character_key":"olimar","key":"Forward Aerial","description":"Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. In addition, it can also kill if used with purple or red Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.","video_file_url":""},"Forward Smash":{"character_key":"olimar","key":"Forward Smash","description":"Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.","video_file_url":""},"Forward Throw":{"character_key":"olimar","key":"Forward Throw","description":"The Pikmin leap forward, body slamming the opponent on the ground. Damage depends on the amount of Pikmin in Olimar's squad.","video_file_url":""},"Forward Tilt":{"character_key":"olimar","key":"Forward Tilt","description":"The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth.","video_file_url":""},"Grab":{"character_key":"olimar","key":"Grab","description":"Points forward to command the lead Pikmin to grab the opponent. The Pikmin function as disjointed grabs, and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. Decently fast for it's range.","video_file_url":""},"Neutral Aerial":{"character_key":"olimar","key":"Neutral Aerial","description":"A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent priority. However, it lacks KO potential like his other aerials.","video_file_url":""},"Neutral Attack":{"character_key":"olimar","key":"Neutral Attack","description":"The Rocket Fist's one-two combo. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45\u00b0. At low percents, can combo into down tilt.","video_file_url":""},"Neutral Special":{"character_key":"olimar","key":"Neutral Special","description":"Plucks a Pikmin. It cannot be used in midair, and has noticeable ending lag if it is attempted in midair, or if no more Pikmin can be plucked.","video_file_url":""},"Side Special":{"character_key":"olimar","key":"Side Special","description":"Throws a Pikmin, which latches onto opponents and damages them before falling off either because of flinching, the opponent's damage, or being killed. In regard to the opponent's damage, a Pikmin's latch duration decreases when the opponent's damage increases, even when undisturbed. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"olimar","key":"Up Aerial","description":"Grabs a Pikmin by its stem and twirls it upward. The move comes out decently fast and lasts for a very long time, as well as the move having transcendent priority, making it very hard to out-space this move making it very good for juggling and combos, at lower percents it can chain into itself or other aerials bar down air. It is tied with down aerial as his second most damaging aerial, and is a viable KOing option with any Pikmin bar white. However, it has a noticeable amount of landing lag.","video_file_url":""},"Up Smash":{"character_key":"olimar","key":"Up Smash","description":"Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move difficult to punish on whiff and shield. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong killing move, KOing at or below 150% with all Pikmin except white. This up smash is one of the best if not the single best up smash in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"olimar","key":"Up Special","description":"Two Winged Pikmin carry the user around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that are alive and close, and the frequency of its usage. In regard to frequency, it takes approximately 3 seconds (180 frames) for Winged Pikmin to be able to travel the same distance again after the conclusion of the initial usage. Aerial attacks can also be used while being carried, similarly to Wings of Icarus. However, doing so will render him helpless immediately after the conclusion of the attack.","video_file_url":""},"Up Throw":{"character_key":"olimar","key":"Up Throw","description":"The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Damage depends on the amount of Pikmin in Olimar's squad. This makes for a great kill throw.","video_file_url":""},"Up Tilt":{"character_key":"olimar","key":"Up Tilt","description":"A jumping twirl. Hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"olimar","key":"Down Special","description":"Blows his whistle to recall Pikmin and\/or sort out their order in the line. It grants super armor, which lasts from startup to before Olimar's antenna emits the blue lights. It has a very low amount of endlag, and can even be cancelled (just before the lights turn from yellow to red).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Down%20Special.m4v"},"Side Special":{"character_key":"olimar","key":"Side Special","description":"Throws a Pikmin, which latches onto opponents and damages them before falling off either because of flinching, the opponent's damage, or being killed. In regard to the opponent's damage, a Pikmin's latch duration decreases when the opponent's damage increases, even when undisturbed. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Side%20Special.m4v"},"Up Smash":{"character_key":"olimar","key":"Up Smash","description":"Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move difficult to punish on whiff and shield. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong killing move, KOing at or below 150% with all Pikmin except white. This up smash is one of the best if not the single best up smash in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Olimar%20-%20Up%20Smash.m4v"}},"advantages":["Excellent zoner","Many kill moves","Strong aerial game"],"disadvantages":["Easily killed","Struggles without Pikmin"]},"47":{"id":47,"key":"r-o-b","name":"R.O.B.","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/R.O.B.%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/R.O.B..svg","difficulty":"Easy","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":3,"Speed":3,"Neutral":5,"Taunt":3,"Weight":4,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"r-o-b","key":"Back Aerial","description":"Leans forward and activates his thrusters to emit a fiery blast behind himself. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume Robo Burner's fuel.","video_file_url":""},"Back Throw":{"character_key":"r-o-b","key":"Back Throw","description":"Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to mid percentages.","video_file_url":""},"Dash Attack":{"character_key":"r-o-b","key":"Dash Attack","description":"A double forearm club. It can be followed up with forward aerial if the opponent's reaction is read properly.","video_file_url":""},"Down Aerial":{"character_key":"r-o-b","key":"Down Aerial","description":"Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful meteor smash, which makes it a very potent edge-guarding option, especially after an edge trump if the opponent re-grabs the edge. It can also auto-cancel with a short hop. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in SSB4.","video_file_url":""},"Down Smash":{"character_key":"r-o-b","key":"Down Smash","description":"Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of discus clotheslines, similarly to Arm Rotor. It hits on frame 7, which is very fast for a smash attack. Thanks to it being a semi-spike and its last hit's very high knockback growth, it KOs at middleweights at 129% while near the edge, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smash, it also has high ending lag.","video_file_url":""},"Down Special":{"character_key":"r-o-b","key":"Down Special","description":"Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an item after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, (albeit enough to harass anyone trying to get past), but it can lock.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"r-o-b","key":"Down Throw","description":"R.O.B. flips the opponent over and drills them into the ground headfirst, burying them. Makes for a great kill setup at higher percents.","video_file_url":""},"Down Tilt":{"character_key":"r-o-b","key":"Down Tilt","description":"Thrusts his arms low along the ground. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. Although it has a small chance to trip opponents, its overall fast speed largely offsets this and makes it an excellent set-up option.","video_file_url":""},"Final Smash":{"character_key":"r-o-b","key":"Final Smash","description":"Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home on opponents in front of him. He then unleashes the built up energy in the form of a green laser, which can be angled up or down. As the Final Smash begins to end, the laser briefly enlarges, becoming wider and more powerful.","video_file_url":""},"Forward Aerial":{"character_key":"r-o-b","key":"Forward Aerial","description":"A double forearm club. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when SHFF'd, has minimal landing lag and is decent for edge-guarding. However, it lacks KO potential because of its average damage output and very low base knockback. It is also R.O.B.'s only aerial that does not have a disjointed hitbox.","video_file_url":""},"Forward Smash":{"character_key":"r-o-b","key":"Forward Smash","description":"An optical energy blast, similar to the uncharged Robo Beam. It can be angled; has very high knockback growth; and its base hitbox deals respectable damage. Altogether, these enable it to KO middleweights at 109% near the edge. Although slightly weaker, its middle hitbox is still strong enough to KO middleweights at 136% near the edge. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.","video_file_url":""},"Forward Throw":{"character_key":"r-o-b","key":"Forward Throw","description":"While holding the opponent in his \"hand\", R.O.B. pulls his arm back and then flings it forward, throwing them away.","video_file_url":""},"Forward Tilt":{"character_key":"r-o-b","key":"Forward Tilt","description":"A lunging hook. This attack can be angled; the tip of R.O.B.'s arm is decent for spacing, beginning at 50%.","video_file_url":""},"Grab":{"character_key":"r-o-b","key":"Grab","description":"Clinches the opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"r-o-b","key":"Neutral Aerial","description":"Activates his thrusters to somersault and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag and ability to auto-cancel with a short hop collectively make it very useful for spacing, approaching and starting combos. Due to it hitting on frame 18, however, it is punishable if it is not spaced properly.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"r-o-b","key":"Neutral Attack","description":"Two alternating hooks. Both of its hits hit on frame 3, which ties it with down tilt as R.O.B.'s fastest attack. Its first hit has almost nonexistent base knockback, average knockback growth and launches at 100\u00b0, all of which allow it to jab cancel. Its most reliable follow-up is down tilt, thanks to it also hitting on frame 3, although it can also jab cancel reliably into forward tilt, smash attacks, or a grab. The tilt attack follow-ups can be performed up to high percentages, while the smash attack and grab follow-ups can be performed on lightweights and middleweights beginning at 80%-85% and heavyweights beginning at 110%-115%. However, it cannot jab cancel reliably against fast-fallers. Conversely, its second hit has very high knockback growth and launches at 361\u00b0, which make it useful for spacing.","video_file_url":""},"Neutral Special":{"character_key":"r-o-b","key":"Neutral Special","description":"An optical laser with 3 different levels: Uncharged Robo Beam, Robo Beam, and Super Robo Beam. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allow it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also deal noticeably more damage when fired at point-blank range. It is one of R.O.B.'s options for zoning alongside Gyro, with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents.\r The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam.","video_file_url":""},"Side Special":{"character_key":"r-o-b","key":"Side Special","description":"Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also reflect projectiles and move R.O.B. forward or backward while the control stick is tilted in the respective direction.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"r-o-b","key":"Up Aerial","description":"Rapidly rotates his arms upward, ending it with an upward double forearm club. It hits on frame 7, making it R.O.B.'s second fastest aerial. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its loop hits keep the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper blast line. It can also auto-cancel with a short hop.","video_file_url":""},"Up Smash":{"character_key":"r-o-b","key":"Up Smash","description":"Performs a handstand and activates his thrusters to emit a fiery blast upward. It hits on frame 10, which is somewhat fast for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms having hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are fairly powerful. Its base KOs middleweights at 113%, whereas its tip KOs them at 116%. Altogether, these traits make it a reliable KOing option, especially from out of shield because of R.O.B.'s high traction. However, it has high ending lag.","video_file_url":""},"Up Special":{"character_key":"r-o-b","key":"Up Special","description":"Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovery distance, although R.O.B. has a set amount of fuel, indicated by the gauge in his chassis, to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. This doesn't cause helplessness, allowing R.O.B. to fast fall, air dodge, or attack with any aerials or any of his other specials either through its duration or after its conclusion. R.O.B. is also immune to footstool jumps while using this move, although other characters can still jump off of him regardless. It also grants intangibility on frames 2-4, but only when performed on the ground.","video_file_url":""},"Up Throw":{"character_key":"r-o-b","key":"Up Throw","description":"Performs a jet-propelled reverse piledriver.","video_file_url":""},"Up Tilt":{"character_key":"r-o-b","key":"Up Tilt","description":"Thrusts his arms upward. It is good for starting combos into itself, up smash and up aerial from low to medium percentages, or functioning as an anti-air attack. However, it has very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to land it.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"r-o-b","key":"Down Special","description":"Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an item after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, (albeit enough to harass anyone trying to get past), but it can lock.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Down%20Special.m4v"},"Neutral Aerial":{"character_key":"r-o-b","key":"Neutral Aerial","description":"Activates his thrusters to somersault and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag and ability to auto-cancel with a short hop collectively make it very useful for spacing, approaching and starting combos. Due to it hitting on frame 18, however, it is punishable if it is not spaced properly.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"r-o-b","key":"Side Special","description":"Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also reflect projectiles and move R.O.B. forward or backward while the control stick is tilted in the respective direction.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/R.O.B.%20-%20Side%20Special.m4v"}},"advantages":["Really good recovery","Good projectile options","Strong kill setups"],"disadvantages":["A lot of moves have high startup time","Bigger hurtbox"]},"55":{"id":55,"key":"greninja","name":"Greninja","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Greninja%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":4,"Speed":5,"Neutral":4,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"greninja","key":"Back Aerial","description":"Kicks backwards three times. It is Greninja's fastest aerial attack, although it is also one of the weakest aerials of its kind. However, this makes it a useful combo tool in return.","video_file_url":""},"Back Throw":{"character_key":"greninja","key":"Back Throw","description":"Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding and KO potential at high percentages.","video_file_url":""},"Dash Attack":{"character_key":"greninja","key":"Dash Attack","description":"A sweep kick. Sends opponents at a favorable angle for combos.","video_file_url":""},"Down Aerial":{"character_key":"greninja","key":"Down Aerial","description":"A diving double foot stomp. It acts as a stall-then-fall and bounces off opponents. The clean hit meteor smashes opponents. The descent can be stalled by using Water Shuriken.","video_file_url":""},"Down Smash":{"character_key":"greninja","key":"Down Smash","description":"Hits both sides with water kunai. Due to it sending opponents at an semi-spike angle and coming out on frame 10, it is a quick and effective way to set up an edge-guard situation.","video_file_url":""},"Down Special":{"character_key":"greninja","key":"Down Special","description":"Does a pose, if anyone hits it while posing, Greninja will temporarily disappear and get replaced by a wooden log or a Substitute doll then appear behind the opponent and strike them. It deviates noticeably from other counters, as the attack itself can be angled in an inputted direction and launching the opponent in that direction (with the down input meteor smashing opponents, which makes it a good punish against reckless edgeguarders).","video_file_url":""},"Down Throw":{"character_key":"greninja","key":"Down Throw","description":"Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, and forward smash and a Shadow Sneak at low percentages.","video_file_url":""},"Down Tilt":{"character_key":"greninja","key":"Down Tilt","description":"Greninja does a downward hand sweep. It sends opponents at an upward angle, making it a versatile combo starter. Notably, it can confirm a KO into an up smash rather easily.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Down%20Tilt.m4v"},"Final Smash":{"character_key":"greninja","key":"Final Smash","description":"Turns into Ash-Greninja and attacks the opponent with a mat. If an opponent is caught in the mat, Greninja will send them up into the air and strike the opponent repeatedly in midair with its kunai, before slamming them down with a final hit.","video_file_url":""},"Forward Aerial":{"character_key":"greninja","key":"Forward Aerial","description":"A forward slash with a water kunai. It has some start-up and suffers from high end lag, but it is a viable edge-guarding and KOing option.","video_file_url":""},"Forward Smash":{"character_key":"greninja","key":"Forward Smash","description":"An inward slash with a water kunai. Deals good knockback and has good range. However, it has notable startup lag.","video_file_url":""},"Forward Throw":{"character_key":"greninja","key":"Forward Throw","description":"Shoves the opponent forward. Can KO at high percentages.","video_file_url":""},"Forward Tilt":{"character_key":"greninja","key":"Forward Tilt","description":"A hook kick which stops half way. It can be angled and can lock opponents.","video_file_url":""},"Grab":{"character_key":"greninja","key":"Grab","description":"Grabs with a whirlpool. While its standing grab is slow, it is among the longest-reaching grabs in the game, and its dash grab comes out quickly for its range.","video_file_url":""},"Neutral Aerial":{"character_key":"greninja","key":"Neutral Aerial","description":"Strikes a ninjutsu pose while emitting an exploding water bubble. Great to link into forward aerials at lower percentage for a quick combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"greninja","key":"Neutral Attack","description":"Two alternating palm thrusts followed by a double palm thrust that emits a small blast of water. If button mashed, it is instead followed by a series of knifehand strikes that emit blade-shaped blasts of water that concludes with an outward knifehand strike that emits a small blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash.","video_file_url":""},"Neutral Special":{"character_key":"greninja","key":"Neutral Special","description":"Uses Water Shuriken, which can be charged. Depending on how long the move is charged, the shuriken will be larger and do more damage, however the speed and distance will decrease as a result. At full charge, it hits multiple times and is a decent KOing option.","video_file_url":""},"Side Special":{"character_key":"greninja","key":"Side Special","description":"Disappears briefly, then preforms a forward kick or a drop kick (relative to the user's reappearance in relation to the enemy) to attack. The move activates when the special button is released. The way the shadow moves is relative to Greninja's position, and it can be moved further or closer to change how far Greninja teleports. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"greninja","key":"Up Aerial","description":"A corkscrew flying kick. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess.","video_file_url":""},"Up Smash":{"character_key":"greninja","key":"Up Smash","description":"Two reverse gripped inward slashes with water kunai. Greninja's strongest finisher, especially when hit clean.","video_file_url":""},"Up Special":{"character_key":"greninja","key":"Up Special","description":"Uses Hydro Pump to propel itself in the inputted direction, depending on if the special button is held or not, it can be used once or twice. Each shot has a windbox effect that pushes opponents, making it a decent option for gimping predictable recoveries.","video_file_url":""},"Up Throw":{"character_key":"greninja","key":"Up Throw","description":"Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt, up aerial, up smash at low and medium percents and can even KO at later percents.","video_file_url":""},"Up Tilt":{"character_key":"greninja","key":"Up Tilt","description":"Greninja attacks with his tongue. A good aerial combo starter.","video_file_url":""}},"featured_moves":{"Down Tilt":{"character_key":"greninja","key":"Down Tilt","description":"Greninja does a downward hand sweep. It sends opponents at an upward angle, making it a versatile combo starter. Notably, it can confirm a KO into an up smash rather easily.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Down%20Tilt.m4v"},"Neutral Aerial":{"character_key":"greninja","key":"Neutral Aerial","description":"Strikes a ninjutsu pose while emitting an exploding water bubble. Great to link into forward aerials at lower percentage for a quick combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"greninja","key":"Side Special","description":"Disappears briefly, then preforms a forward kick or a drop kick (relative to the user's reappearance in relation to the enemy) to attack. The move activates when the special button is released. The way the shadow moves is relative to Greninja's position, and it can be moved further or closer to change how far Greninja teleports. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Greninja%20-%20Side%20Special.m4v"}},"advantages":["Extremely quick","Hard to hit","Great aerial game"],"disadvantages":["Not a lot of kill confirms","Lightweight"]},"57":{"id":57,"key":"pac-man","name":"Pac-Man","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pac-Man%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pac-Man.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":5,"Speed":3,"Neutral":4,"Taunt":5,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"pac-man","key":"Back Aerial","description":"Dropkicks behind himself. Middlingly fast (frame 9), but has decent landing lag (13 frames) and very little knockback.","video_file_url":""},"Back Throw":{"character_key":"pac-man","key":"Back Throw","description":"Similar to Mario and Wario's, though it does not have a collateral hitbox. Grabs opponent and swings them around twice, throwing them behind on the second spin. Kills around 140% on the ledge. Pac-Man's most damaging throw.","video_file_url":""},"Dash Attack":{"character_key":"pac-man","key":"Dash Attack","description":"Pac-Man changes into his Classic Form and slides forward, chomping repeatedly. Hits four times, with the last hit having low vertical knockback. This move has a long animation, but next to no ending lag, making it incredibly safe (even against shield).","video_file_url":""},"Down Aerial":{"character_key":"pac-man","key":"Down Aerial","description":"Stomps below himself four times, with the last hit sending horizontally. Has massive base knockback, able to kill reliably offstage below 100%.","video_file_url":""},"Down Smash":{"character_key":"pac-man","key":"Down Smash","description":"Crouches while throwing Pinky and Clyde to either side. The weakest of Pac-Man's smashes, but it sends at a very low angle (29\u00b0) for gimps.","video_file_url":""},"Down Special":{"character_key":"pac-man","key":"Down Special","description":"Summons a Fire Hydrant, which falls downward until it hits the ground. Once grounded, it spurts water out of its sides twice (or on top, if someone is standing on it). This water pushes enemies and items away. If the hydrant takes 13% or more, it will tumble (taking the angle and speed of the move that launched it), dealing damage to anyone who gets hit by it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"pac-man","key":"Down Throw","description":"Changes into his Classic Form and chomps the opponent four times, with the last hit dealing low knockback. Sends at a low angle for techchases, but has very high ending lag.","video_file_url":""},"Down Tilt":{"character_key":"pac-man","key":"Down Tilt","description":"Pac-Man changes into his Classic Form and chomps downward. Once the move finishes, Pac-Man returns back to his original position, making Down Tilt a safe poking tool.","video_file_url":""},"Final Smash":{"character_key":"pac-man","key":"Final Smash","description":"Pac-Man eats a Power Pellet and a Super Pellet, grows large, and turns into his classic 2D form before looping around the stage repeatedly. He always moves in a straight line, but his angle can be altered to catch opponents running away. As the Final Smash progresses, Pac-Man moves faster and faster, then starts acquiring a red tint, after which he deals more damage to opponents. Ultimately, he slows down before the Final Smash ends.","video_file_url":""},"Forward Aerial":{"character_key":"pac-man","key":"Forward Aerial","description":"Kicks in front of him. Comes out fast (frame 5), with little ending lag (frame 26). Can chain into itself, or other moves for combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"pac-man","key":"Forward Smash","description":"Reels back before throwing Blinky in front of him. Has a sourspot on his arm, while the ghost itself is the sweetspot. Deals decently high knockback and damage, and has a very long-lasting late hitbox. Has some endlag, however.","video_file_url":""},"Forward Throw":{"character_key":"pac-man","key":"Forward Throw","description":"Reels back, then tosses the opponent at a 59\u00b0 angle. Too much ending lag to combo, and too little knockback to kill, but can be used for mixups due to its awkward angle.","video_file_url":""},"Forward Tilt":{"character_key":"pac-man","key":"Forward Tilt","description":"Pac-Man kicks forward, throwing his arms back with an angered expression. Very quick (frame 5), and can kill around 160% at the edge.","video_file_url":""},"Grab":{"character_key":"pac-man","key":"Grab","description":"Pac-Man holds his hand out to produce a long tractor beam (based on Galaga). A tether grab, but cannot be used to grab ledges. Very slow (Standing: Frame 12, FAF 59. Dash: Frame 14, FAF 67. Pivot: Frame 15, FAF 62), but lasts a long time and has quite far reach.","video_file_url":""},"Neutral Aerial":{"character_key":"pac-man","key":"Neutral Aerial","description":"Spins around in his Classic Form. Very fast (frame 3), and lasts a long time. Very little landing lag and knockback, so it is good for combos, but has high ending lag in the air.","video_file_url":""},"Neutral Attack":{"character_key":"pac-man","key":"Neutral Attack","description":"Two punches, followed by a bicycle kick. Comes out quickly (All hits are frame 4), but the third hit has some endlag, and little knockback.","video_file_url":""},"Neutral Special":{"character_key":"pac-man","key":"Neutral Special","description":"Pac-Man cycles through 8 different objects, each with their own damage output, knockback, speeds, and angles. All can be recaught once, and if Pac-Man has a Fruit in his hand, pressing B will continue the cycle from that Fruit's position.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"pac-man","key":"Side Special","description":"Pac-Man summons a string of Pellets in front of him, then chomps along the trail. The string can be angled in any direction and travels very far, making it an incredible recovery option. Also has high knockback if Pac-Man hits the opponent after eating the Power Pellet. Just after eating the final pellet, as well, Pac-Man has Super Armor for a short time.","video_file_url":""},"Up Aerial":{"character_key":"pac-man","key":"Up Aerial","description":"A sweeping bicycle kick above, similar to the Flip Kick from Pac-Man World 2. Very long duration (frame 9-16), but has little knockback, and too much ending lag to combo reliably.","video_file_url":""},"Up Smash":{"character_key":"pac-man","key":"Up Smash","description":"Balances on one foot while throwing Inky upward. Has a launcher hitbox in front of him. Also has a long-lasting late hitbox. Has decent knockback, but struggles to kill below 100%.","video_file_url":""},"Up Special":{"character_key":"pac-man","key":"Up Special","description":"Summons a trampoline below him, which will launch Pac-Man higher as it changes color (from blue, to yellow, to red). Any character can jump on the trampoline, but only Pac-Man will be sent into freefall from it. Anybody but Pac-Man himself can harm the trampoline (which sends it into different colors before destroying it entirely). Any character who jumps on a red trampoline will be instantly forced into freefall.","video_file_url":""},"Up Throw":{"character_key":"pac-man","key":"Up Throw","description":"Swings his arm upward to throw the opponent into the sky. Has little knockback and endlag so it can combo, and kills around 220%.","video_file_url":""},"Up Tilt":{"character_key":"pac-man","key":"Up Tilt","description":"Punches upward, hopping up slightly. Has decent vertical range, with little knockback and ending lag to extend combos. Cannot hit Pac-Man's sides, however.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"pac-man","key":"Down Special","description":"Summons a Fire Hydrant, which falls downward until it hits the ground. Once grounded, it spurts water out of its sides twice (or on top, if someone is standing on it). This water pushes enemies and items away. If the hydrant takes 13% or more, it will tumble (taking the angle and speed of the move that launched it), dealing damage to anyone who gets hit by it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"pac-man","key":"Forward Aerial","description":"Kicks in front of him. Comes out fast (frame 5), with little ending lag (frame 26). Can chain into itself, or other moves for combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Forward%20Aerial.m4v"},"Neutral Special":{"character_key":"pac-man","key":"Neutral Special","description":"Pac-Man cycles through 8 different objects, each with their own damage output, knockback, speeds, and angles. All can be recaught once, and if Pac-Man has a Fruit in his hand, pressing B will continue the cycle from that Fruit's position.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pac-Man%20-%20Neutral%20Special.m4v"}},"advantages":["Unique moveset","Good combos and damage sources"],"disadvantages":["Punishable grab","Can struggle against high speed characters"]},"67":{"id":67,"key":"inkling","name":"Inkling","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Inkling%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Splatoon.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":4,"Speed":4,"Neutral":5,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"inkling","key":"Back Aerial","description":"Inkling swings the Splattershot straight behind the back. The move sports one of the larger disjointed hitboxes in Inkling's moveset, and its low landing lag makes it one of her safest moves for approaching and spacing. Is capable of a pseudo wall of pain in certain situations. One of Inkling's best edgeguarding options due to good knockback and frame data.\r ","video_file_url":""},"Back Throw":{"character_key":"inkling","key":"Back Throw","description":"Transforms into squid form, then spins and uses the tentacles to toss the opponent behind. KOs at 129% at the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"inkling","key":"Dash Attack","description":"A lunging elbow strike after transforming back into humanoid form from squid form.","video_file_url":""},"Down Aerial":{"character_key":"inkling","key":"Down Aerial","description":"Briefly rears back before swinging the Splattershot straight below. The sweetspot is at the gun's tip and will meteor smash, while the sourspot deals strong horizontal knockback.","video_file_url":""},"Down Smash":{"character_key":"inkling","key":"Down Smash","description":"Empties out a Slosher on both sides, starting with the front then the back, which covers opponents in ink. The back hit deals less damage and knockback. The first hit KOs at 104% on Final Destination (with ink available).","video_file_url":""},"Down Special":{"character_key":"inkling","key":"Down Special","description":"Flings a pyramid-shaped ink bomb, which explodes on contact or after a fixed time. The trajectory of the bomb depends on how long the player holds the special button: a toss upward with no charge, and a long-distanced throw forward if fully charged. The bomb gains damage and ink coverage as it is charged. Has multiple uses, including edgeguarding, setting traps, or KOing at high percents. If the Ink Tank is below the labeled meter, the Inkling will be incapable of throwing a bomb, leaving Inkling open for attack. When fully charged, the bomb KOs at 143% at the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"inkling","key":"Down Throw","description":"Slams the opponent head-first into the ground with one hand. Sends the opponent in front, allowing it to combo into forward or down tilt.","video_file_url":""},"Down Tilt":{"character_key":"inkling","key":"Down Tilt","description":"A breakdance that hits in front of Inkling. Hits twice.","video_file_url":""},"Final Smash":{"character_key":"inkling","key":"Final Smash","description":"Pulls out the Killer Wail, a large megaphone-like machine, which proceeds to launch a beam of damaging soundwaves, which after a short period of time, are replaced with ink. The player has full control of the Inkling while it is active, and can also move the beam's angle up and down. The looping hits cover opponents in ink, but only the final hit has KO potential, KOing at around 60%.","video_file_url":""},"Forward Aerial":{"character_key":"inkling","key":"Forward Aerial","description":"A dropkick. Has some startup and a lingering htibox. When sweetspotted, it is one of the Inkling's most reliable aerial KO moves. KOs at 136% at the edge of Final Destination.","video_file_url":""},"Forward Smash":{"character_key":"inkling","key":"Forward Smash","description":"Swings an Inkbrush in front, which covers opponents in ink. Has a sweetspot at the brush tip. The hitbox does not cover the splatter of paint from the Inkbrush. KOs at 90% at the edge of Final Destination (with ink available).","video_file_url":""},"Forward Throw":{"character_key":"inkling","key":"Forward Throw","description":"Fires the Splattershot directly at the opponent, angled diagonally upwards. Hits twice, with the second hit covering the opponent in ink. Without ink, the first hit deals no damage. Can be followed up with dash attack.","video_file_url":""},"Forward Tilt":{"character_key":"inkling","key":"Forward Tilt","description":"Swings the Splattershot downwards. It has average knockback and can be angled up or down.","video_file_url":""},"Grab":{"character_key":"inkling","key":"Grab","description":"Reaches out to seize the opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"inkling","key":"Neutral Aerial","description":"Turns upside down and does a spinning breakdance kick in a helicopter fashion. Despite its appearance, it has no lasting hitbox, and the move only covers the Inkling's legs. Can combo into forward tilt and down tilt.","video_file_url":""},"Neutral Attack":{"character_key":"inkling","key":"Neutral Attack","description":"A two-hit combo consisting of a quick finger jab then a kick, then a roundhouse kick if the button is held. If the button is mashed, the second hit is followed by a rapid series of spurts from the Splattershot that concludes with a single blast that launches the enemy. The rapid jab covers opponents in ink and does a lot of damage. If the Inkling's Ink Tank is empty, the neutral infinite and finisher deals no damage and knockback. The first hit can jab reset.","video_file_url":""},"Neutral Special":{"character_key":"inkling","key":"Neutral Special","description":"Rapidly fires the Splattershot in front of Inkling, which covers hit opponents in Ink at a fast pace. Only causes hitstun at very close range (3 character lengths), and slowly pushes opponents back at any further distance. Due to its high fire rate, it can lock opponents in shieldstun. Can be angled up and down, but the projectiles disappear after a set distance. Slowly loses travel distance and damage once the Ink Tank goes below the labeled line. If this move is used without any ink, the Inkling will begin charging ink.","video_file_url":""},"Side Special":{"character_key":"inkling","key":"Side Special","description":"Takes out a Roller and begins to slide it across the ground. The roller spreads ink across the floor, with inked surfaces slowing opponents down. The move will bury grounded opponents and cover them in ink, allowing for followups; buried opponents can be hit by the Roller again to deal good knockback. In the air, the Splat Roller can only be used once before landing and deals no damage, but grants horizontal movement and a hop that does not use a mid-air jump, allowing it to extend Inkling\u2019s recovery. Without ink, the Roller will not deal damage (unless the Inkling was moving before running out of ink). Overall, the Splat Roller is one of the core components of the Inkling's metagame, and is primarily used to finish off opponents at higher percents with a smash attack.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"inkling","key":"Up Aerial","description":"After a brief pause, performs two spinning kicks that swing in a helicopter fashion. The first hit has set knockback and sends at the autolink angle, allowing it to set up into almost any tilt or a grab. The second hit has strong knockback at higher percents, making for a decent kill option if intercepted. The hitbox can be misleading, as it mainly covers directly above the Inkling.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"inkling","key":"Up Smash","description":"Fires a burst from a Blaster above the head, which covers opponents in ink. There is a hitbox next to the Inkling that launches the enemy into the air before the shot goes off, setting the enemy up for the attack; this hitbox can even hit prone or buried opponents. KOs at 116% on Final Destination (with ink available).","video_file_url":""},"Up Special":{"character_key":"inkling","key":"Up Special","description":"The Inkling shoots upwards in squid form. The move deals minor damage and knockback on startup, and also when the Inkling lands, giving it some safety. The rising and falling animation themselves do not deal damage.","video_file_url":""},"Up Throw":{"character_key":"inkling","key":"Up Throw","description":"Tosses the opponent upward, then turns into squid form to headbutt them from below. Sends the opponent directly upwards. Can combo reliably into neutral aerial and up aerial at low to mid percents.","video_file_url":""},"Up Tilt":{"character_key":"inkling","key":"Up Tilt","description":"A backflipping kick. Can combo into itself up to three times at 0%, or two at low percents. Has blind spots directly beside the Inkling, and is unable to hit prone opponents.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"inkling","key":"Down Special","description":"Flings a pyramid-shaped ink bomb, which explodes on contact or after a fixed time. The trajectory of the bomb depends on how long the player holds the special button: a toss upward with no charge, and a long-distanced throw forward if fully charged. The bomb gains damage and ink coverage as it is charged. Has multiple uses, including edgeguarding, setting traps, or KOing at high percents. If the Ink Tank is below the labeled meter, the Inkling will be incapable of throwing a bomb, leaving Inkling open for attack. When fully charged, the bomb KOs at 143% at the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Down%20Special.m4v"},"Side Special":{"character_key":"inkling","key":"Side Special","description":"Takes out a Roller and begins to slide it across the ground. The roller spreads ink across the floor, with inked surfaces slowing opponents down. The move will bury grounded opponents and cover them in ink, allowing for followups; buried opponents can be hit by the Roller again to deal good knockback. In the air, the Splat Roller can only be used once before landing and deals no damage, but grants horizontal movement and a hop that does not use a mid-air jump, allowing it to extend Inkling\u2019s recovery. Without ink, the Roller will not deal damage (unless the Inkling was moving before running out of ink). Overall, the Splat Roller is one of the core components of the Inkling's metagame, and is primarily used to finish off opponents at higher percents with a smash attack.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"inkling","key":"Up Aerial","description":"After a brief pause, performs two spinning kicks that swing in a helicopter fashion. The first hit has set knockback and sends at the autolink angle, allowing it to set up into almost any tilt or a grab. The second hit has strong knockback at higher percents, making for a decent kill option if intercepted. The hitbox can be misleading, as it mainly covers directly above the Inkling.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Inkling%20-%20Up%20Aerial.m4v"}},"advantages":["Hard to hit","Great damage","Lots of ways to take stocks"],"disadvantages":["Punish-game is weaker without platforms"]}},"B":{"3":{"id":3,"key":"link","name":"Link","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Link%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Hard","primary_fighting_style":"Sword","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":4,"Speed":3,"Neutral":4,"Taunt":2,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"link","key":"Back Aerial","description":"A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 5, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.","video_file_url":""},"Back Throw":{"character_key":"link","key":"Back Throw","description":"A back kick. Launches the victim facing away from Link and at a slightly higher angle, but it is otherwise identical to forward throw.","video_file_url":""},"Dash Attack":{"character_key":"link","key":"Dash Attack","description":"The Jump Attack. It is one of the strongest dash attacks in the game, KOing at around 110% from center stage when sweetspotted.","video_file_url":""},"Down Aerial":{"character_key":"link","key":"Down Aerial","description":"The Down Thrust. Upon hitting a target without fast falling, Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful meteor smash against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which makes it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"link","key":"Down Smash","description":"A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.","video_file_url":""},"Down Special":{"character_key":"link","key":"Down Special","description":"Pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful, having enough knockback to KO at around 180% from center stage with no rage. The explosion hurts Link as well if he is in range, which has its pros and cons; while he may take unwanted damage, it also gives him a useful bomb recovery, especially at high percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"link","key":"Down Throw","description":"Pins the opponent to the ground and then performs an elbow drop. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.","video_file_url":""},"Down Tilt":{"character_key":"link","key":"Down Tilt","description":"A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.","video_file_url":""},"Final Smash":{"character_key":"link","key":"Final Smash","description":"Wields the Ancient Bow and fires an Ancient Arrow straight forward, which explodes upon impact with the nearest opponent in its line of fire. It deals low damage compared to other Final Smashes, but has high KO potential.","video_file_url":""},"Forward Aerial":{"character_key":"link","key":"Forward Aerial","description":"Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield move with proper spacing and timing. However, its slow startup, high ending lag and inability to autocancel before it can be interrupted leave it easy to punish if overused.","video_file_url":""},"Forward Smash":{"character_key":"link","key":"Forward Smash","description":"A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a natural combo into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a projectile. ","video_file_url":""},"Forward Throw":{"character_key":"link","key":"Forward Throw","description":"A front kick. Has little utility beyond launching opponents offstage, due to its weak power.","video_file_url":""},"Forward Tilt":{"character_key":"link","key":"Forward Tilt","description":"A lunging downward slash. It has noticeably slow startup for a tilt attack, but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly.","video_file_url":""},"Grab":{"character_key":"link","key":"Grab","description":"Reaches out with one hand. A relatively fast grab, but possesses merely average range.","video_file_url":""},"Neutral Aerial":{"character_key":"link","key":"Neutral Aerial","description":"A flying kick. It is a sex kick with relatively low startup, ending and landing lag. One of Link's most useful moves overall, as it lets him escape pressure, is safe on shield with proper timing, and can even lock and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents.","video_file_url":""},"Neutral Attack":{"character_key":"link","key":"Neutral Attack","description":"A downward slash, followed by an outward slash, then by an ascending slash. Has slow startup for a jab, but deals above-average damage, has good reach, and its third hit is a semi-spike with high base knockback, making it useful for tech-chasing and forcing opponents near edges offstage.","video_file_url":""},"Neutral Special":{"character_key":"link","key":"Neutral Special","description":"Wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for gimping recoveries and pressuring opponents from afar. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.","video_file_url":""},"Side Special":{"character_key":"link","key":"Side Special","description":"Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.","video_file_url":""},"Up Aerial":{"character_key":"link","key":"Up Aerial","description":"The Up Thrust. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.","video_file_url":""},"Up Smash":{"character_key":"link","key":"Up Smash","description":"A series of three overhead arcing slashes, the last one which launches opponents away. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"link","key":"Up Special","description":"A spinning, outward slash. Much like in the The Legend of Zelda series, it is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance, but minimal horizontal distance. The grounded version is a fast out of shield option and decays on damage over time, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 5 hits and can KO reliably near edges.","video_file_url":""},"Up Throw":{"character_key":"link","key":"Up Throw","description":"Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without rage. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.","video_file_url":""},"Up Tilt":{"character_key":"link","key":"Up Tilt","description":"An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and decent KO potential at high percentages for its start-up.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"link","key":"Down Aerial","description":"The Down Thrust. Upon hitting a target without fast falling, Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful meteor smash against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which makes it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"link","key":"Down Special","description":"Pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful, having enough knockback to KO at around 180% from center stage with no rage. The explosion hurts Link as well if he is in range, which has its pros and cons; while he may take unwanted damage, it also gives him a useful bomb recovery, especially at high percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Down%20Special.m4v"},"Up Smash":{"character_key":"link","key":"Up Smash","description":"A series of three overhead arcing slashes, the last one which launches opponents away. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Link%20-%20Up%20Smash.m4v"}},"advantages":["Excellent zoner","Most moves have disjoints"],"disadvantages":["Struggles to KO enemies"]},"4":{"id":4,"key":"samus","name":"Samus","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Samus%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Metroid.svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":4,"Speed":2,"Neutral":3,"Taunt":3,"Weight":4,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"samus","key":"Back Aerial","description":"A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing at around 110% from center stage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"samus","key":"Back Throw","description":"Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.","video_file_url":""},"Dash Attack":{"character_key":"samus","key":"Dash Attack","description":"A shoulder tackle with a white aura around Samus. Deals more damage and knockback near the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the early and late hits are noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance.","video_file_url":""},"Down Aerial":{"character_key":"samus","key":"Down Aerial","description":"Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt.","video_file_url":""},"Down Smash":{"character_key":"samus","key":"Down Smash","description":"A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. However, it is relatively weak from center stage, with the front hit not KOing until around 200%.","video_file_url":""},"Down Special":{"character_key":"samus","key":"Down Special","description":"Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.","video_file_url":""},"Down Throw":{"character_key":"samus","key":"Down Throw","description":"Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, small step forward smash or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.","video_file_url":""},"Down Tilt":{"character_key":"samus","key":"Down Tilt","description":"Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded of missed.","video_file_url":""},"Final Smash":{"character_key":"samus","key":"Final Smash","description":"Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.","video_file_url":""},"Forward Aerial":{"character_key":"samus","key":"Forward Aerial","description":"Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the autolink angle, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again.","video_file_url":""},"Forward Smash":{"character_key":"samus","key":"Forward Smash","description":"uickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has enough knockback to KO at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135%. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback.","video_file_url":""},"Forward Throw":{"character_key":"samus","key":"Forward Throw","description":"Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.","video_file_url":""},"Forward Tilt":{"character_key":"samus","key":"Forward Tilt","description":"A reverse roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.","video_file_url":""},"Grab":{"character_key":"samus","key":"Grab","description":"Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.","video_file_url":""},"Neutral Aerial":{"character_key":"samus","key":"Neutral Aerial","description":"A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher.","video_file_url":""},"Neutral Attack":{"character_key":"samus","key":"Neutral Attack","description":"A left-handed jab followed by a forearm club with the Arm Cannon. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however.","video_file_url":""},"Neutral Special":{"character_key":"samus","key":"Neutral Special","description":"Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.","video_file_url":""},"Side Special":{"character_key":"samus","key":"Side Special","description":"Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"samus","key":"Up Aerial","description":"A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and\/or can be finished off with a Screw Attack. On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"samus","key":"Up Smash","description":"Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far.","video_file_url":""},"Up Special":{"character_key":"samus","key":"Up Special","description":"Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.","video_file_url":""},"Up Throw":{"character_key":"samus","key":"Up Throw","description":"Puts the opponent above herself and blasts them upward with her Arm Cannon. Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under 190% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.","video_file_url":""},"Up Tilt":{"character_key":"samus","key":"Up Tilt","description":"An axe kick, which is identical to Captain Falcon's up tilt. It behaves unusually as it meteor smashes grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus's slowest normal attack on the ground.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"samus","key":"Back Aerial","description":"A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing at around 110% from center stage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Back%20Aerial.m4v"},"Side Special":{"character_key":"samus","key":"Side Special","description":"Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"samus","key":"Up Aerial","description":"A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and\/or can be finished off with a Screw Attack. On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Samus%20-%20Up%20Aerial.m4v"}},"advantages":["Effective projectiles","Good damage output"],"disadvantages":["Really low KO power","Laggy grab"]},"5":{"id":5,"key":"dark-samus","name":"Dark Samus","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Dark%20Samus%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Metroid.svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":4,"Speed":2,"Neutral":3,"Taunt":3,"Weight":4,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"dark-samus","key":"Back Aerial","description":"A back kick. It is fast and deals powerful knockback when sweetspotted, KOing at around 110% from center stage, which makes it an excellent kill option, especially when edgeguarding. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"dark-samus","key":"Back Throw","description":"Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.","video_file_url":""},"Dash Attack":{"character_key":"dark-samus","key":"Dash Attack","description":"A shoulder tackle with a white aura around Samus. Deals more damage and knockback near the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the early and late hits are noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance.","video_file_url":""},"Down Aerial":{"character_key":"dark-samus","key":"Down Aerial","description":"Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt.","video_file_url":""},"Down Smash":{"character_key":"dark-samus","key":"Down Smash","description":"A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. However, it is relatively weak from center stage, with the front hit not KOing until around 200%.","video_file_url":""},"Down Special":{"character_key":"dark-samus","key":"Down Special","description":"Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.","video_file_url":""},"Down Throw":{"character_key":"dark-samus","key":"Down Throw","description":"Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, small step forward smash or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.","video_file_url":""},"Down Tilt":{"character_key":"dark-samus","key":"Down Tilt","description":"Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded of missed.","video_file_url":""},"Final Smash":{"character_key":"dark-samus","key":"Final Smash","description":"Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.","video_file_url":""},"Forward Aerial":{"character_key":"dark-samus","key":"Forward Aerial","description":"Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the autolink angle, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again.","video_file_url":""},"Forward Smash":{"character_key":"dark-samus","key":"Forward Smash","description":"uickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has enough knockback to KO at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135%. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback.","video_file_url":""},"Forward Throw":{"character_key":"dark-samus","key":"Forward Throw","description":"Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.","video_file_url":""},"Forward Tilt":{"character_key":"dark-samus","key":"Forward Tilt","description":"A reverse roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.","video_file_url":""},"Grab":{"character_key":"dark-samus","key":"Grab","description":"Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.","video_file_url":""},"Neutral Aerial":{"character_key":"dark-samus","key":"Neutral Aerial","description":"A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher.","video_file_url":""},"Neutral Attack":{"character_key":"dark-samus","key":"Neutral Attack","description":"A left-handed jab followed by a forearm club with the Arm Cannon. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however.","video_file_url":""},"Neutral Special":{"character_key":"dark-samus","key":"Neutral Special","description":"Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with other attacks. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"dark-samus","key":"Side Special","description":"Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.","video_file_url":""},"Up Aerial":{"character_key":"dark-samus","key":"Up Aerial","description":"A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, coming out on frame 5. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and\/or can be finished off with a Screw Attack. On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"dark-samus","key":"Up Smash","description":"Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far.","video_file_url":""},"Up Special":{"character_key":"dark-samus","key":"Up Special","description":"Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.","video_file_url":""},"Up Throw":{"character_key":"dark-samus","key":"Up Throw","description":"Puts the opponent above herself and blasts them upward with her Arm Cannon. Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under 190% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.","video_file_url":""},"Up Tilt":{"character_key":"dark-samus","key":"Up Tilt","description":"An axe kick, which is identical to Captain Falcon's up tilt. It behaves unusually as it meteor smashes grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus's slowest normal attack on the ground.","video_file_url":""}},"featured_moves":{"Neutral Special":{"character_key":"dark-samus","key":"Neutral Special","description":"Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with other attacks. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Neutral%20Special.m4v"},"Up Aerial":{"character_key":"dark-samus","key":"Up Aerial","description":"A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, coming out on frame 5. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and\/or can be finished off with a Screw Attack. On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Up%20Aerial.m4v"},"Back Aerial":{"character_key":"dark-samus","key":"Back Aerial","description":"A back kick. It is fast and deals powerful knockback when sweetspotted, KOing at around 110% from center stage, which makes it an excellent kill option, especially when edgeguarding. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Samus%20-%20Back%20Aerial.m4v"}},"advantages":["Effective projectiles","Good damage output"],"disadvantages":["Really low KO power","Laggy grab"]},"6":{"id":6,"key":"yoshi","name":"Yoshi","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Yoshi%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Yoshi.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":4,"Speed":3,"Neutral":3,"Taunt":4,"Weight":4,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"yoshi","key":"Back Aerial","description":"Hits three times with his tail. A fast aerial that has effective damage output and knockback. Grounded opponents receive low vertical knockback from the first two hits, making them effective at starting combos.","video_file_url":""},"Back Throw":{"character_key":"yoshi","key":"Back Throw","description":"Turns around and spits out the opponent. Otherwise, extremely similar to forward throw.","video_file_url":""},"Dash Attack":{"character_key":"yoshi","key":"Dash Attack","description":"A far reaching side kick. Its long range and duration can create cross-ups, and is capable of punishing rolls or techs. However, its high amount of ending lag can make it very punishable.","video_file_url":""},"Down Aerial":{"character_key":"yoshi","key":"Down Aerial","description":"Yoshi performs a series of downwards kicks that closely resembles his Flutter Jump. Notorious for being the most damaging aerial move in every iteration of the game, it deals 28% base damage if all the hits connect. Hits link reliably into each other and the final hit has high base knockback, making the move a powerful vertical KO option when near the top blast zone.","video_file_url":""},"Down Smash":{"character_key":"yoshi","key":"Down Smash","description":"Crouches and swings his tail forward, and then backwards.","video_file_url":""},"Down Special":{"character_key":"yoshi","key":"Down Special","description":"A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It can now sweetspot ledges, giving the attack more safety. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all connects on shield.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"yoshi","key":"Down Throw","description":"Spits the opponent down to the ground. Its combo potential is improved due to its lower ending lag and Yoshi\u2019s increased jump speed.","video_file_url":""},"Down Tilt":{"character_key":"yoshi","key":"Down Tilt","description":"Lays on all fours and spins his body around to attack with his tail. The attack deals the least amount of damage out of all his tilts, but has the lowest ending lag out of all of Yoshi\u2019s tilts. It can be useful for tech chasing and stage control.","video_file_url":""},"Final Smash":{"character_key":"yoshi","key":"Final Smash","description":"Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis are seen rushing down the gorge, and they attack by trampling the opponent. It has a striking resemblance to the Super Smash Bros. Melee opening movie, where it has a similar stampede as well as the similar rocky environment.","video_file_url":""},"Forward Aerial":{"character_key":"yoshi","key":"Forward Aerial","description":"Rears his head back and then performs a downward headbutt. Both hitboxes deal an impressive amount of damage and the tip is a meteor smash. It can no longer autocancel in a short hop.","video_file_url":""},"Forward Smash":{"character_key":"yoshi","key":"Forward Smash","description":"Rears his head back to perform a headbutt. The sweetspot takes priority over the sourspot and can be made into a fast KO option. It can also be angled and his head is intangible during the attack. It has a high amount of ending lag, however, and makes it punishable because of it.","video_file_url":""},"Forward Throw":{"character_key":"yoshi","key":"Forward Throw","description":"Spits the opponent forward. It has slight KO potential near edges and is mainly used for stage control.","video_file_url":""},"Forward Tilt":{"character_key":"yoshi","key":"Forward Tilt","description":"Swings his tail in a forward direction. Due to the vertical launch angle, moderate base knockback, and drastically reduced end lag, it can reliably start combos at low to mid percents.","video_file_url":""},"Grab":{"character_key":"yoshi","key":"Grab","description":"Opens his mouth and lets out his tongue to pull the opponent into his mouth. Compared to other fighters, Yoshi\u2019s grabs have a lot more range, but an considerable amount of startup and ending lag.","video_file_url":""},"Neutral Aerial":{"character_key":"yoshi","key":"Neutral Aerial","description":"A flying sex kick with very low startup. One of Yoshi's most versatile moves. Its low landing lag allows it to lead reliably into follow ups at low to mid percents, depending on which hitbox connects. Its frame 3 startup makes it a potent out-of-shield option, as well as a combo breaker. Effective at setting up tech chases.","video_file_url":""},"Neutral Attack":{"character_key":"yoshi","key":"Neutral Attack","description":"A front kick followed by a roundhouse kick. The two hits transition relatively fast and can connect into a jab lock.","video_file_url":""},"Neutral Special":{"character_key":"yoshi","key":"Neutral Special","description":"oshi swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.","video_file_url":""},"Side Special":{"character_key":"yoshi","key":"Side Special","description":"Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. Does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it, but does no damage when stationary. Can be cancelled earlier by hitting the special button. Can move through shields.","video_file_url":""},"Up Aerial":{"character_key":"yoshi","key":"Up Aerial","description":"Flicks his tail upwards. Due to being a very effective juggling option, it\u2019s one of Yoshi\u2019s most useful moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"yoshi","key":"Up Smash","description":"Performs a bicycle kick. The attack has a clean hitbox and can be a potential KO option. Despite its appearance, it can\u2019t hit opponents who are behind Yoshi and has very punishable ending lag.","video_file_url":""},"Up Special":{"character_key":"yoshi","key":"Up Special","description":"Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum, and Yoshi must land to recover this. A very effective projectile overall that can be used to zone.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"yoshi","key":"Up Throw","description":"Spits the opponent upwards. The throw has significantly increased knockback, allowing it to KO at around 230% compared to 500% in previous games. Otherwise, it has limited utility outside of tech chase setups on high platforms.","video_file_url":""},"Up Tilt":{"character_key":"yoshi","key":"Up Tilt","description":"Brings his tail upwards, going from front to back. The front hitbox is now placed higher off the ground, making it unreliable in hitting grounded opponents. However, the back hit still hits close to the ground. A very effective combo starter with low knockback growth, can lead to KO confirms at higher percents.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"yoshi","key":"Down Special","description":"A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It can now sweetspot ledges, giving the attack more safety. Also can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all connects on shield.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Down%20Special.m4v"},"Up Aerial":{"character_key":"yoshi","key":"Up Aerial","description":"Flicks his tail upwards. Due to being a very effective juggling option, it\u2019s one of Yoshi\u2019s most useful moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Up%20Aerial.m4v"},"Up Special":{"character_key":"yoshi","key":"Up Special","description":"Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum, and Yoshi must land to recover this. A very effective projectile overall that can be used to zone.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Yoshi%20-%20Up%20Special.m4v"}},"advantages":["Strong aerial game","Hard to KO"],"disadvantages":["Ineffective grabs"]},"11":{"id":11,"key":"ness","name":"Ness","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ness%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mother.svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":4,"Neutral":4,"Taunt":4,"Weight":3,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"ness","key":"Back Aerial","description":"A dropkick that produces a PSI spark. The clean hit is very strong. Autocancels from a short hop.","video_file_url":""},"Back Throw":{"character_key":"ness","key":"Back Throw","description":"Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Back%20Throw.m4v"},"Dash Attack":{"character_key":"ness","key":"Dash Attack","description":"Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects.","video_file_url":""},"Down Aerial":{"character_key":"ness","key":"Down Aerial","description":"Twirls before kicking down into the air, producing a PSI spark. The clean hit can meteor smash. Autocancels from a short hop.","video_file_url":""},"Down Smash":{"character_key":"ness","key":"Down Smash","description":"Sends his yo-yo backward and \"walk-the-dog\" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, but can only be held for 1 extra second instead of 2 and has a max charge damage multiplier of 1.2\u00d7. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Down%20Smash.m4v"},"Down Special":{"character_key":"ness","key":"Down Special","description":"Surrounds Ness with a purple energy field, allowing him to absorb energy-based projectile (like Samus' Charge Shot) or explosions and heal for 1.6\u00d7 the damage he would have taken, but only at a maximum of 30% damage per projectile.","video_file_url":""},"Down Throw":{"character_key":"ness","key":"Down Throw","description":"Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.","video_file_url":""},"Down Tilt":{"character_key":"ness","key":"Down Tilt","description":"A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot.","video_file_url":""},"Final Smash":{"character_key":"ness","key":"Final Smash","description":"Paula and Poo join Ness, who summons a shower of falling stars to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right.","video_file_url":""},"Forward Aerial":{"character_key":"ness","key":"Forward Aerial","description":"Sticks his palms out, generating a stream of PSI in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop.","video_file_url":""},"Forward Smash":{"character_key":"ness","key":"Forward Smash","description":"Swings his bat. It can reflect incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge.","video_file_url":""},"Forward Throw":{"character_key":"ness","key":"Forward Throw","description":"Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KO'ing an opponent early on if near the blastzone.","video_file_url":""},"Forward Tilt":{"character_key":"ness","key":"Forward Tilt","description":"A roundhouse kick that can be angled.","video_file_url":""},"Grab":{"character_key":"ness","key":"Grab","description":"Grabs with both hands. Fast, but below average range.","video_file_url":""},"Neutral Aerial":{"character_key":"ness","key":"Neutral Aerial","description":"Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, and acts like a sex kick. Rather useful to break combos and as an out of shield option. Autocancels from a short hop.","video_file_url":""},"Neutral Attack":{"character_key":"ness","key":"Neutral Attack","description":"Punches twice then kicks. The first hit can lock at low percents.","video_file_url":""},"Neutral Special":{"character_key":"ness","key":"Neutral Special","description":"A green sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through soft and semisoft platforms and will not dissipate upon contact with hard platforms.","video_file_url":""},"Side Special":{"character_key":"ness","key":"Side Special","description":"Fires a yellow lightning-bolt shaped projectile, pushing back Ness slightly.","video_file_url":""},"Up Aerial":{"character_key":"ness","key":"Up Aerial","description":"Waves his hand in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop.","video_file_url":""},"Up Smash":{"character_key":"ness","key":"Up Smash","description":"Sends his yo-yo forward and performs an \"around-the-world\", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for 1 extra second instead of 2 and has a max charge damage multiplier of 1.2\u00d7.","video_file_url":""},"Up Special":{"character_key":"ness","key":"Up Special","description":"Creates a fast-moving ball of thunder that can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a very powerful human projectile.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"ness","key":"Up Throw","description":"Psychokinetically spins the opponent above his head before sending them up, leaving the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.","video_file_url":""},"Up Tilt":{"character_key":"ness","key":"Up Tilt","description":"Pushes upward with both hands that produces a PSI spark. Has a sourspot located on his body that deals 5%.","video_file_url":""}},"featured_moves":{"Back Throw":{"character_key":"ness","key":"Back Throw","description":"Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Back%20Throw.m4v"},"Down Smash":{"character_key":"ness","key":"Down Smash","description":"Sends his yo-yo backward and \"walk-the-dog\" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, but can only be held for 1 extra second instead of 2 and has a max charge damage multiplier of 1.2\u00d7. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Down%20Smash.m4v"},"Up Special":{"character_key":"ness","key":"Up Special","description":"Creates a fast-moving ball of thunder that can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a very powerful human projectile.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ness%20-%20Up%20Special.m4v"}},"advantages":["Powerful throws","Combo-friendly projectiles"],"disadvantages":["Difficult to master recovery"]},"12":{"id":12,"key":"captain-falcon","name":"Captain Falcon","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Captain%20Falcon%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/F-Zero.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":3,"Speed":4,"Neutral":3,"Taunt":4,"Weight":3,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"captain-falcon","key":"Back Aerial","description":"A quick backhanded strike. Low landing lag, making it one of Captain Falcon's best approach options. The move has good power, and it can combo into a dash attack or grab on landing at low percents.","video_file_url":""},"Back Throw":{"character_key":"captain-falcon","key":"Back Throw","description":"Puts the enemy behind him and kicks them backwards, knocking them back diagonally.","video_file_url":""},"Dash Attack":{"character_key":"captain-falcon","key":"Dash Attack","description":"A shoulder tackle that grants a lot of forward distance. Useful for punishing landings and can occasionally start combos due to its diagonal trajectory and speed, but it is punishable on shield like most dash attacks. It has increased knockback compared to the previous installment, making it a situational KOing move.","video_file_url":""},"Down Aerial":{"character_key":"captain-falcon","key":"Down Aerial","description":"Performs a double foot stomp. Meteor smashes when sweetspotted at his legs, and sends opponents horizontally if sourspotted. It can lock opponents at low to mid percents.","video_file_url":""},"Down Smash":{"character_key":"captain-falcon","key":"Down Smash","description":"Kicks forward and then backward. The back kick is more powerful than the front kick.","video_file_url":""},"Down Special":{"character_key":"captain-falcon","key":"Down Special","description":"Bursts forward with a flaming high-speed kick, uttering \"Falcon Kick!\" in the process. If used on the ground, he will travel horizontally. If used in the air, he will plunge down at a diagonal angle. The move gets weaker as it continues, though the early hits have KO potential.","video_file_url":""},"Down Throw":{"character_key":"captain-falcon","key":"Down Throw","description":"Swings the foe overhead and then slams them on the ground with a single arm. Alongside Raptor Boost and the first hit of neutral aerial, this is one of Captain Falcon's main combo starters, being capable of starting combos into neutral aerial at 0%, up aerial at a wide range of percents, and even forward aerial at specific percentages as a KO setup.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"captain-falcon","key":"Down Tilt","description":"A sweep kick with horizontal knockback, making it useful for edgeguarding because of this trajectory. Has high starting lag for a tilt.","video_file_url":""},"Final Smash":{"character_key":"captain-falcon","key":"Final Smash","description":"Calls in the Blue Falcon, which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.","video_file_url":""},"Forward Aerial":{"character_key":"captain-falcon","key":"Forward Aerial","description":"Captain Falcon's renowned Knee Smash. It has very high knockback and an electric effect if sweetspotted, but is incredibly weak if sourspotted. It deals massive shield damage and has marginal landing lag, making it an excellent shield-pressuring tool if aimed well.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"captain-falcon","key":"Forward Smash","description":"Rears back and performs a lunging backhanded punch while posing, which has a flame effect. Has high starting and ending lag, but the move has a high range since Captain Falcon rears back.","video_file_url":""},"Forward Throw":{"character_key":"captain-falcon","key":"Forward Throw","description":"Punches the enemy, sending them forward diagonally. Can easily be followed up with a dash attack at low percentages.","video_file_url":""},"Forward Tilt":{"character_key":"captain-falcon","key":"Forward Tilt","description":"A roundhouse kick that can be angled. The move has a sweetspot on Captain Falcon's foot, and a slightly weaker sourspot on his leg. Angling the move increases its damage.","video_file_url":""},"Grab":{"character_key":"captain-falcon","key":"Grab","description":"Reaches out with a short range. While Captain Falcon's dash grab does not cause him to slide as much, it can no longer whiff up close since characters are not able to run through each other in Ultimate.","video_file_url":""},"Neutral Aerial":{"character_key":"captain-falcon","key":"Neutral Aerial","description":"Kicks forward twice. It is a reliable followup to his down throw 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.","video_file_url":""},"Neutral Attack":{"character_key":"captain-falcon","key":"Neutral Attack","description":"Two straight punches followed by a knee strike. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike. The first two hits can also lock.","video_file_url":""},"Neutral Special":{"character_key":"captain-falcon","key":"Neutral Special","description":"Winds up and releases his iconic fiery punch, yelling \"Falcon Punch!\" while doing so. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting up or down on the control pad when Captain Falcon is performing an aerial Falcon Punch will result in a very small boost in that direction.","video_file_url":""},"Side Special":{"character_key":"captain-falcon","key":"Side Special","description":"Dashes forward, performing an uppercut on the ground if the move connects with an opponent, or an overhand in the air. The aerial version meteor smashes aerial opponents if they are directly below Falcon. On the ground, Captain Falcon is granted super armor right before the hit connects. The move will now deal the same damage regardless of whether it is performed on the ground or in the air. The aerial version will leave Captain Falcon helpless if the move does not connect against opponents. Unlike the version in SSB4, Raptor Boost is not a KO option due to its low knockback, thus making it better suited for starting aerial combos.","video_file_url":""},"Up Aerial":{"character_key":"captain-falcon","key":"Up Aerial","description":"A flip kick. Has fast startup with a decently long duration; good all-around range (though not directly below him), low ending lag, minimal landing lag, low base knockback and autocancels in a short hop. All these factors make it a great combo starter, which can combo into itself or down aerial at low-mid percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"captain-falcon","key":"Up Smash","description":"Performs a 540 kick. A potent move that despite its slow startup, has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. At low to mid percents, it can combo into an up aerial against fast-fallers.","video_file_url":""},"Up Special":{"character_key":"captain-falcon","key":"Up Special","description":"Leaps upward and grabs any opponent that comes in range, launching them away with an explosion. If successful, Captain Falcon will flip backward while shouting \"Yes!\", and he can use the move again instead of becoming helpless. This is Falcon's main recovery option.","video_file_url":""},"Up Throw":{"character_key":"captain-falcon","key":"Up Throw","description":"Holds the enemy up and punches them upward with his left hand.","video_file_url":""},"Up Tilt":{"character_key":"captain-falcon","key":"Up Tilt","description":"An axe kick that meteor smashes both grounded and aerial opponents.","video_file_url":""}},"featured_moves":{"Down Throw":{"character_key":"captain-falcon","key":"Down Throw","description":"Swings the foe overhead and then slams them on the ground with a single arm. Alongside Raptor Boost and the first hit of neutral aerial, this is one of Captain Falcon's main combo starters, being capable of starting combos into neutral aerial at 0%, up aerial at a wide range of percents, and even forward aerial at specific percentages as a KO setup.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Down%20Throw.m4v"},"Forward Aerial":{"character_key":"captain-falcon","key":"Forward Aerial","description":"Captain Falcon's renowned Knee Smash. It has very high knockback and an electric effect if sweetspotted, but is incredibly weak if sourspotted. It deals massive shield damage and has marginal landing lag, making it an excellent shield-pressuring tool if aimed well.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Forward%20Aerial.m4v"},"Up Aerial":{"character_key":"captain-falcon","key":"Up Aerial","description":"A flip kick. Has fast startup with a decently long duration; good all-around range (though not directly below him), low ending lag, minimal landing lag, low base knockback and autocancels in a short hop. All these factors make it a great combo starter, which can combo into itself or down aerial at low-mid percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Captain%20Falcon%20-%20Up%20Aerial.m4v"}},"advantages":["Good tech chasing","Hard-hitting moves"],"disadvantages":["Hard to land strong hits","Combo food"]},"16":{"id":16,"key":"bowser","name":"Bowser","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Bowser%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":3,"Speed":2,"Neutral":3,"Taunt":3,"Weight":5,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"bowser","key":"Back Aerial","description":"A dropkick. It is very powerful, as it can either KO around 100% from center-stage and as low as 60% at the edge, though it does not have much vertical range. Active on frame 9.","video_file_url":""},"Back Throw":{"character_key":"bowser","key":"Back Throw","description":"Throws the opponent backward in a sideways motion. It has the exact same damage output and knockback values as his forward throw, which make it a viable KOing option around 120% near the edge. However, its throw hitbox is active on frame 19, enabling it to throw opponents earlier than forward throw.","video_file_url":""},"Dash Attack":{"character_key":"bowser","key":"Dash Attack","description":"A side kick, similar to Meta Knight's dash attack. Good for hitting prone or tumbling opponents and has high base knockback.","video_file_url":""},"Down Aerial":{"character_key":"bowser","key":"Down Aerial","description":"A stall-then-fall attack that involves Bowser retreating into his shell while turning upside-down, then propelling himself towards the ground while spinning on a vertical axis. The first few active frames being able to meteor smash opponents, in combination with the move's large hitbox and respectable diagonal knockback during the later active frames, make it a moderately effective edgeguarding tool. The move emits a small shockwave on both sides when Bowser lands, which makes the move slightly harder to punish. Should Bowser use the move while he's off stage, it is almost guaranteed to cause a self-destruct. Grants intangibility on his arms and legs in midair (frames 14-60) and upon landing (frames 1-27).","video_file_url":""},"Down Smash":{"character_key":"bowser","key":"Down Smash","description":"Does a grounded claw swipe, hitting opponents in front and behind him. Active on frame 12, making it Bowser\u2019s fastest smash attack. Deals more knockback than his old down smash. Grants damaged-based armor (frames 5-11), but unlike his other smashes, possesses no invincibility.","video_file_url":""},"Down Special":{"character_key":"bowser","key":"Down Special","description":"A Ground Pound. It deals immense vertical knockback to anyone hit and can KO under 100%, making it one of Bowser's most reliable KOing options. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a self-destruct if used off-stage due to its ending lag, though it can grab ledges if Bowser directly faces one while falling, and starts the move at a full-hop height. In midair, the startup can meteor smash.","video_file_url":""},"Down Throw":{"character_key":"bowser","key":"Down Throw","description":"Places the opponent on the ground and splashes them. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. Good for damage racking due to it doing 14%.","video_file_url":""},"Down Tilt":{"character_key":"bowser","key":"Down Tilt","description":"Does an alternating pair of hooks. Both hits deal 15% in total, only slightly higher than the first hit's damage output in SSB4, being 14%. Down tilt's second hit comes out five frames earlier, and gains the ability to trip opponents, on a positive note. Also grants damaged-based armor on the first hit (frames 7-9), and intangibility on his arms for both (frames 10-12, and 10-14, respectively).","video_file_url":""},"Final Smash":{"character_key":"bowser","key":"Final Smash","description":"owser transforms into Giga Bowser and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where Giga Bowser will aim his punch, which can be moved around with the control stick; the crosshairs also contains a depleting green gauge around their circumference to indicate how much time is left until the attack will activate automatically, though the attack can be activated manually before the gauge fully depletes. If the opponent's damage percent is 60% or greater before they are punched, they are instantaneously screen K.O.d.","video_file_url":""},"Forward Aerial":{"character_key":"bowser","key":"Forward Aerial","description":"Swipes with his claws in the direction of the forward aerial input. It has quick start-up, a respectable damage output, and great range, as it can even hit opponents below him. It can also autocancel from a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"bowser","key":"Forward Smash","description":"A dropkick. Its outstanding damage output threatens shields, being able to inflict significant damage to them. When spaced properly, it can even hit opponents hanging on an edge or lingering just below it. It grants damaged-based armor (frames 17-21), and the clean hitboxes render Bowser's feet invincible (20-25), whereas its late hitboxes have anti-rebounding priority. The fourth strongest forward smash in the game, it can KO opponents at 63% from center stage.","video_file_url":""},"Forward Throw":{"character_key":"bowser","key":"Forward Throw","description":"Places the opponent in between his horns, rears his head back, and then powerfully sways his head forward to launch the opponent. It is the strongest forward throw in the game, KOing around 120% near the edge. However, its throw hitbox is not active until frame 36, which results in it taking longer to throw opponents than back throw.","video_file_url":""},"Forward Tilt":{"character_key":"bowser","key":"Forward Tilt","description":"Bowser does a swung backhanded punch, with his arm slightly bent. The punch may be angled up or down, but doing so has no effect on damage or knockback. Has damaged-based armor (frames 7-9) and intangibility on his arm (frames 10-14).","video_file_url":""},"Grab":{"character_key":"bowser","key":"Grab","description":"Reaches out.","video_file_url":""},"Neutral Aerial":{"character_key":"bowser","key":"Neutral Aerial","description":"An aerial cartwheel. Its hits no longer connect as reliably as in Smash 4, due to each hit's knockback being increased, resulting in less frequent combos. Despite this, Bowser's neutral aerial remains one of the most damaging aerials in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"bowser","key":"Neutral Attack","description":"Bowser performs a sumo-style palm strike, followed by a punch. Both hits of neutral attack have decent speed, and deal decent damage in total. Bowser's arms each have intangibility (frames 7 and 8, and frames 9-11, respectively).","video_file_url":""},"Neutral Special":{"character_key":"bowser","key":"Neutral Special","description":"Expels a stream of fire from his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents, although the flames at the very end of the stream do not cause flinching. If the opponent is caught near Bowser\u2019s mouth at full strength, it can do massive damage, potentially up to 30%.","video_file_url":""},"Side Special":{"character_key":"bowser","key":"Side Special","description":"Grabs an opponent, jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an explosion effect. It deals immense vertical knockback that can KO at 120%, making it a very reliable KOing option. Its power and launching angle makes it difficult to properly DI, especially if the user has high gravity. The suplex can also hit other opponents on the ground that it lands into for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential sacrificial KO, although it is possible to recover if the opponent has a good vertical recovery. The ascent grants intangibility (frames 1-23).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"bowser","key":"Up Aerial","description":"An upward headbutt. Does significantly less knockback and kills later than its variant from the previous games. Grants intangibility in his head (frames 3-13).","video_file_url":""},"Up Smash":{"character_key":"bowser","key":"Up Smash","description":"Hops a bit to thrust his shell upwards, while spinning. Deals the most damage to opponents who come into contact with Bowser's top spikes, while other opponents get hit by his landing hitboxes instead. Regardless, Bowser's up smash is one of his best KOing options. Grants damaged-based armor (frames 11-15) and invincibility on his shell (frames 14-27).","video_file_url":""},"Up Special":{"character_key":"bowser","key":"Up Special","description":"Withdraws into his shell and spins around rapidly. It is capable of moving forward or backward while doing so, which makes it a very useful out of shieldoption. In the air, it propels Bowser diagonally upward, making it a very effective horizontal recovery but poor vertically. Button mashing at the end can slightly extend the vertical distance.","video_file_url":""},"Up Throw":{"character_key":"bowser","key":"Up Throw","description":"Throws the opponent slightly upward, withdraws into his shell, and then spins rapidly in order to repeatedly stab them with his shell's spikes. He hops up on the final hit, launching the opponent upward.","video_file_url":""},"Up Tilt":{"character_key":"bowser","key":"Up Tilt","description":"Does an arcing claw swipe. Comes with wide range and average ending lag, allowing it to combo into itself at low percents. At slightly higher percents, it can combo into neutral air and back air. The attack will almost always send the opponent directly above Bowser. Has damage based armor (frames 8-10) and makes Bowser's arm intangible (frames 11-16).","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"bowser","key":"Forward Aerial","description":"Swipes with his claws in the direction of the forward aerial input. It has quick start-up, a respectable damage output, and great range, as it can even hit opponents below him. It can also autocancel from a short hop. Altogether, these traits make for arguably Bowser's most versatile aerial.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Forward%20Aerial.m4v"},"Neutral Aerial":{"character_key":"bowser","key":"Neutral Aerial","description":"An aerial cartwheel. Its hits no longer connect as reliably as in Smash 4, due to each hit's knockback being increased, resulting in less frequent combos. Despite this, Bowser's neutral aerial remains one of the most damaging aerials in the game.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"bowser","key":"Side Special","description":"Grabs an opponent, jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an explosion effect. It deals immense vertical knockback that can KO at 120%, making it a very reliable KOing option. Its power and launching angle makes it difficult to properly DI, especially if the user has high gravity. The suplex can also hit other opponents on the ground that it lands into for similarly powerful knockback. It can be used to dive off-stage with the opponent for a potential sacrificial KO, although it is possible to recover if the opponent has a good vertical recovery. The ascent grants intangibility (frames 1-23).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20-%20Side%20Special.m4v"}},"advantages":["Very strong attacks","Powerful specials"],"disadvantages":["Laggy moves","Slow movement speed"]},"18":{"id":18,"key":"sheik","name":"Sheik","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Sheik%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":1,"Defense":3,"Speed":5,"Neutral":4,"Taunt":3,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"sheik","key":"Back Aerial","description":"A high-angled back kick. More powerful than in Smash 4, but still cannot kill at relevant percents unless used offstage, where it can easily gimp characters with bad recoveries or outright kill starting at around 90%. Hits on frame 4, sharing its speed with up air.","video_file_url":""},"Back Throw":{"character_key":"sheik","key":"Back Throw","description":"Throws opponent behind herself and performs a mid-level side kick.","video_file_url":""},"Dash Attack":{"character_key":"sheik","key":"Dash Attack","description":"Lunges to perform an outward fanning knifehand strikes with both of her arms.","video_file_url":""},"Down Aerial":{"character_key":"sheik","key":"Down Aerial","description":"A diagonal flying kick. It is a stall-then-fall, and its clean hitbox is a meteor smash during its beginning. One of Sheik's worst moves, as its lag makes it very punishable, and trying to use it offstage will result in an instant self-destruct.","video_file_url":""},"Down Smash":{"character_key":"sheik","key":"Down Smash","description":"A modified butterfly kick performed from the windmill (a breakdancing move).","video_file_url":""},"Down Special":{"character_key":"sheik","key":"Down Special","description":"A 360\u00b0 Tengkong Pantui Cepu (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects. Upon missing, she experiences landing lag if she lands before the move's animation is over. It can also be executed earlier by pressing the special button again, and covers more distance if the control stick is held in whatever direction Sheik is facing. Its long horizontal travel distance, respectable damage output, and high knockback scaling make it one of Sheik's most viable KOing options. It KOs middleweights at 120% while near the edge, and grants intangibility on frames 3-4. Due to its landing lag, however, it is punishable if it misses.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"sheik","key":"Down Throw","description":"A collar drag takedown followed by a somersault axe kick. Can combo into up air at low percents.","video_file_url":""},"Down Tilt":{"character_key":"sheik","key":"Down Tilt","description":"A legsweep. The tip has a hitbox that launches the opponent straight up, while the rest of the move launches at a non-optimal 45-degree angle. The sweetspot combos into forward tilt, up smash, and all aerials besides down air. The tip leads into up smash for a kill at around 90%, though the timing is very strict.","video_file_url":""},"Final Smash":{"character_key":"sheik","key":"Final Smash","description":"Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit of her Final Smash launches opponents the opposite direction of the initial dash. Only one opponent can be trapped in her Final Smash, though anyone nearby will also take damage during the duration.","video_file_url":""},"Forward Aerial":{"character_key":"sheik","key":"Forward Aerial","description":"A lunging, downward knifehand strike. Its sweetspot is located on Sheik's arm, while the sourspot is on her body. Comes out on frame 5 with minimal ending lag. Low base knockback, but very high knockback scaling. Combos into itself and other moves exceptionally well, including Bouncing Fish which can lead into a KO. Safe on shield if properly spaced.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"sheik","key":"Forward Smash","description":"A roundhouse kick followed by a spinning side kick. Both attacks cause Sheik to move forward. One of Sheik's best killing moves. Crosses up shields if done close enough.","video_file_url":""},"Forward Throw":{"character_key":"sheik","key":"Forward Throw","description":"The tie shan kao[1] (a technique used in Bajiquan). Combos into aerials and Bouncing Fish at starting percents. Can be comboed into Bouncing Fish at higher percents, though this is easily escapable with an airdodge. However, this can be conditioned and punished with Sheik's extremely fast movement and frame data.","video_file_url":""},"Forward Tilt":{"character_key":"sheik","key":"Forward Tilt","description":"A roundhouse kick. Combos into itself, up smash, neutral air, forward air, back air, up air, and Needle Storm.","video_file_url":""},"Grab":{"character_key":"sheik","key":"Grab","description":"Reaches out","video_file_url":""},"Neutral Aerial":{"character_key":"sheik","key":"Neutral Aerial","description":"A flying kick. Very fast at frame 3, and a great combo breaking or out of shield option. Great for edgeguarding due to its somewhat powerful sweetspot and sourspot that lingers for a long time. The landing hitbox combos into Bouncing Fish at around 100% for a kill.","video_file_url":""},"Neutral Attack":{"character_key":"sheik","key":"Neutral Attack","description":"An inward knifehand strike, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes, followed by a palm thrust. Quite fast, at frame 2, and deals about 10% with good SDI. Can kill on certain platforms, such as one of the platforms on Town and City.","video_file_url":""},"Neutral Special":{"character_key":"sheik","key":"Neutral Special","description":"Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 30\u00b0. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and so cannot stop or be stopped by other attacks (including, for example, other projectiles).","video_file_url":""},"Side Special":{"character_key":"sheik","key":"Side Special","description":"hrows a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown a farther when used in the air or when thrown over an edge, and its explosion is strong enough to KO middleweights at 115% near the edge, making it useful for edge-guarding. If Sheik is attacked before the grenade explodes, the grenade will detach from the tripwire and become a non-explosive item that anyone can use.","video_file_url":""},"Up Aerial":{"character_key":"sheik","key":"Up Aerial","description":"A diagonal, corkscrew flying kick. This is concluded by another kick with the opposite leg. Kills relatively well near the top blast zone, and can be set up into by forward tilt or down tilt, though this requires precise timing and doesn't kill until around 120%. Can be used after a forward tilt to drag the opponent down and lead into another forward tilt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"sheik","key":"Up Smash","description":"Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hit opponents above her. If close enough to a tall character, it is possible to hit with both strikes. The sweetspot above Sheik kills particularly early, and can be set up into by a multitude of moves.","video_file_url":""},"Up Special":{"character_key":"sheik","key":"Up Special","description":"After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line. It also grants a small vertical boost when used in the air. Conversely, its reappearance hitbox deals much less damage, but also has a windbox that can push away opponents who are very close to wherever Sheik reappears. It grants intangibility on frames 19-53. Reappearing near a edge renders her helpless, though self-destructing with the move is difficult to do because it allows Sheik to grab the edge the moment she enters helplessness.","video_file_url":""},"Up Throw":{"character_key":"sheik","key":"Up Throw","description":"A handstand kick. Sheik's most useless throw, as it does the least damage and cannot be comboed out of.","video_file_url":""},"Up Tilt":{"character_key":"sheik","key":"Up Tilt","description":"Performs a stretch kick that transitions to an axe kick. The first hit is hard to land on grounded opponents. Combos into up smash, neutral air, forward air, back air, up air, and needles.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"sheik","key":"Down Special","description":"A 360\u00b0 Tengkong Pantui Cepu (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects. Upon missing, she experiences landing lag if she lands before the move's animation is over. It can also be executed earlier by pressing the special button again, and covers more distance if the control stick is held in whatever direction Sheik is facing. Its long horizontal travel distance, respectable damage output, and high knockback scaling make it one of Sheik's most viable KOing options. It KOs middleweights at 120% while near the edge, and grants intangibility on frames 3-4. Due to its landing lag, however, it is punishable if it misses.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"sheik","key":"Forward Aerial","description":"A lunging, downward knifehand strike. Its sweetspot is located on Sheik's arm, while the sourspot is on her body. Comes out on frame 5 with minimal ending lag. Low base knockback, but very high knockback scaling. Combos into itself and other moves exceptionally well, including Bouncing Fish which can lead into a KO. Safe on shield if properly spaced.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Forward%20Aerial.m4v"},"Up Aerial":{"character_key":"sheik","key":"Up Aerial","description":"A diagonal, corkscrew flying kick. This is concluded by another kick with the opposite leg. Kills relatively well near the top blast zone, and can be set up into by forward tilt or down tilt, though this requires precise timing and doesn't kill until around 120%. Can be used after a forward tilt to drag the opponent down and lead into another forward tilt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sheik%20-%20Up%20Aerial.m4v"}},"advantages":["Excellent mobility","A lot of chains"],"disadvantages":["Not a lot of kill options","Low weight"]},"19":{"id":19,"key":"zelda","name":"Zelda","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Zelda%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":5,"Defense":4,"Speed":2,"Neutral":2,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"zelda","key":"Back Aerial","description":"A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.","video_file_url":""},"Back Throw":{"character_key":"zelda","key":"Back Throw","description":"Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edgeguards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"zelda","key":"Dash Attack","description":"A double palm thrust that emits a blast of magical energy from her hands, similarly to Peach's dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.","video_file_url":""},"Down Aerial":{"character_key":"zelda","key":"Down Aerial","description":"A magically-infused stomp. All of its hitboxes are meteor smashes, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials.","video_file_url":""},"Down Smash":{"character_key":"zelda","key":"Down Smash","description":"A spinning shin kick. Due to it hitting on frame 5, it is tied with Mario's, Dr. Mario's, Ryu's, and Ken's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.","video_file_url":""},"Down Special":{"character_key":"zelda","key":"Down Special","description":"Conjures a Phantom piece by piece and propels it forward with another button press. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"zelda","key":"Down Throw","description":"Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of rage.","video_file_url":""},"Down Tilt":{"character_key":"zelda","key":"Down Tilt","description":"A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in SSB4, it has minimal combo potential, mostly serving as a fast safe poke.","video_file_url":""},"Final Smash":{"character_key":"zelda","key":"Final Smash","description":"Zelda generates a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback, or if they reach at or above 100%, they are instantly KOed. Very difficult to avoid on smaller stages due to its long length and large vacuum hitboxes.","video_file_url":""},"Forward Aerial":{"character_key":"zelda","key":"Forward Aerial","description":"A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at around 59% while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.","video_file_url":""},"Forward Smash":{"character_key":"zelda","key":"Forward Smash","description":"A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.","video_file_url":""},"Forward Throw":{"character_key":"zelda","key":"Forward Throw","description":"Magically spins the opponent in front of herself and then throws them away. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.","video_file_url":""},"Forward Tilt":{"character_key":"zelda","key":"Forward Tilt","description":"A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located on the magically produced blade, possesses respectable power. Its sweetspot KOs middleweights at around 93% while near the edge of Final Destination. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at around 109% while near the edge of Final Destination. However, it has noticeable overall lag and a narrow hitbox.","video_file_url":""},"Grab":{"character_key":"zelda","key":"Grab","description":"Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.","video_file_url":""},"Neutral Aerial":{"character_key":"zelda","key":"Neutral Aerial","description":"Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when SHFF'd; or as an edge-guarding option. However, at higher percents, opponents are liable to being launched out of the multi hit portion, reducing its consistency and reliability.","video_file_url":""},"Neutral Attack":{"character_key":"zelda","key":"Neutral Attack","description":"Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages.","video_file_url":""},"Neutral Special":{"character_key":"zelda","key":"Neutral Special","description":"Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility on frames 4-15. However, it has moderate start-up and considerable ending lag.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"zelda","key":"Side Special","description":"Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge.","video_file_url":""},"Up Aerial":{"character_key":"zelda","key":"Up Aerial","description":"Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through the bottom of a stage's edge. However, it hits on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly minimal horizontal range.","video_file_url":""},"Up Smash":{"character_key":"zelda","key":"Up Smash","description":"Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.","video_file_url":""},"Up Special":{"character_key":"zelda","key":"Up Special","description":"Warps to a given direction. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91\u00b0, all of which enable it to combo easily into its reappearance when it is aimed upward. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe, lacks KO potential, and due to it incuring helplessness, it is highly punishable if whiffed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"zelda","key":"Up Throw","description":"Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has both excellent KO potential and decent combo potential, the latter especially being apparent against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI. It can KO middleweights at around 146% from anywhere on Final Destination.","video_file_url":""},"Up Tilt":{"character_key":"zelda","key":"Up Tilt","description":"Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward smash, Nayru's Love, and Farore's Wind at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as an anti-air attack.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"zelda","key":"Down Special","description":"Conjures a Phantom piece by piece and propels it forward with another button press. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"zelda","key":"Neutral Special","description":"Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility on frames 4-15. However, it has moderate start-up and considerable ending lag.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"zelda","key":"Up Special","description":"Warps to a given direction. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91\u00b0, all of which enable it to combo easily into its reappearance when it is aimed upward. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe, lacks KO potential, and due to it incuring helplessness, it is highly punishable if whiffed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Zelda%20-%20Up%20Special.m4v"}},"advantages":["A lot of high knockback moves","Good defensive set ups","Great ledge trapping"],"disadvantages":["Deals low damage","Low speed and slow attacks"]},"37":{"id":37,"key":"ike","name":"Ike","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ike%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":2,"Speed":2,"Neutral":3,"Taunt":4,"Weight":4,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"ike","key":"Back Aerial","description":"Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, low landing lag and ability to autocancel in a short hop, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has short vertical range.","video_file_url":""},"Back Throw":{"character_key":"ike","key":"Back Throw","description":"A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edgeguard setup at high percents, but has less ending lag by comparison that grants it tech-chasing potential, most notably into dash attack at low to medium percents.","video_file_url":""},"Dash Attack":{"character_key":"ike","key":"Dash Attack","description":"A lunging, two-handed upward slash. It is one of the most powerful dash attacks in the game, with its clean hit's sweetspot KOing middleweights at around 140% from the center of Final Destination. When coupled with its impressive range and its clean hitboxes' anti-rebounding priority, it is extremely useful for punishing opponents at a distance away, most notably when they are about to land. However, due to hitting on frame 15, it is one of the slowest dash attacks in the game.","video_file_url":""},"Down Aerial":{"character_key":"ike","key":"Down Aerial","description":"A two-handed downward slash between his legs. The tip of Ragnell is a meteor smash, while the blade launches opponents at a horizontal angle. It is Ike's most damaging aerial and has high knockback, KOing opponents at around 125% from the center of Final Destination with its non-meteor hitboxes. The meteor smash hitbox also enables it to start combos against grounded opponents for high damage, leading into nearly any of Ike's attacks depending on the opponent's percent, and even possessing a KO setup into an up aerial at high percents. However, it has the slowest startup and shortest hitbox duration out of Ike's aerials, as well as poor horizontal range.","video_file_url":""},"Down Smash":{"character_key":"ike","key":"Down Smash","description":"A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its high ending lag still leaves it very punishable if missed or shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85%, while having less ending lag compared to the front hit.","video_file_url":""},"Down Special":{"character_key":"ike","key":"Down Special","description":"Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window.","video_file_url":""},"Down Throw":{"character_key":"ike","key":"Down Throw","description":"A one-handed body slam followed by a knee drop. Its average base knockback, relatively low ending lag and vertical angle make it an excellent combo starter from low to mid percents, particularly into an up tilt (against larger characters), any of Ike's aerials (except down aerial), and Aether. Due to its surprisingly high knockback scaling, it is also Ike's strongest throw, KOing middleweights at around 190% without rage. As a result of this, however, its followups stop working earlier compared to up throw.","video_file_url":""},"Down Tilt":{"character_key":"ike","key":"Down Tilt","description":"A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It has long range, relatively low ending lag, and launches opponents vertically with high base knockback and low knockback scaling. Altogether, these traits make it a useful combo starter into any of Ike's aerial attacks except down aerial at low to mid percents. However, it deals the least damage out of Ike's tilts, and its knockback renders it unable to KO at reasonable percents.","video_file_url":""},"Final Smash":{"character_key":"ike","key":"Final Smash","description":"Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line.","video_file_url":""},"Forward Aerial":{"character_key":"ike","key":"Forward Aerial","description":"A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below himself. Combined with its moderate startup, landing lag and damage output, this makes it a staple for following up combos and spacing. However, its knockback has been noticeably weakened from Smash 4, rendering it unable to KO reliably except near edges, and it can no longer autocancel in a short hop, while also being risky to use offstage due to its high ending lag. As a result, Ike's neutral and back aerials are now generally superior options because of their lower lag, neutral aerial's better combo potential, and back aerial's higher damage and better power, with forward aerial's only advantages over them being its longer active frames and vertical range.","video_file_url":""},"Forward Smash":{"character_key":"ike","key":"Forward Smash","description":"A lunging, two-handed downward slash. It deals impressive damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. Its clean hit's sweetspot can KO opponents at around 75% from the center of Final Destination. However, its startup and ending lag are extremely high, making it very difficult to hit, in addition to being highly punishable on shield. As a result, the move is unreliable to use except for hard punishes.","video_file_url":""},"Forward Throw":{"character_key":"ike","key":"Forward Throw","description":"A front kick. It is a semi-spike, which makes it a reliable edgeguard setup at high percents. However, due to its high ending lag, it is unreliable for tech-chasing.","video_file_url":""},"Forward Tilt":{"character_key":"ike","key":"Forward Tilt","description":"A lunging outward slash. Can be angled. Its startup and ending lag are high for a tilt attack, but it has long range and deals high damage and knockback, KOing middleweights under 130% from the center of Final Destination.","video_file_url":""},"Grab":{"character_key":"ike","key":"Grab","description":"Reaches out with his free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"ike","key":"Neutral Aerial","description":"A semi-circular slash in front of himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when short hop- fast falled, while also being a relatively safe spacing option. At higher percent, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable kill set-up into up aerial near 100%, though at even higher percents this stops being the case. It deals the lowest damage out of Ike's aerials, with knockback that prevents it from KOing at realistic percents, and its long duration makes punishable if used high up in the air, as well as being risky to use offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"ike","key":"Neutral Attack","description":"A jab, followed by a front kick, followed by a kneeling downward slash. The first hit can be repeated by holding the attack button. Due to it hitting on frame 4, it has the lowest amount of startup lag out of Ike's entire moveset. When coupled with its respectable damage output, moderate knockback and its last hit's impressive range, it is very useful as a close range option.","video_file_url":""},"Neutral Special":{"character_key":"ike","key":"Neutral Special","description":"Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has transcendent priority and is chargeable. Its impressive vertical range and respectable power even when uncharged make it useful for edgeguarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super armor and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% recoil damage in the process. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"ike","key":"Side Special","description":"Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. When fully charged, the slash is strong enough to KO middleweights at around 120%. However, it has high ending lag if no opponent comes in range. In midair, it renders Ike helpless if he does not hit an opponent, but can still function reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its very low landing lag if timed properly.","video_file_url":""},"Up Aerial":{"character_key":"ike","key":"Up Aerial","description":"An overhead arcing slash starting from the front. It has large coverage around Ike, low landing lag (the second lowest out of his aerials) and high knockback, allowing it to function as a highly effective juggling move. It can also set up combos into an up tilt or any of Ike's aerials (including itself) when short hop- fast falled, and is able to KO opponents reliably near the upper blast line at high percents. Its disadvantages are its slow startup and high ending lag, making it difficult to land from a neutral state; however, due to its efficiency in punishing opponents and racking up damage elsewhere, it is one of Ike's most useful moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"ike","key":"Up Smash","description":"An overhead arcing slash starting from the front. It possesses a clean hit during the arc itself, and a late hit as a shockwave when Ragnell hits the ground. Like forward smash, the clean hit boasts impressive damage and knockback; however, its slow startup and high ending lag leave it very punishable. Compared to forward smash, it is noticeably weaker, with the clean hit KOing opponents at around 90%, but has less startup and ending lag, and covers a wider arc around Ike, giving it better utility in punishing landings and rolls if timed properly.","video_file_url":""},"Up Special":{"character_key":"ike","key":"Up Special","description":"Performs the Sol portion of Aether. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a sacrificial KO. As of the 2.0.0 update, Ike's chance of dying before the opponent during the move has been increased, making the tactic less reliable.","video_file_url":""},"Up Throw":{"character_key":"ike","key":"Up Throw","description":"Plunges Ragnell into the ground and then double axe handles the opponent upward. It is tied with forward throw for Ike's most damaging throw by a slight margin. It has overall weak knockback and moderate ending lag, allowing it to combo into a forward or up aerial from mid to high percents for slightly more damage compared to using down throw; however, these followups are not as reliable due to the throw's higher ending lag, while it also lacks any notable KO potential by itself.","video_file_url":""},"Up Tilt":{"character_key":"ike","key":"Up Tilt","description":"Hops to thrust Ragnell upward while holding it parallel to the ground. It is overall slow for a tilt, but deals respectable damage and knockback, and its hitboxes have a long duration, which alongside its high disjointed range allows it to beat out opposing attacks from above very effectively. The clean hit can KO middleweights at around 130%, while the late hit can set up combos into a neutral, forward or up aerial at low to mid percents.","video_file_url":""}},"featured_moves":{"Neutral Aerial":{"character_key":"ike","key":"Neutral Aerial","description":"A semi-circular slash in front of himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when short hop- fast falled, while also being a relatively safe spacing option. At higher percent, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable kill set-up into up aerial near 100%, though at even higher percents this stops being the case. It deals the lowest damage out of Ike's aerials, with knockback that prevents it from KOing at realistic percents, and its long duration makes punishable if used high up in the air, as well as being risky to use offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Neutral%20Aerial.m4v"},"Neutral Special":{"character_key":"ike","key":"Neutral Special","description":"Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has transcendent priority and is chargeable. Its impressive vertical range and respectable power even when uncharged make it useful for edgeguarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super armor and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% recoil damage in the process. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Neutral%20Special.m4v"},"Up Aerial":{"character_key":"ike","key":"Up Aerial","description":"An overhead arcing slash starting from the front. It has large coverage around Ike, low landing lag (the second lowest out of his aerials) and high knockback, allowing it to function as a highly effective juggling move. It can also set up combos into an up tilt or any of Ike's aerials (including itself) when short hop- fast falled, and is able to KO opponents reliably near the upper blast line at high percents. Its disadvantages are its slow startup and high ending lag, making it difficult to land from a neutral state; however, due to its efficiency in punishing opponents and racking up damage elsewhere, it is one of Ike's most useful moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ike%20-%20Up%20Aerial.m4v"}},"advantages":["Very powerful attacks","Strong aerial game","Huge hitboxes"],"disadvantages":["Slowest sword fighter","Weak defense"]},"41":{"id":41,"key":"diddy-kong","name":"Diddy Kong","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Diddy%20Kong%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Donkey%20Kong.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":3,"Speed":4,"Neutral":4,"Taunt":5,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"diddy-kong","key":"Back Aerial","description":"Diddy Kong does a reverse spin kick behind himself.","video_file_url":""},"Back Throw":{"character_key":"diddy-kong","key":"Back Throw","description":"Diddy Kong tosses his opponent backwards. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%.","video_file_url":""},"Dash Attack":{"character_key":"diddy-kong","key":"Dash Attack","description":"Diddy Kong performs his signature Cartwheel attack from Donkey Kong Country, concluding with a double-handed ground-slap. The final hit has largely vertical knockback and can combo into aerials at low to mid percent ranges.","video_file_url":""},"Down Aerial":{"character_key":"diddy-kong","key":"Down Aerial","description":"Diddy Kong swings both arms downward in a double axe-handle punch. A strong meteor smash and Diddy Kong's strongest aerial overall, though it is also his slowest. It has a large auto-cancel window at the beginning of the attack before the hitbox starts, which makes it a good tool for landing provided that you input the move shortly before touching the ground. It can also jab lock opponents at low percent ranges.","video_file_url":""},"Down Smash":{"character_key":"diddy-kong","key":"Down Smash","description":"Diddy Kong performs a flare, kicking in front and then behind himself.","video_file_url":""},"Down Special":{"character_key":"diddy-kong","key":"Down Special","description":"Diddy Kong tosses a Banana Peel into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip. An integral part of Diddy Kong\u2019s kit, as it allows him to take control of the stage, extend and create combos, set up kills, and otherwise dominate the neutral game. A held banana also serves as one of the best out of shield options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"diddy-kong","key":"Down Throw","description":"Diddy Kong throws the opponent onto the ground and hops over them. Can lead into aerial attacks from low to mid percent ranges","video_file_url":""},"Down Tilt":{"character_key":"diddy-kong","key":"Down Tilt","description":"Diddy Kong claps in front of himself while crouching.","video_file_url":""},"Final Smash":{"character_key":"diddy-kong","key":"Final Smash","description":"Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, dealing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage, and unleash one final dash attack that launches the targeted opponent, as well as any other nearby opponents. After this last attack, Diddy Kong descends back to his original position. His Rocketbarrel Pack explodes before he lands, which damages nearby opponents.","video_file_url":""},"Forward Aerial":{"character_key":"diddy-kong","key":"Forward Aerial","description":"Diddy Kong does a dropkick while spinning.","video_file_url":""},"Forward Smash":{"character_key":"diddy-kong","key":"Forward Smash","description":"Diddy Kong jumps forward while spinning, and performs an open-handed slap followed by a spinning back fist with his opposite arm. The first hit combos into the second, which has good knockback and killing power. However, it is easily punished if missed. Often only used in combination with his banana peel.","video_file_url":""},"Forward Throw":{"character_key":"diddy-kong","key":"Forward Throw","description":"Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from Donkey Kong Country.","video_file_url":""},"Forward Tilt":{"character_key":"diddy-kong","key":"Forward Tilt","description":"Diddy Kong leans to the side and thrusts both of his arms forward in a double punch. Can be angled upwards or downwards.","video_file_url":""},"Grab":{"character_key":"diddy-kong","key":"Grab","description":"Diddy Kong reaches out in front of himself.","video_file_url":""},"Neutral Aerial":{"character_key":"diddy-kong","key":"Neutral Aerial","description":"Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it deals a low amount of vertical knockback, which can lead to potential footstools or aerial follow ups, giving it usage as a combo extender.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"diddy-kong","key":"Neutral Attack","description":"Diddy Kong does two alternating inward slaps, followed by an outward side kick. Holding the attack button will have Diddy Kong repeat the first hit. The first 2 hits can lock.","video_file_url":""},"Neutral Special":{"character_key":"diddy-kong","key":"Neutral Special","description":"Diddy Kong shoots a peanut from his Popgun. A safe projectile attack that is rather useful in neutral. It can also be canceled in the air if the shield button is held before inputting the special button, which is useful for B-reversing to make Diddy Kong's movement harder to predict. The peanuts have the property of items, and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterwards. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.","video_file_url":""},"Side Special":{"character_key":"diddy-kong","key":"Side Special","description":"Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his rocketbarrel pack unless he touches the ground first, making it a risky option offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"diddy-kong","key":"Up Aerial","description":"Diddy Kong performs an overhead kick in an arc.","video_file_url":""},"Up Smash":{"character_key":"diddy-kong","key":"Up Smash","description":"Diddy Kong leaps upward and performs a stationary cartwheel, attacking upwards with an open-handed slap, a reverse heel kick, and an uppercut.","video_file_url":""},"Up Special":{"character_key":"diddy-kong","key":"Up Special","description":"Diddy Kong charges his rocketbarrel pack from Donkey Kong 64 in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocketbarrels before falling a huge distance while being unable to perform any action, often falling too far to survive. Diddy Kong will also take recoil damage for hitting a surface.","video_file_url":""},"Up Throw":{"character_key":"diddy-kong","key":"Up Throw","description":"Diddy Kong throws his opponent up and handstand kicks them.","video_file_url":""},"Up Tilt":{"character_key":"diddy-kong","key":"Up Tilt","description":"Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"diddy-kong","key":"Down Special","description":"Diddy Kong tosses a Banana Peel into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip. An integral part of Diddy Kong\u2019s kit, as it allows him to take control of the stage, extend and create combos, set up kills, and otherwise dominate the neutral game. A held banana also serves as one of the best out of shield options in the game when thrown. Only one banana peel can exist at one time, and it disappears when hit by an opponent or when thrown twice.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Down%20Special.m4v"},"Neutral Aerial":{"character_key":"diddy-kong","key":"Neutral Aerial","description":"Diddy Kong does an aerial cartwheel similar to his dash attack. Very high ending lag, so much so that Diddy Kong should avoid using this move offstage. However, it deals a low amount of vertical knockback, which can lead to potential footstools or aerial follow ups, giving it usage as a combo extender.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"diddy-kong","key":"Side Special","description":"Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent. However, if Diddy Kong chooses to use the flying kick he will not be able to use his rocketbarrel pack unless he touches the ground first, making it a risky option offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Diddy%20Kong%20-%20Side%20Special.m4v"}},"advantages":["Strong neutral game","Versatile banana","Pretty quick attacks"],"disadvantages":["Low kill power","Bad recovery"]},"43":{"id":43,"key":"sonic","name":"Sonic","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Sonic%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Sonic.svg","difficulty":"Easy","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":4,"Speed":5,"Neutral":4,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"sonic","key":"Back Aerial","description":"A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. However, it has moderate start-up.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"sonic","key":"Back Throw","description":"Quickly backflips repeatedly with the opponent in tow before throwing them. It is Sonic's only throw with consistent KO potential.","video_file_url":""},"Dash Attack":{"character_key":"sonic","key":"Dash Attack","description":"A flying kick similar to Fox's. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag.","video_file_url":""},"Down Aerial":{"character_key":"sonic","key":"Down Aerial","description":"A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.","video_file_url":""},"Down Smash":{"character_key":"sonic","key":"Down Smash","description":"A split kick, similar to Fox and Falco's down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a semi-spike, which makes it very useful for edge-guarding. However, it lasts for only 1 frame, and has considerable ending lag.","video_file_url":""},"Down Special":{"character_key":"sonic","key":"Down Special","description":"A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, requires button mashing in order to charge. However, it lacks a short hop at the beginning, cannot be canceled in any way, and it can only become a \"Spin Shot\" when used in the air.","video_file_url":""},"Down Throw":{"character_key":"sonic","key":"Down Throw","description":"Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from Sonic the Fighters.","video_file_url":""},"Down Tilt":{"character_key":"sonic","key":"Down Tilt","description":"A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from Sonic the Fighters.","video_file_url":""},"Final Smash":{"character_key":"sonic","key":"Final Smash","description":"Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the Sonic the Hedgehog games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and flies around rapidly horizontally and can change his horizontal position. Sonic turning normal again also deals damage to opponents is near him.","video_file_url":""},"Forward Aerial":{"character_key":"sonic","key":"Forward Aerial","description":"A corkscrew battering ram, similar to Pikachu's forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large auto-canceling window. It resembles the Emerald Dive from Sonic the Fighters.","video_file_url":""},"Forward Smash":{"character_key":"sonic","key":"Forward Smash","description":"The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely.","video_file_url":""},"Forward Throw":{"character_key":"sonic","key":"Forward Throw","description":"A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on edges and at very high percents. It resembles the Top Kick from Sonic Battle.","video_file_url":""},"Forward Tilt":{"character_key":"sonic","key":"Forward Tilt","description":"The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting tech-chases, or as an out of shield option.","video_file_url":""},"Grab":{"character_key":"sonic","key":"Grab","description":"Clinches the opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"sonic","key":"Neutral Aerial","description":"Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when SHFF'd. It resembles the Air Spin from Sonic the Fighters and the Insta-Shield, an attack that debuted in Sonic the Hedgehog 3.","video_file_url":""},"Neutral Attack":{"character_key":"sonic","key":"Neutral Attack","description":"The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking.","video_file_url":""},"Neutral Special":{"character_key":"sonic","key":"Neutral Special","description":"Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"sonic","key":"Side Special","description":"Curls up into a ball, performs a short hop, and then starts rolling toward the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield. It also boasts horizontal recovery potential when it is jump-canceled immediately upon releasing the special button.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"sonic","key":"Up Aerial","description":"A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however.","video_file_url":""},"Up Smash":{"character_key":"sonic","key":"Up Smash","description":"A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier.","video_file_url":""},"Up Special":{"character_key":"sonic","key":"Up Special","description":"Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the spring itself can also be used to gimp recovering opponents underneath Sonic.","video_file_url":""},"Up Throw":{"character_key":"sonic","key":"Up Throw","description":"Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform.","video_file_url":""},"Up Tilt":{"character_key":"sonic","key":"Up Tilt","description":"A 540 kick, similar to Captain Falcon's up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a Spring Jump-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on DI. It resembles the Skip Kick from Sonic the Fighters.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"sonic","key":"Back Aerial","description":"A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. However, it has moderate start-up.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Back%20Aerial.m4v"},"Neutral Special":{"character_key":"sonic","key":"Neutral Special","description":"Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"sonic","key":"Side Special","description":"Curls up into a ball, performs a short hop, and then starts rolling toward the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield. It also boasts horizontal recovery potential when it is jump-canceled immediately upon releasing the special button.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Sonic%20-%20Side%20Special.m4v"}},"advantages":["Hard to hit ","Sonic speed!"],"disadvantages":["A lot of weak moves","Pretty lightweight"]},"51":{"id":51,"key":"mega-man","name":"Mega Man","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mega%20Man%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mega%20Man.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":3,"Speed":3,"Neutral":4,"Taunt":4,"Weight":4,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"mega-man","key":"Back Aerial","description":"Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback and high speed, able to net KOs when edgeguarding, and can chain into itself at low percents. Cancelling it into the ground before the third hit connects can allow Mega Man to get a grab or even an up tilt KO. It is based on Slash Man's weapon from Mega Man 7.","video_file_url":""},"Back Throw":{"character_key":"mega-man","key":"Back Throw","description":"Mega Man turns around and throws the opponent behind him. It is a very solid KOing throw, being able to KO middleweights at around 110% at the edge.","video_file_url":""},"Dash Attack":{"character_key":"mega-man","key":"Dash Attack","description":"Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority and long lasting, equivalent to Luigi's dash attack. Useful for mindgames against shields due to its moderate shield stun, which often makes opponents drop their shield too early. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.","video_file_url":""},"Down Aerial":{"character_key":"mega-man","key":"Down Aerial","description":"Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only meteor smash. Mega Man can move himself left or right slightly during the first few frames before launching the fist. Has a weak floating effect before firing. It is based on Hard Man's weapon from Mega Man 3.","video_file_url":""},"Down Smash":{"character_key":"mega-man","key":"Down Smash","description":"Mega Man plants both arm cannons into the ground, causing two vertical flaming pillars to erupt from the ground either side of him which launch the opponent upwards. It has quick startup, but notoriously long endlag that leaves it highly punishable if not landed. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. It boasts incredible power, being one of the strongest down smashes in the game. It is based on Flame Man's weapon from Mega Man 6, though it is more based on how Flame Man uses the weapon.","video_file_url":""},"Down Special":{"character_key":"mega-man","key":"Down Special","description":"Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be held around Mega Man for a set time. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"mega-man","key":"Down Throw","description":"Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw.","video_file_url":""},"Down Tilt":{"character_key":"mega-man","key":"Down Tilt","description":"Mega Man's signature sliding kick attack. He slides forward with a kick that has very little startup and is the only tilt attack in the game to have sex kick properties. the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused. The actual sliding ability introduced in Mega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon in Mega Man 5. Additionally, it could be based on the Leg Breaker maneuver Mega Man can use in the secret fighting game mode in Mega Man 7.","video_file_url":""},"Final Smash":{"character_key":"mega-man","key":"Final Smash","description":"Mega Man fires a Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, in front of him. After it explodes, it can suck opponents in. If anyone gets sucked in, then Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, all protagonists of their own spin-off series, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash.","video_file_url":""},"Forward Aerial":{"character_key":"mega-man","key":"Forward Aerial","description":"Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. It is a very useful combo move, and can net KOs fairly well at the edge of the stage. It is based on Sword Man's weapon from Mega Man 8.","video_file_url":""},"Forward Smash":{"character_key":"mega-man","key":"Forward Smash","description":"Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance, though this distance was buffed in Ultimate. The longer it is charged, the further the resulting shot will go, and its size, damage and knockback also increase significantly when it is fully charged. Fully charged, this is the longest-reaching forward smash in the game, although it has travel time to compensate. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards, but resembles its appearance in Mega Man 5.","video_file_url":""},"Forward Throw":{"character_key":"mega-man","key":"Forward Throw","description":"Throws the opponent forward. Low base knockback.","video_file_url":""},"Forward Tilt":{"character_key":"mega-man","key":"Forward Tilt","description":"Behaves identically to Mega Man's neutral attack, except the Mega Buster itself has no hitbox, and Mega Man fires while running forwards. Jumping after firing twice will immediately transition to neutral aerial, and can combo consistently as well.","video_file_url":""},"Grab":{"character_key":"mega-man","key":"Grab","description":"Mega Man grabs his opponent with one hand and lifts them over his head. Decently fast, but has one of the shortest ranges in the game. It is based on Guts Man's weapon from the original Mega Man.","video_file_url":""},"Neutral Aerial":{"character_key":"mega-man","key":"Neutral Aerial","description":"Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air much like in his original games. The move has a sweetspot on the Mega Buster. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective \"wall\" to deny approaches. This is the only aerial attack in the game with no autocancel threshold, as to seamlessly combo into neutral attack or forward tilt.","video_file_url":""},"Neutral Attack":{"character_key":"mega-man","key":"Neutral Attack","description":"Mega Man fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback. The pellets have very high priority, being able to even nullify Corrin's Dragon Fang Shot in one go. The move has a sweetspot around the Mega Buster itself.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Neutral%20Attack.m4v"},"Neutral Special":{"character_key":"mega-man","key":"Neutral Special","description":"A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item, though it deals less damage upon being thrown a second time. Mega Man cannot throw another Metal Blade until his previous one disappears. Its fair amount of utility makes this Mega Man's most useful tool for edgeguarding, approaching and spacing, and can even initiate shield break combos. The move is based on Metal Man's weapon from Mega Man 2.","video_file_url":""},"Side Special":{"character_key":"mega-man","key":"Side Special","description":"Fires a grappling bomb attached to a drill that latches on to any surface or fighter it touches, before exploding a few seconds later. Much like a Gooey Bomb, it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. Can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. When stuck to a wall, it will detonate as soon as a player gets near it. The move is based on Crash Man's weapon in Mega Man 2.","video_file_url":""},"Up Aerial":{"character_key":"mega-man","key":"Up Aerial","description":"Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"mega-man","key":"Up Smash","description":"Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. It is overall useful due to its large hitbox, anti-air properties and quick startup, though it has noticeable ending lag. Based on Spark Man's weapon from Mega Man 3, though it is more based on how Spark Man uses the weapon.","video_file_url":""},"Up Special":{"character_key":"mega-man","key":"Up Special","description":"Mega Man briefly summons his robotic dog companion Rush. A second bounce will make Mega Man jump even higher than the first bounce. Other players will also be able to bounce on Rush, even if he is in the air. Mega Man is unable to summon Rush again until he lands, or is hit by an attack after using it. It's possible to get incredibly early KOs by forcing an opponent into the air, and following up with an up air. The move is based on the Rush Coil from Mega Man 3.","video_file_url":""},"Up Throw":{"character_key":"mega-man","key":"Up Throw","description":"Throws the opponent upward. Can KO opponents at high percentages.","video_file_url":""},"Up Tilt":{"character_key":"mega-man","key":"Up Tilt","description":"A quick rising uppercut. For a tilt, it has incredible power, with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 80%. It has little starting lag but very high ending lag and little horizontal range. Based on a maneuver of the same name Mega Man received in Mega Man 2: The Power Fighters.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"mega-man","key":"Down Special","description":"Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be held around Mega Man for a set time. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Down%20Special.m4v"},"Neutral Attack":{"character_key":"mega-man","key":"Neutral Attack","description":"Mega Man fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback. The pellets have very high priority, being able to even nullify Corrin's Dragon Fang Shot in one go. The move has a sweetspot around the Mega Buster itself.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Neutral%20Attack.m4v"},"Up Aerial":{"character_key":"mega-man","key":"Up Aerial","description":"Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mega%20Man%20-%20Up%20Aerial.m4v"}},"advantages":["Great at mid-range","Strong aerials","Pellet and leaf shield can interrupt lots of moves"],"disadvantages":["Easy to combo","Can struggle against rushdown"]},"52":{"id":52,"key":"wii-fit-trainer","name":"Wii Fit Trainer","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Wii%20Fit%20Trainer%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Wii%20Fit.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":4,"Neutral":3,"Taunt":4,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"wii-fit-trainer","key":"Back Aerial","description":"Assumes the Cobra pose to perform a double-footed back kick. It comes out on frame 5, making it Wii Fit Trainer's fastest aerial, and a fast attack in general. When coupled with its high knockback growth, its clean feet hitbox enables it to KO Mario at 91% while near the edge of Final Destination.","video_file_url":""},"Back Throw":{"character_key":"wii-fit-trainer","key":"Back Throw","description":"Throws the opponent backwards and then dropkicks them away.","video_file_url":""},"Dash Attack":{"character_key":"wii-fit-trainer","key":"Dash Attack","description":"Assumes the Gate pose while sliding to attack with an arcing arm. It has a respectable duration, which makes it useful for mindgames when used alongside a fox-trot. However, it is punishable on shield.","video_file_url":""},"Down Aerial":{"character_key":"wii-fit-trainer","key":"Down Aerial","description":"Assumes the Chair pose to perform a double foot stomp. It can meteor smash aerial opponents, but not grounded ones. Despite this, it is still fairly powerful against grounded opponents, as it KOs middleweights at 144% while near the edge. However, it comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial.","video_file_url":""},"Down Smash":{"character_key":"wii-fit-trainer","key":"Down Smash","description":"Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a semi-spike. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, however it's low trajectory launch angle result in KOs at lower percentages against characters with poor recovery.","video_file_url":""},"Down Special":{"character_key":"wii-fit-trainer","key":"Down Special","description":"Takes a deep breath. When used correctly, it heals 2%, increases walking speed, run speed, initial dash speed, and fall speed, while also increasing overall damage output by 20% (consequently improving knockback as well) for 12.2 seconds. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40 second refresh is complete yield smaller buffs and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"wii-fit-trainer","key":"Down Throw","description":"Slams the opponent onto the ground between both legs.","video_file_url":""},"Down Tilt":{"character_key":"wii-fit-trainer","key":"Down Tilt","description":"Assumes the Bridge pose to attack with both knees. It has fairly quick start-up and deals both respectable damage and high hitstun, but lacks knockback for its power and has high ending lag. Useful for retaliating after dodging with a notable low crouch, hitting opponents on the ledge, or applying relatively safe shield pressure due to the pushback the move has.","video_file_url":""},"Final Smash":{"character_key":"wii-fit-trainer","key":"Final Smash","description":"Assumes the Warrior pose to emit several multicolored afterimages forward, with each afterimage dealing damage and launching any opponents hit. The silhouettes assume varying yoga poses. A final, larger silhouette is released towards the end of the Final Smash. It travels much slowly across the stage compared to the smaller silhouettes. The final silhouette always assumes the Dancer pose.","video_file_url":""},"Forward Aerial":{"character_key":"wii-fit-trainer","key":"Forward Aerial","description":"Performs a Single-Leg Extension to attack with an outstretched arm and outstretched leg. Due to its hitbox placements, it can hit opponents in front of and\/or behind, but can be awkward to connect with due to its small hitboxes. Wii Fit Trainer's leg can meteor smash when clean, and thanks to it coming out on frame 9 like the arm hitbox, it is among the fastest meteor smashes in the game.","video_file_url":""},"Forward Smash":{"character_key":"wii-fit-trainer","key":"Forward Smash","description":"Assumes the Warrior pose to attack with an outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. The uncharged forward smash KOs Mario around 78% at the edge of Final Destination.","video_file_url":""},"Forward Throw":{"character_key":"wii-fit-trainer","key":"Forward Throw","description":"A jump serve, a technique used in volleyball.","video_file_url":""},"Forward Tilt":{"character_key":"wii-fit-trainer","key":"Forward Tilt","description":"Assumes the Dancer pose to simultaneously perform a knifehand thrust in front and a scorpion kick in back. As a result, it is useful for punishing rolling opponents. It does not move the user at all on use, which can make it difficult to land. Both of Wii Fit Trainer's limbs have differing traits: the arm launches the opponent horizontally, whereas the leg launches them vertically. The arm KOs middleweights at 144% while near the edge, whereas the leg KOs them at 155%.","video_file_url":""},"Grab":{"character_key":"wii-fit-trainer","key":"Grab","description":"Performs a Rowing Squat to grab and lift the opponent off the ground. Wii Fit Trainer's grabs have extremely short ranges, to the point that they almost requires physically touching the opponent in order to connect.","video_file_url":""},"Neutral Aerial":{"character_key":"wii-fit-trainer","key":"Neutral Aerial","description":"Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, connects much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag. Altogether, these traits make it a very useful combo starter when SHFF'd, and is Wii Fit Trainer\u2019s overall best combo starter.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"wii-fit-trainer","key":"Neutral Attack","description":"Performs a Sideways Leg Lift, Standing Knee, and Lunge to attack with an outstretched arm, knee strike, and kneeling stomp, respectively. The first hit also has a rear hitbox on Wii Fit Trainer's leg. The third hit is able to bury grounded opponents, which can easily follow up into a tilt attack or a smash attack. However, Wii Fit Trainer can also wait for the opponent to wriggle out of being buried and catch them with an aerial attack.","video_file_url":""},"Neutral Special":{"character_key":"wii-fit-trainer","key":"Neutral Special","description":"Assumes the Sun Worship pose and charges a yellow energy ball in the air. Like Charge Shot, the energy ball grows in size as it charges. A fully charged Sun Salutation is quite strong, KOing Mario near the edge of Final Destination at 110%. Firing a fully charged Sun Salutation also heals Wii Fit Trainer by 2%. Charging a Sun Salutation also causes a weak push effect during the charge.","video_file_url":""},"Side Special":{"character_key":"wii-fit-trainer","key":"Side Special","description":"Heads a soccer ball. It has impressive mindgame potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball. However, air dodging while using Header renders helplessness. The headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall in the air. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"wii-fit-trainer","key":"Up Aerial","description":"Assumes the Half Moon pose to attack with outstretched, clasped hands. It comes out on frame 6, making it Wii Fit Trainer's second fastest aerial, and a fast attack in general. In addition to having a wide range compared to the Trainer's other aerials, it has good juggling potential, auto-cancels from a short hop. It KOs Mario at 150% off the top of Final Destination.","video_file_url":""},"Up Smash":{"character_key":"wii-fit-trainer","key":"Up Smash","description":"Assumes the Tree pose to attack with an outstretched, clasped hands. Hits around Wii Fit Trainer with a weaker body hitbox. It has good vertical range and it grants intangibility from start-up, making it useful for aerial protection. The uncharged body hitbox KOs Mario around 103% off the top of Final Destination, and the uncharged early hands KOs Mario at 90%.","video_file_url":""},"Up Special":{"character_key":"wii-fit-trainer","key":"Up Special","description":"Hula hoops twirl around Wii Fit Trainer\u2019s body in order to ascend. Button mashing or rhythmic tapping will make Wii Fit Trainer ascend higher and faster, which greatly improves its ascent. The hoops hit multiple times.","video_file_url":""},"Up Throw":{"character_key":"wii-fit-trainer","key":"Up Throw","description":"A jump set, a technique used in volleyball.","video_file_url":""},"Up Tilt":{"character_key":"wii-fit-trainer","key":"Up Tilt","description":"Assumes the Triangle pose to attack with an outstretched arm. The hitbox covers Wii Fit Trainer's arm and body while stepping backward to assume triangle pose. The rising arm is intangible. The arm hitbox launches the opponent straight up and is reliable for combos, particularly into itself and up smash, or as a follow-up from a short hopped up aerial. The body hitbox sends the opponent away at a diagonal angle.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"wii-fit-trainer","key":"Down Special","description":"Takes a deep breath. When used correctly, it heals 2%, increases walking speed, run speed, initial dash speed, and fall speed, while also increasing overall damage output by 20% (consequently improving knockback as well) for 12.2 seconds. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40 second refresh is complete yield smaller buffs and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Down%20Special.m4v"},"Neutral Aerial":{"character_key":"wii-fit-trainer","key":"Neutral Aerial","description":"Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, connects much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag. Altogether, these traits make it a very useful combo starter when SHFF'd, and is Wii Fit Trainer\u2019s overall best combo starter.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"wii-fit-trainer","key":"Side Special","description":"Heads a soccer ball. It has impressive mindgame potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball. However, air dodging while using Header renders helplessness. The headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall in the air. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Wii%20Fit%20Trainer%20-%20Side%20Special.m4v"}},"advantages":["Great kill potential with Deep Breathing","Useful projectiles in neutral","Unique hitboxes"],"disadvantages":["Mediocre defensive options","Have to get used to the unique hitboxes"]},"61":{"id":61,"key":"duck-hunt","name":"Duck Hunt","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Duck%20Hunt%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Duck%20Hunt.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":4,"Speed":3,"Neutral":3,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"duck-hunt","key":"Back Aerial","description":"The dog thrusts his lower back backward to propel the duck, who performs a turning peck.","video_file_url":""},"Back Throw":{"character_key":"duck-hunt","key":"Back Throw","description":"The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw.","video_file_url":""},"Dash Attack":{"character_key":"duck-hunt","key":"Dash Attack","description":"The dog slides onto his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It covers a fair amount of distance and its very high base knockback makes it decent at warding off an opponent. However, it has noticeable ending lag. The late hit knocks opponent over and behind Duck Hunt.","video_file_url":""},"Down Aerial":{"character_key":"duck-hunt","key":"Down Aerial","description":"The dog somersaults to propel the duck, who performs a somersaulting peck. The second hit can also meteor smash opponents, whether on the ground or in midair.","video_file_url":""},"Down Smash":{"character_key":"duck-hunt","key":"Down Smash","description":"The dog and duck look at the ground before the NES Zapper fires three shots around them while they comically dodge the shots. Its first and last hits are in front of the dog, while the second hit is behind him. Its last hit launches the opponent behind the dog, and as a result, Duck Hunt must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smashes, its range increases the longer it is charged, but its first two hits are unreliable because of their angles and very high knockback growth.","video_file_url":""},"Down Special":{"character_key":"duck-hunt","key":"Down Special","description":"The dog summons an 8-bit version of one of the five gunmen from Wild Gunman. Each gunman will fire their gun after a set amount of time and then disappear in a puff of smoke. Each gunman's firing time, damage output, knockback growth and launching angle varies. The gunmen can also block attacks, but if any of them receive at least 5%, they will fall and not fire their guns. Once a gunman falls, Duck Hunt must wait for very briefly before they can summon another one.","video_file_url":""},"Down Throw":{"character_key":"duck-hunt","key":"Down Throw","description":"The dog sways his head downward to slam the opponent onto the ground. It is Duck Hunt's least damaging throw, but can function as a set-up into any of his aerials at mid to high percents.","video_file_url":""},"Down Tilt":{"character_key":"duck-hunt","key":"Down Tilt","description":"The dog swings his lower back forward to propel the duck, who performs a turning peck.","video_file_url":""},"Final Smash":{"character_key":"duck-hunt","key":"Final Smash","description":"The dog barks to call in a flock of 8-bit ducks. The flock tackles the opponent, launching them into a Wild West-styled field from Wild Gunman. The opponent is then repeatedly fired at by the gunmen, who are also shooting at the cardboard cutout gangsters and tin cans from Hogan's Alley.","video_file_url":""},"Forward Aerial":{"character_key":"duck-hunt","key":"Forward Aerial","description":"The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck.","video_file_url":""},"Forward Smash":{"character_key":"duck-hunt","key":"Forward Smash","description":"The dog and duck look forward before the NES Zapper fires three shots in front of them while they comically dodge the shots. It is a semi-spike and the longer it is charged, the larger its range becomes. However, its first two hits are unreliable, as their angles and very high knockback growth can occasionally launch opponents too early, and thus allow them to evade its last hit. This move can be angled.","video_file_url":""},"Forward Throw":{"character_key":"duck-hunt","key":"Forward Throw","description":"The dog rears his head back and sways it forward to throw the opponent.","video_file_url":""},"Forward Tilt":{"character_key":"duck-hunt","key":"Forward Tilt","description":"The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel Trick Shot's tin can a long distance forward while it is in front of themselves.","video_file_url":""},"Grab":{"character_key":"duck-hunt","key":"Grab","description":"The dog bites the opponent and holds them with his mouth.","video_file_url":""},"Neutral Aerial":{"character_key":"duck-hunt","key":"Neutral Aerial","description":"The dog performs an aerial cartwheel, which functions like a sex kick.","video_file_url":""},"Neutral Attack":{"character_key":"duck-hunt","key":"Neutral Attack","description":"The dog performs a paw swipe, followed by a headbutt, followed by a double-footed side kick performed from the baby freeze (a variation of the freeze breakdancing move). If button mashed, the duck pecks repeatedly at alternating angles, and then thrusts its wings and beak forward.","video_file_url":""},"Neutral Special":{"character_key":"duck-hunt","key":"Neutral Special","description":"The dog kicks away a tin can. The can is explosive and subsequent neutral special button presses alert the player with the Zapper to shoot the can forward. After 9 button presses, the can starts to emit smoke and will then explode. The can is also capable of being manipulated by the dog and duck's attacks, with its tilt attacks being especially useful in this regard. However, this also applies to the opponent's attacks. The explosion can also damage Duck Hunt. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"duck-hunt","key":"Side Special","description":"The dog throws a clay pigeon. It has two flight trajectories: a slow, higher arc and a faster, straight arc. Moving while performing the move initiates the former, whereas standing still and performing the gives the latter. Pressing the special button again causes the projectile to explode, causing a natural 5 combo hit. It is useful for hindering approaches, but can also act as a set-up into a dash attack from 0% to medium percentages or into a forward aerial at high percentages. Alternatively, Duck Hunt can attack the pigeon, causing it to explode into fragments that will damage nearby opponents. However, opponents can attack the pigeon as well, which will damage Duck Hunt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"duck-hunt","key":"Up Aerial","description":"The duck pecks upward three times while carrying the dog in tow. It is great to use after connecting your up tilt, and in general, because of its relatively wide hitbox, it can be used to juggle your opponents once they are at higher percentage from your projectiles.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"duck-hunt","key":"Up Smash","description":"The dog and duck look upward before the NES Zapper fires three shots upward while they comically dodge the shots. Like forward smash, its range increases the longer it is charged. Although its first two hits are unreliable because of their angles and very high knockback growth, they are slightly more reliable compared to forward smash and down smash's first two hits.","video_file_url":""},"Up Special":{"character_key":"duck-hunt","key":"Up Special","description":"The duck flies upward while carrying the dog before getting tired and falling to the ground. It is maneuverable, and covers a decent amount of vertical and horizontal distance depending on how it is maneuvered. After a short while, Duck Hunt can interrupt the move with an attack or an air dodge, but doing so will put him in helpless state.","video_file_url":""},"Up Throw":{"character_key":"duck-hunt","key":"Up Throw","description":"The dog performs a handstand kick.","video_file_url":""},"Up Tilt":{"character_key":"duck-hunt","key":"Up Tilt","description":"The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward.","video_file_url":""}},"featured_moves":{"Neutral Special":{"character_key":"duck-hunt","key":"Neutral Special","description":"The dog kicks away a tin can. The can is explosive and subsequent neutral special button presses alert the player with the Zapper to shoot the can forward. After 9 button presses, the can starts to emit smoke and will then explode. The can is also capable of being manipulated by the dog and duck's attacks, with its tilt attacks being especially useful in this regard. However, this also applies to the opponent's attacks. The explosion can also damage Duck Hunt. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"duck-hunt","key":"Side Special","description":"The dog throws a clay pigeon. It has two flight trajectories: a slow, higher arc and a faster, straight arc. Moving while performing the move initiates the former, whereas standing still and performing the gives the latter. Pressing the special button again causes the projectile to explode, causing a natural 5 combo hit. It is useful for hindering approaches, but can also act as a set-up into a dash attack from 0% to medium percentages or into a forward aerial at high percentages. Alternatively, Duck Hunt can attack the pigeon, causing it to explode into fragments that will damage nearby opponents. However, opponents can attack the pigeon as well, which will damage Duck Hunt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"duck-hunt","key":"Up Aerial","description":"The duck pecks upward three times while carrying the dog in tow. It is great to use after connecting your up tilt, and in general, because of its relatively wide hitbox, it can be used to juggle your opponents once they are at higher percentage from your projectiles.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Duck%20Hunt%20-%20Up%20Aerial.m4v"}},"advantages":["Interesting setups and traps"],"disadvantages":["Doesn't have many KO options"]},"62":{"id":62,"key":"ryu","name":"Ryu","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ryu%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Street%20Fighter.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":3,"Speed":2,"Neutral":2,"Taunt":4,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"ryu","key":"Back Aerial","description":"An outside crescent kick. Though it has a small hitbox, its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). It is based on his vertical jumping heavy kick from Street Fighter II, which in some sources also doubled as his Senpuukyaku (???, \"Whirlwind Leg\") command normal\/unique art from other games.","video_file_url":""},"Back Throw":{"character_key":"ryu","key":"Back Throw","description":"The tomoe nage (a Judo throw). Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in Street Fighter II, where it had the same name in most in-depth sources.","video_file_url":""},"Dash Attack":{"character_key":"ryu","key":"Dash Attack","description":"A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the Street Fighter Alpha\/Zero games.","video_file_url":""},"Down Aerial":{"character_key":"ryu","key":"Down Aerial","description":"A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) results in a meteor smash that powerfully sends opponents diagonally downward, while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. Can cancel into any of his special moves upon hit. It is based on his jumping medium and heavy punch in Street Fighter II, albeit at an emphasized downward angle.","video_file_url":""},"Down Smash":{"character_key":"ryu","key":"Down Smash","description":"A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it also his safest smash attack at a distance. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. Like his other smash attacks, it works well as a good finisher for his tapped combos. Can cancel into his Final Smash upon hit. It is based on his crouching heavy kick in Street Fighter II.","video_file_url":""},"Down Special":{"character_key":"ryu","key":"Down Special","description":"Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains super armor that can withstand a single hit while it is charging. When fully charged, the attack becomes unblockable and will pierce through counterattacks. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"ryu","key":"Down Throw","description":"Pins the opponent to the ground and performs a knifehand strike. Its angle allows it to combo well into aerial attacks and Shoryuken until 30%, where thrown opponents are launched too high to get hit. Deals immense shield damage, enough to instantly break the shield of opponents that are right next to Ryu. Based on the brick breaking bonus game in Street Fighter, though it also resembles Akuma's Shurett? (???, \"Vermilion Rending Blade\") throw in Street Fighter IV.","video_file_url":""},"Down Tilt":{"character_key":"ryu","key":"Down Tilt","description":"Tapped: A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in Street Fighter II.\r Held: A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in Street Fighter II.","video_file_url":""},"Final Smash":{"character_key":"ryu","key":"Final Smash","description":"A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the Shin Shoryuken, a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like KO Uppercut and Finishing Touch. At any other range, Ryu performs the Shinku Hadoken, a much larger Hadoken that vacuums nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls. Shin Shoryuken can be cancelled into from Ryu's neutral attacks (both tapped and held variants), tilts, smash attacks, aerials, and special moves (for the variants of Hadoken, it must be at point blank range).","video_file_url":""},"Forward Aerial":{"character_key":"ryu","key":"Forward Aerial","description":"A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. Can cancel into any of his special moves upon hit. It is based on his diagonal jumping medium and heavy kick animation in Street Fighter II.","video_file_url":""},"Forward Smash":{"character_key":"ryu","key":"Forward Smash","description":"The side kick of the same name from Street Fighter III. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else. Can cancel into his Final Smash upon hit.","video_file_url":""},"Forward Throw":{"character_key":"ryu","key":"Forward Throw","description":"The seoi nage(a Judo throw). If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in Street Fighter II, where it had the same name in most in-depth sources.","video_file_url":""},"Forward Tilt":{"character_key":"ryu","key":"Forward Tilt","description":"Tapped (Far): The tsumasaki geri [1], a kick used in Karate. It launches the opponent diagonally upward, and grants intangibility on Ryu's leg from frames 7-12. Good for following with a dash attack or forward aerial at low percents. It is based on his standing medium kick in Street Fighter III. Cannot be special-cancelled.\r \r Tapped (Close): An inward hook. based off his Street Fighter II close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing. This move can also lock.\r \r Held: The overhand of the same name that debuted in Super Street Fighter II Turbo. Despite its appearance, it hits twice much like the original version. Deals very high shield damage, but its start-up makes it difficult to use on quick opponents.","video_file_url":""},"Grab":{"character_key":"ryu","key":"Grab","description":"Reaches out. Ryu's overall grab range is short. It is based on his grab animation in Street Fighter III.","video_file_url":""},"Neutral Aerial":{"character_key":"ryu","key":"Neutral Aerial","description":"A downward angled knee strike. Its limited range is compensated by its sex kick properties and low ending lag. Can cancel into any of his special moves upon hit. The late hit is capable of locking. It is based on his diagonal jumping light kick in Street Fighter II.","video_file_url":""},"Neutral Attack":{"character_key":"ryu","key":"Neutral Attack","description":"Tapped: A jab, followed by a short straight-punch, followed by a hook. The first two hits can lock. It is based on his standing light punch from Street Fighter II (albeit with its animation from Street Fighter III), close standing medium punch from Street Fighter II, and standing hard punch from Street Fighter III, respectively. The first and second hits can be special-cancelled. Held (Far): A spinning hook kick. It is based on his standing heavy kick in Street Fighter II. Unlike many of his other moves, it cannot be special-cancelled. Held (Close): The same as his held Up Tilt.","video_file_url":""},"Neutral Special":{"character_key":"ryu","key":"Neutral Special","description":"Quickly cups his hands to his side and then thrusts them forward to launch a blue ki blast from his cupped hands that deals low damage and knockback, is capable of locking, and may cause tripping at low percents. Only one Hadoken can be active, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button slightly increases the blast's speed and damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a minutely stronger and larger inputted Hadoken (? ? ? + attack\/special), and the red flaming Shakunetsu Hadoken that hits multiple times (? ? ? ? ? + attack\/special). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage due to its low damage outputs, knockback and slow speed. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Hadoken and its variants should be used wisely due to its low priority. All variants can cancel into his Final Smash.","video_file_url":""},"Side Special":{"character_key":"ryu","key":"Side Special","description":"A jumping, spinning crescent kick. Ryu moves in the given direction he is facing. Has sex kick properties, grants intangibility on Ryu's leg for the whole duration the hitbox is active, and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (? ? ? + attack\/special) sees Ryu announce the move by name and results in it dealing even more damage, covering more distance, and granting it better KOing potential. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground. Essentially, it is a high risk, high reward option for approaching and recovering. Can cancel into his Final Smash.","video_file_url":""},"Up Aerial":{"character_key":"ryu","key":"Up Aerial","description":"An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. His arm becomes intangible on frames 6-10. KOs at 155%. It is based on his diagonal jumping medium punch in Super Street Fighter II Turbo.","video_file_url":""},"Up Smash":{"character_key":"ryu","key":"Up Smash","description":"Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range. His arm becomes intangible on frames 3-6. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. It is based on his crouching heavy punch in Street Fighter, albeit with its animation from Street Fighter III.","video_file_url":""},"Up Special":{"character_key":"ryu","key":"Up Special","description":"A leaping uppercut. Upon usage, propels his fist into the air at high speed. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (up, down, diagonal down + attack\/special) deals even more knockback and damage and grants Ryu both slightly more intangibility (frames 1-14 versus frame 5) and lower landing lag (16 frames versus 23 frames). Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its fast start-up, especially when used in conjunction with Focus Attack. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"ryu","key":"Up Throw","description":"A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback (KO's Mario starting at 77% from the edge of Final Destination). Ryu's leg becomes intangible during the axe kick (frames 25-30). It is based on his close heavy kick in Street Fighter II.","video_file_url":""},"Up Tilt":{"character_key":"ryu","key":"Up Tilt","description":"Tapped: The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. Held: An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Up%20Tilt.m4v"}},"featured_moves":{"Down Special":{"character_key":"ryu","key":"Down Special","description":"Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains super armor that can withstand a single hit while it is charging. When fully charged, the attack becomes unblockable and will pierce through counterattacks. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Down%20Special.m4v"},"Up Special":{"character_key":"ryu","key":"Up Special","description":"A leaping uppercut. Upon usage, propels his fist into the air at high speed. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (up, down, diagonal down + attack\/special) deals even more knockback and damage and grants Ryu both slightly more intangibility (frames 1-14 versus frame 5) and lower landing lag (16 frames versus 23 frames). Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its fast start-up, especially when used in conjunction with Focus Attack. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Up%20Special.m4v"},"Up Tilt":{"character_key":"ryu","key":"Up Tilt","description":"Tapped: The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. Held: An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ryu%20-%20Up%20Tilt.m4v"}},"advantages":["Can get early kills","Has good combos"],"disadvantages":["Poor recovery","Has trouble getting in range","Special Input System makes him hard to master"]},"63":{"id":63,"key":"ken","name":"Ken","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ken%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Street%20Fighter.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":2,"Neutral":2,"Taunt":4,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"ken","key":"Back Aerial","description":"An outside crescent kick. Since Ken always faces his opponent in one-on-one matches, one must perform a reverse aerial rush in order to use it for edge-guarding.","video_file_url":""},"Back Throw":{"character_key":"ken","key":"Back Throw","description":"Ken performs a tomoe nage. However, when he lands on his back, he uses his free foot to spring him and his opponent off the ground. He then uses the momentum from the first roll to toss them away after landing a second time on his back, thus causing him to roll backward a total of two times. This allows him to cover more distance and move closer to the edge of stages from farther away.","video_file_url":""},"Dash Attack":{"character_key":"ken","key":"Dash Attack","description":"A flying kick. Identical to Ryu's version.","video_file_url":""},"Down Aerial":{"character_key":"ken","key":"Down Aerial","description":"A downward angled cross. Identical to Ryu's.","video_file_url":""},"Down Smash":{"character_key":"ken","key":"Down Smash","description":"A legsweep. Identical to Ryu's version.","video_file_url":""},"Down Special":{"character_key":"ken","key":"Down Special","description":"Similar to Ryu's version, but with a spinning kick instead of a punch. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"ken","key":"Down Throw","description":"Pins the opponent to the ground and performs a knifehand strike, much like Ryu. Deals less damage.","video_file_url":""},"Down Tilt":{"character_key":"ken","key":"Down Tilt","description":"Tapped: A crouching, Hapkido-style shin kick. As with Ryu, it can be repeated as fast as the player can press. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings.\r \r Held: A lunging, Hapkido-style shin kick. As with Ryu, Ken's Shoryuken combos well from this attack.","video_file_url":""},"Final Smash":{"character_key":"ken","key":"Final Smash","description":"Like with Ryu, Ken's Final Smash varies depending on range. At point-blank range, Ken traps the opponent with Shippu Jinraikyaku, a furious series of kicks, followed by devastating series of hurricane kicks. At any other range, Ken performs the Shinryuken, an uppercut which produces a giant pillar of fire with immense vertical range.","video_file_url":""},"Forward Aerial":{"character_key":"ken","key":"Forward Aerial","description":"A flying kick. Similar to Ryu's version, though Ken's clean and weak sweetspots deal slightly less damage.","video_file_url":""},"Forward Smash":{"character_key":"ken","key":"Forward Smash","description":"A roundhouse kick. Unlike Ryu's forward smash, it has less range, and doesn't move him forward as much. It also has slightly less base knockback. Based on his standing heavy kick introduced in Super Street Fighter II Turbo. Can cancel into his Final Smash upon hit.","video_file_url":""},"Forward Throw":{"character_key":"ken","key":"Forward Throw","description":"The seoi nage, a Judo throw. Identical to Ryu's.","video_file_url":""},"Forward Tilt":{"character_key":"ken","key":"Forward Tilt","description":"Tapped (far): The tsumasaki geri, a kick used in Karate. It launches the opponent diagonally upward. As with Ryu, it is good for following with a dash attack or forward aerial at low percents, and grants intangibility on his leg from frames 7-12. Cannot be special-cancelled. Tapped (close): An inward hook. Like with Ryu, the move causes the opponent to slightly shift towards Ken. The only purpose of this move is to initiate combos. Held: A straight with his left or right arm. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. It is based on his far standing medium punch. Cannot be special-cancelled.","video_file_url":""},"Grab":{"character_key":"ken","key":"Grab","description":"Reaches out.","video_file_url":""},"Neutral Aerial":{"character_key":"ken","key":"Neutral Aerial","description":"A downward angled kick. While weaker than Ryu's neutral aerial, the move has increased range. The strongest hitbox is at Ken's bent leg. Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. At mid percents, hitting clean with his bent leg will cause anyone behind Ken to move in front of him, allowing for combos into his special moves. It is based on his diagonal jumping medium kick in SFII.","video_file_url":""},"Neutral Attack":{"character_key":"ken","key":"Neutral Attack","description":"Tapped: A jab, followed by a short straight-punch, followed by a hook. The first and second hits can be special-canceled, and are also able to lock. Held (far): Ken performs his Inazuma Kick: a double-hitting axe kick. This move causes Ken to slightly move forward, and deals a good amount of shield damage; coupled with its ability to be followed up from Ken's unique roundhouse kicks, it is useful for shield pressure. Cannot be special-cancelled. Held (close): Same as his held up tilt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Neutral%20Attack.m4v"},"Neutral Special":{"character_key":"ken","key":"Neutral Special","description":"Quickly cups his hands to his side and then thrusts them forward to launch a blue ki blast from his cupped hands that deals low damage and knockback, and may cause tripping at low percents. As in the original games, Ken's Hadoken is weaker than Ryu's version. Since Ken does not have access to Shakunetsu Hadoken, he can only do two versions of the move: a small blue Hadoken (special button only), and a minutely stronger and larger inputted Hadoken (? ? ? + attack\/special). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage due to its low damage outputs, knockback and slow speed. Both variants can cancel into his Final Smash. Like in the original Street Fighter II, Ken's Hadoken contains an image of his hands.","video_file_url":""},"Side Special":{"character_key":"ken","key":"Side Special","description":"A jumping, spinning crescent kick. Unlike Ryu's version of the move, Ken's version hits multiple times, has less endlag, and doesn't grant intangibility on his leg. Also, Ken will announce the move by name whether he uses the input or not (Ryu only announces the move if it was performed via input). If all hits connect, it can deal more damage than Ryu's version. The multi-hits can also drag opponents offstage at low percents, making it effective against characters with poor recoveries. However, Ken's Tatsumaki Senpukyaku deals significantly less knockback than Ryu's. Also, the hits connect less reliably, and it lacks a final hit, making it punishable. Any of the hits can be canceled into his Final Smash.\r ","video_file_url":""},"Up Aerial":{"character_key":"ken","key":"Up Aerial","description":"A kick straight upwards. Unlike Ryu's up aerial, it only hits once. Can cancel into any of his special moves upon hit. Based off of his neutral jumping light kick.","video_file_url":""},"Up Smash":{"character_key":"ken","key":"Up Smash","description":"Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Grants intangibility on frames 3-6. Identical to Ryu's version.","video_file_url":""},"Up Special":{"character_key":"ken","key":"Up Special","description":"A leaping uppercut. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. However, it deals more damage and has powerful hitboxes throughout the move. Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. Tapping the button fast causes it to hit once, tapping the button at a mid-fast speed causes it to hit twice, and holding the button performs Heavy Shoryuken: a flaming Shoryuken that hits 3 times. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"ken","key":"Up Throw","description":"A stretch kick transitioned into an axe kick. Identical to Ryu's version.","video_file_url":""},"Up Tilt":{"character_key":"ken","key":"Up Tilt","description":"Tapped: The sok ngat, an uppercut-style elbow strike used in Muay Thai. Identical to Ryu's version. Held: An uppercut. As with Ryu, it grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move.","video_file_url":""}},"featured_moves":{"Up Special":{"character_key":"ken","key":"Up Special","description":"A leaping uppercut. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. However, it deals more damage and has powerful hitboxes throughout the move. Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. Tapping the button fast causes it to hit once, tapping the button at a mid-fast speed causes it to hit twice, and holding the button performs Heavy Shoryuken: a flaming Shoryuken that hits 3 times. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Up%20Special.m4v"},"Down Special":{"character_key":"ken","key":"Down Special","description":"Similar to Ryu's version, but with a spinning kick instead of a punch. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Down%20Special.m4v"},"Neutral Attack":{"character_key":"ken","key":"Neutral Attack","description":"Tapped: A jab, followed by a short straight-punch, followed by a hook. The first and second hits can be special-canceled, and are also able to lock. Held (far): Ken performs his Inazuma Kick: a double-hitting axe kick. This move causes Ken to slightly move forward, and deals a good amount of shield damage; coupled with its ability to be followed up from Ken's unique roundhouse kicks, it is useful for shield pressure. Cannot be special-cancelled. Held (close): Same as his held up tilt.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ken%20-%20Neutral%20Attack.m4v"}},"advantages":["Can get early kills","Has good combos"],"disadvantages":["Poor recovery","Has trouble getting in range"]},"64":{"id":64,"key":"cloud","name":"Cloud","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Cloud%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Final%20Fantasy.svg","difficulty":"Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":2,"Speed":4,"Neutral":4,"Taunt":4,"Weight":3,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"cloud","key":"Back Aerial","description":"Turns around to perform an outward slash. Has very long range and good knockback, KOing middleweights at around 115% near the edge. This makes it an effective spacing and KO option. It also has very low landing lag, autocancels from a short hop, and can be used to perform a wall of pain at low percentages. It has limited vertical range, however, and its hitbox is only active for three frames. It resembles the sword strike he does during his Meteorain Limit Break.","video_file_url":""},"Back Throw":{"character_key":"cloud","key":"Back Throw","description":"A spinning back kick. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights.","video_file_url":""},"Dash Attack":{"character_key":"cloud","key":"Dash Attack","description":"Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages.","video_file_url":""},"Down Aerial":{"character_key":"cloud","key":"Down Aerial","description":"A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. Its late hit is a capable combo starter when autocancelled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. It has a long duration, but also has high ending lag, making it a huge risk to use off-stage.","video_file_url":""},"Down Smash":{"character_key":"cloud","key":"Down Smash","description":"Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse gripped thrust behind himself. The first hit launches opponents into the second, though it is possible to tech after the first hit, causing the second to miss. The first hit can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 8, making it Cloud's fastest smash attack.","video_file_url":""},"Down Special":{"character_key":"cloud","key":"Down Special","description":"Holds out the Buster Sword and remains still. This manually charges the Limit Gauge, and while the move is being held, a meter pops up that denotes the current level of Limit and increases as it is charged. The Limit Gauge will reach full charge either by using Limit Charge for 6.67 seconds, but it can be alternatively filled by dealing 150% or receiving 100%, or a combination of each of these things. The move can be charge-canceled by pressing the shield button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility increase- he will have access to much more powerful, one-use variants of his special attacks in this state. Using any of these attacks or waiting 15 seconds will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The Limit Break variation of Limit Charge itself is an entirely different attack called Finishing Touch; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 14, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, KOing about 24% later when hit in front and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful wind that extends even further beyond the Buster Sword's range, pushing opponents away. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"cloud","key":"Down Throw","description":"A one-handed body slam. It launches opponents behind him with low base knockback; it is Cloud's only combo throw, though it is a lackluster one. It also KOs earlier than any of his other throws, especially near the edge, though still not until extremely high percentages. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of in the air.","video_file_url":""},"Down Tilt":{"character_key":"cloud","key":"Down Tilt","description":"A baseball slide. His legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as a punishment option, as well as a capable set-up option into aerial attacks.","video_file_url":""},"Final Smash":{"character_key":"cloud","key":"Final Smash","description":"Rushes forward at high speed and attacks, unleashing a series of slashes that concludes with a powerful, descending slash that triggers an explosion. At the beginning of the move, with a text box appearing above him that displays \"Omnislash\" as he proceeds to flings any opponents he runs into to the top of the screen. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful Final Smashes in the game when successful, as it can KO as low as 22%. Unlike Marth and Lucina's Critical Hit, Cloud will dash off the edges of platforms if Omnislash is initiated next to one, and he cannot cancel the move.","video_file_url":""},"Forward Aerial":{"character_key":"cloud","key":"Forward Aerial","description":"Briefly pauses and then performs a downward slash. It is his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully meteor smashes aerial opponents. Grounded opponents are sent at a more vertical angle by the sweetspot. If contact is made once the blade stops, it deals weaker knockback. Its ending lag is moderate, though its landing lag is low for its range and power, and it autocancels from a full hop. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"cloud","key":"Forward Smash","description":"Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average shieldstun. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed roll or sidestep. It resembles the depiction of Cross Slash in the Kingdom Hearts series, and may also be a reference to the effects of the Double Cut Materia in Final Fantasy VII.","video_file_url":""},"Forward Throw":{"character_key":"cloud","key":"Forward Throw","description":"A modified dropsault. It has low knockback, so it's usually used for positioning or throwing opponents off-stage. It resembles Somersault, a Limit Break used by Tifa Lockhart, one of Cloud's party members in Final Fantasy VII.","video_file_url":""},"Forward Tilt":{"character_key":"cloud","key":"Forward Tilt","description":"An inward slash. It has quick start-up, but moderate ending lag. It is Cloud's only tilt that has reasonable KO potential, KOing middleweights around 120% at the edge. It is based on his basic attack in Final Fantasy VII.","video_file_url":""},"Grab":{"character_key":"cloud","key":"Grab","description":"Reaches out with his hand. Has very low range.","video_file_url":""},"Neutral Aerial":{"character_key":"cloud","key":"Neutral Aerial","description":"A circular slash around himself. It covers Cloud's whole hurtbox, very fast, autocancels from a short hop, making it a solid all-purpose move that is rather hard to punish.","video_file_url":""},"Neutral Attack":{"character_key":"cloud","key":"Neutral Attack","description":"A side kick, followed by a mid-level roundhouse kick, followed by an outward slash. All hits are executed very quickly and have high range (particularly the kicks). The last hit can be used to tech-chase due to its low semi-spike knockback, but it's slow to end. The first two hits can jab lock.","video_file_url":""},"Neutral Special":{"character_key":"cloud","key":"Neutral Special","description":"Swings the Buster Sword upward and in front of himself in order to launch a green, crescent-shaped energy beam as a projectile. It comes out and moves rather slowly, but travels a long distance and has a large hitbox. It is stronger if used on the ground and hit early. The aerial version is slower and deals less damage, but gives Cloud a slight lift. Like most projectiles, it disappears on contact with an object or enemy. The Limit Break variant possesses transcendent priority, moves much faster across the ground and hits multiple times, with its last hit having great KO potential. It is still weaker and slower when performed in midair, however.","video_file_url":""},"Side Special":{"character_key":"cloud","key":"Side Special","description":"Performs a downwards slash. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, together spelling the kanji ? (\"misfortune\"). The full attack deals high damage and moderate knockback, making it a superb punishing option at close range. It is weak against shield, however, as all stages of the attack are slow and punishable if missed. Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. It also noticeably increases both the damage and KO potential of the move, KOing middleweights at 100% from the center of the stage, while reducing the move's ending lag to such an extent that it becomes nearly impossible to punish without being right behind Cloud as he unleashes the move. Additionally, Limit Cross Slash deals a high amount of shield damage. It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits.","video_file_url":""},"Up Aerial":{"character_key":"cloud","key":"Up Aerial","description":"Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has sex kick properties. It has a long-lasting hitbox and can effectively deny landings, which makes it a good anti-air move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"cloud","key":"Up Smash","description":"Swings the Buster Sword upward in a wide arc. Has some startup (15 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has long range in front of, above, and slightly behind Cloud. KOs middleweights around 125%.","video_file_url":""},"Up Special":{"character_key":"cloud","key":"Up Special","description":"A leaping reverse gripped slash. If the special button is pressed again, it is followed with a descending reverse gripped slash. The first hit deals set knockback that leads into the second hit, which has a sweetspot at the center of the Buster Sword's blade that meteor smashes opponents as Cloud descends. It is Cloud's primary recovery move, though it is notable for being very ineffective due to multiple traits: it grants mediocre distance with low vertical height and almost no horizontal momentum, and the descending slash cannot be cancelled and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Its fast startup makes it a good surprise attack when grounded, particularly as an out of shield option. Its Limit Break variant greatly strengthens the first (but not second) hit of the move (allowing it to KO grounded middleweights at around 125%), allows it to sweetspot edges throughout, and grants Cloud much greater vertical and horizontal distance.","video_file_url":""},"Up Throw":{"character_key":"cloud","key":"Up Throw","description":"Cloud sets the opponent above him and butterfly-kicks them. While it has high enough knockback to set up juggles, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It vaguely resembles Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally.","video_file_url":""},"Up Tilt":{"character_key":"cloud","key":"Up Tilt","description":"An overhead arcing slash. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. It is fast and has a fairly large hitbox, although its knockback is lacking. It can reliably start combos, chaining into itself at 0% and into aerials at low percentages.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"cloud","key":"Down Special","description":"Holds out the Buster Sword and remains still. This manually charges the Limit Gauge, and while the move is being held, a meter pops up that denotes the current level of Limit and increases as it is charged. The Limit Gauge will reach full charge either by using Limit Charge for 6.67 seconds, but it can be alternatively filled by dealing 150% or receiving 100%, or a combination of each of these things. The move can be charge-canceled by pressing the shield button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility increase- he will have access to much more powerful, one-use variants of his special attacks in this state. Using any of these attacks or waiting 15 seconds will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The Limit Break variation of Limit Charge itself is an entirely different attack called Finishing Touch; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 14, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, KOing about 24% later when hit in front and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful wind that extends even further beyond the Buster Sword's range, pushing opponents away. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"cloud","key":"Forward Aerial","description":"Briefly pauses and then performs a downward slash. It is his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully meteor smashes aerial opponents. Grounded opponents are sent at a more vertical angle by the sweetspot. If contact is made once the blade stops, it deals weaker knockback. Its ending lag is moderate, though its landing lag is low for its range and power, and it autocancels from a full hop. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Forward%20Aerial.m4v"},"Up Aerial":{"character_key":"cloud","key":"Up Aerial","description":"Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has sex kick properties. It has a long-lasting hitbox and can effectively deny landings, which makes it a good anti-air move.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Cloud%20-%20Up%20Aerial.m4v"}},"advantages":["Large, lingering hitboxes","Limit provides speed and KO power"],"disadvantages":["Mediocre defense and recovery","Predictable neutral and kill moves"]},"387":{"id":387,"key":"terry","name":"Terry","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Terry%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fatal%20Fury.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":2,"Neutral":3,"Taunt":2,"Weight":5,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"terry","key":"Back Aerial","description":"Spins around and kicks behind himself. Somewhat similar to Ryu's back aerial. Based on his Jumping Backspin Kick.\r ","video_file_url":""},"Back Throw":{"character_key":"terry","key":"Back Throw","description":"Slams the opponent on the ground behind him. Based on his back throw in Fatal Fury. KOs middleweights at around 163% at the ledge of Final Destination.\r ","video_file_url":""},"Dash Attack":{"character_key":"terry","key":"Dash Attack","description":"A charging shoulder tackle, akin to Samus, Captain Falcon or Ganondorf. Based on Terry's special move introduced in Real Bout Fatal Fury Special. The clean hit possesses decent horizontal KO potential, and the move can also cross up shields. He might either say \"Power Charge!\" or \"Goodbye!\" when using this attack.\r ","video_file_url":""},"Down Aerial":{"character_key":"terry","key":"Down Aerial","description":"A downward punch. Terry\u2019s most damaging aerial, and has a meteor effect if sweetspotted, launching opponents at a very diagonal angle akin to a spike. The sourspot pops the opponent up slightly if they are hit on the ground, whereas the sweetspot launches opponents at a rather horizontal angle that limits its follow-up potential. Based on his jumping heavy punch.","video_file_url":""},"Down Smash":{"character_key":"terry","key":"Down Smash","description":"A low kick. In a similar vein to Ryu, it only hits in front of Terry. Based on his crouching heavy kick.\r ","video_file_url":""},"Down Special":{"character_key":"terry","key":"Down Special","description":"Terry jumps diagonally, hitting the opponent twice with a knee strike, before punching diagonally downwards with an energy punch. Can be easily combo'd into from jab 2. Special input is forward, down, diagonal forward and down + attack\/special, which grants intangibility during the rising part of the move and increases knockback while slightly boosting damage. The strong input special will meteor smash at the end of the move if Terry's fist hits the opponent dead center. Like with Burning Knuckle, the special input will have a special trail effect if done correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"terry","key":"Down Throw","description":"Leaps and performs a neckbreaker throw. Based on his backturned throw in Fatal Fury: Wild Ambition. Can combo into aerials at low percents, although its overall combo potential is fairly limited because of its moderately high ending lag. It can KO middleweights at around 232% on Final Destination.\r ","video_file_url":""},"Down Tilt":{"character_key":"terry","key":"Down Tilt","description":"A low kick. Deals extremely low damage, but can be spammed safely due to its very low lag overall. It can be special-canceled. Based on his crouching light kick in his home series.","video_file_url":""},"Final Smash":{"character_key":"terry","key":"Final Smash","description":"Terry starts with his Triple Geyser, where he punches the ground three times to erupt three consecutive Power Geysers. If the last geyser hits an opponent, Terry will follow up with Power Dunk, knocking his target into the ground hard enough for them to bounce. Landing, Terry finishes the attack by turning around and charging his Max Buster Wolf as his target hangs in the air, exclaiming \"Here's the big one!\" before unleashing the move at point-blank range. This move can cancel any move except for Power Geyser and the later hits of his special moves. The follow-up from Triple Geyser will only hit one opponent. To those who will not get hit, the final geyser deals increased knockback.","video_file_url":""},"Forward Aerial":{"character_key":"terry","key":"Forward Aerial","description":"A diagonally angled kick. Based on his jumping light kick or jumping heavy kick when jumping forward or backward in his home series.","video_file_url":""},"Forward Smash":{"character_key":"terry","key":"Forward Smash","description":"A spinning kick in which Terry slightly reels back before leaping forward while performing it. Noticeable starting and ending lag, but boasts high KO power. Based on his C+D attack, albeit with a heavily altered animation.\r ","video_file_url":""},"Forward Throw":{"character_key":"terry","key":"Forward Throw","description":" Slams the opponent on the ground in front of him. Based on his back throw in Fatal Fury. KOs middleweights at around 166% at the ledge of Final Destination.","video_file_url":""},"Forward Tilt":{"character_key":"terry","key":"Forward Tilt","description":"A middle-height kick that grants intangibility to his attacking leg. It has an impressive damage output, especially when sweetspotted. Can be canceled into specials and is a very easy and reliable confirm into Buster Wolf. Based on his standing heavy kick in his home series. The move also has a disjointed hitbox on Terry's foot.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Forward%20Tilt.m4v"},"Grab":{"character_key":"terry","key":"Grab","description":"Reaches out with both hands.","video_file_url":""},"Neutral Aerial":{"character_key":"terry","key":"Neutral Aerial","description":"A quick aerial chop. Can be canceled into specials. It has moderately low lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Based on his jumping light punch.\r ","video_file_url":""},"Neutral Attack":{"character_key":"terry","key":"Neutral Attack","description":"A high jab, followed by a hit to the body, and ending with a high kick launcher. The first two attacks can each be canceled into special attacks, most reliably Power Dunk. The second hit strikes twice, and the move deals an impressively high amount of damage for a neutral attack. Holding the attack button also causes Terry to repeat the first hit. Based on his standing light punch, close-range standing heavy punch, and standing light kick in most games. Unlike most standard neutral attacks, this one hits four times and thus it deals high damage for a jab.","video_file_url":""},"Neutral Special":{"character_key":"terry","key":"Neutral Special","description":"Terry punches the ground, generating a wave of energy. If used in the air, he will release a short-ranged burst of energy, also known as Round Wave. The Round Wave offers decent knockback and can KO opponents offstage.","video_file_url":""},"Side Special":{"character_key":"terry","key":"Side Special","description":"Unlike any fighter, Terry has two side specials depending on the input; a forward and a backward special. Burning Knuckle (Forward Special): Terry charges forwards with an energy punch. Can be held instead of tapped for more traveling distance, damage and knockback. Special input is quarter circle forward + attack\/special (where forward is the direction Terry is facing), which increases knockback with a slight boost to damage. If the special input is performed, a subtle fiery green visual effect will be added to the move. Crack Shoot (Backward Special): Performs a move similar to a flying axe kick. Special input is quarter circle backwards + attack\/special (where backwards is the direction behind Terry), which increases knockback with a slight boost to damage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"terry","key":"Up Aerial","description":"A flipping kick above Terry. Has low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. It functions like other up aerials of its kind when it comes to utility. Based off of Kim Kaphwan's Hienzan.\r ","video_file_url":""},"Up Smash":{"character_key":"terry","key":"Up Smash","description":"Terry crouches down and performs an uppercut, similar to Ryu's up smash. It deals more damage with its late hit. Based on his crouching heavy punch.\r ","video_file_url":""},"Up Special":{"character_key":"terry","key":"Up Special","description":"Terry jumps in the air, performing an upward spin that deals multiple hits. Can be held instead of tapped for more distance and damage. If ? is briefly held (for at least 24 frames) before performing the up special input, Terry will be intangible at the legs for much of the move's duration and deal much more damage and knockback.\r ","video_file_url":""},"Up Throw":{"character_key":"terry","key":"Up Throw","description":"Uppercuts the opponent. Based on the second hit of his front throw in Fatal Fury.\r ","video_file_url":""},"Up Tilt":{"character_key":"terry","key":"Up Tilt","description":"An uppercut. Somewhat quick, and can be canceled into specials. It renders his attacking arm intangible. Based on Terry's anti-air command normal in his home series.\r ","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"terry","key":"Down Special","description":"Terry jumps diagonally, hitting the opponent twice with a knee strike, before punching diagonally downwards with an energy punch. Can be easily combo'd into from jab 2. Special input is forward, down, diagonal forward and down + attack\/special, which grants intangibility during the rising part of the move and increases knockback while slightly boosting damage. The strong input special will meteor smash at the end of the move if Terry's fist hits the opponent dead center. Like with Burning Knuckle, the special input will have a special trail effect if done correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Down%20Special.m4v"},"Side Special":{"character_key":"terry","key":"Side Special","description":"Unlike any fighter, Terry has two side specials depending on the input; a forward and a backward special. Burning Knuckle (Forward Special): Terry charges forwards with an energy punch. Can be held instead of tapped for more traveling distance, damage and knockback. Special input is quarter circle forward + attack\/special (where forward is the direction Terry is facing), which increases knockback with a slight boost to damage. If the special input is performed, a subtle fiery green visual effect will be added to the move. Crack Shoot (Backward Special): Performs a move similar to a flying axe kick. Special input is quarter circle backwards + attack\/special (where backwards is the direction behind Terry), which increases knockback with a slight boost to damage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Side%20Special.m4v"},"Forward Tilt":{"character_key":"terry","key":"Forward Tilt","description":"A middle-height kick that grants intangibility to his attacking leg. It has an impressive damage output, especially when sweetspotted. Can be canceled into specials and is a very easy and reliable confirm into Buster Wolf. Based on his standing heavy kick in his home series. The move also has a disjointed hitbox on Terry's foot.\r ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Terry%20-%20Forward%20Tilt.m4v"}},"advantages":["Great ground game","Powerful specials","Strong punish game "],"disadvantages":["Slow aerial mobility","Easily juggled","Mediocre recovery"]},"467":{"id":467,"key":"min-min","name":"Min Min","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Min%20Min%20-%20Thumbnail.jpg","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Arms.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":1,"Speed":2,"Neutral":5,"Taunt":3,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"min-min","key":"Back Aerial","description":"Fires a single straight punch behind her with her left ARM.","video_file_url":""},"Back Throw":{"character_key":"min-min","key":"Back Throw","description":"Suplexes the opponent, similarly to Incineroar's back throw. Her strongest throw, and can KO at around 120% at the ledge. However, it is very susceptible to DI because of its diagonal angle, making it KO later if DI'd correctly. Nearby opponents will take damage as well.","video_file_url":""},"Dash Attack":{"character_key":"min-min","key":"Dash Attack","description":"A flying kick, similar to Wolf's dash attack. Grants a lot of distance, which is especially useful due to Min Min's low ground speed. It can cross up shields at the beginning of the move.","video_file_url":""},"Down Aerial":{"character_key":"min-min","key":"Down Aerial","description":"A dive kick, similar to Sheik. Can meteor smash at the start of the move. Due to its status as a stall-and-fall, it can be used to break out of disadvantage, although it is reactable if predicted.","video_file_url":""},"Down Smash":{"character_key":"min-min","key":"Down Smash","description":"A split kick, similar to Sonic. Grants her legs intangibility (frames 4-6). Has a sourspot located on her legs. Both sides have equal strength.","video_file_url":""},"Down Special":{"character_key":"min-min","key":"Down Special","description":"Swaps her right ARM between three different weapons (see section below), each of which have a different effect on her ARM-based moves. She cannot swap while attacking or while unable to move. Swapping is active on frame 1, and ARMS can attack instantly with a changed ARM.","video_file_url":""},"Down Throw":{"character_key":"min-min","key":"Down Throw","description":"A front flipping heel stomp, similarly to Sheik's down throw. It lacks combo potential due to its high ending lag, so this makes its only purpose for tech-chasing on platforms.","video_file_url":""},"Down Tilt":{"character_key":"min-min","key":"Down Tilt","description":"","video_file_url":""},"Final Smash":{"character_key":"min-min","key":"Final Smash","description":"Min Min punches forward with a powered-up left Dragon ARM. If this punch connects with a fighter, a cinematic will play in which six ARMS fighters (Spring Man, Ribbon Girl, Ninjara, Twintelle, Mechanica, and Master Mummy) will attack the fighter with a barrage of punches. Min Min then uses her left Dragon ARM to blast the opponent against a gong, finishing the Final Smash and sending them flying. Unlike most Final Smashes, ARMS Rush can only affect one victim, as any bystanders will be knocked away.","video_file_url":""},"Forward Aerial":{"character_key":"min-min","key":"Forward Aerial","description":"Fires a single straight punch with her left ARM.","video_file_url":""},"Forward Smash":{"character_key":"min-min","key":"Forward Smash","description":"Fires a single straight punch with her left ARM.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"min-min","key":"Forward Throw","description":"Kicks the opponent away, in a similar fashion to that of Zero Suit Samus. It puts opponents into an unfavorable position offstage, and most notably, it can lead into a forward smash at low-mid percentages. While it isn't a true combo, the opponent has very few options to escape afterwards, most of which Min Min can react to. The move also resembles her grab attack in her home game.","video_file_url":""},"Forward Tilt":{"character_key":"min-min","key":"Forward Tilt","description":"Fires a single straight punch with her left ARM.","video_file_url":""},"Grab":{"character_key":"min-min","key":"Grab","description":"Min Min has an extended grab, which is identical to her grab in ARMS, albeit unable to reach the same range as her standard punches. By far the slowest startup of any grab in Ultimate, but it makes up for having the longest reach of all grabs in the game. While it has extreme range, it is merely an extended grab, not a tether grab, much like how the Hookshot and the Grapple Beam worked in Smash 64 - it cannot be used to grab edges or as a grab aerial.","video_file_url":""},"Neutral Aerial":{"character_key":"min-min","key":"Neutral Aerial","description":"Rotates her left ARM around her in a downward circular motion.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"min-min","key":"Neutral Attack","description":"A quick hook kick followed by a leg sweep, which then transitions into either an outward roundhouse kick (if the button is held after the first hit) or a rapid series of kicks that ends with a side kick (if the button is mashed). The 3-hit variant can KO at very high percentages.","video_file_url":""},"Neutral Special":{"character_key":"min-min","key":"Neutral Special","description":"Min Min performs a forward tilt with her right ARM. See below for details.","video_file_url":""},"Side Special":{"character_key":"min-min","key":"Side Special","description":"Fires a single straight punch with her right ARM","video_file_url":""},"Up Aerial":{"character_key":"min-min","key":"Up Aerial","description":"A flip kick, similar to Mario. It cannot combo into itself without landing due to its slightly higher ending lag compared to other similar up aerials, but it is slightly stronger overall when sweetspotted; it can KO at around 130% near the upper blast line.","video_file_url":""},"Up Smash":{"character_key":"min-min","key":"Up Smash","description":"A somersault kick that can reflect projectiles. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg). Based on her ability to deflect attacks with a kick in ARMS. Unlike most reflectors, it can be used from out of shield effectively, aiding her defense. Has decent vertical range, but high ending lag. Her hurtbox is raised due to the height she leaps during the kick, which may cause certain low and mid-level attacks to miss her.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"min-min","key":"Up Special","description":"In the air, she uses her left Dragon ARM as a tether recovery. The tether can grab ledges, and will retract once pressing up or any button. ARM Hook is difficult to use as an attack due to its angle, but if it does connect it has decent horizontal knockback, KOing around 110% near the edge and 95% when powered up.","video_file_url":""},"Up Throw":{"character_key":"min-min","key":"Up Throw","description":"Kicks the opponent upwards. It has an extreme amount of ending lag, to where it could be unsafe on hit at low percentages. However, to make up for this, it has above-average KO potential for an up throw; it can KO Mario at around 150% on Final Destination.","video_file_url":""},"Up Tilt":{"character_key":"min-min","key":"Up Tilt","description":"A wheel kick. It has noticeable ending lag, although it can combo into itself if landed near the end of the move. Its main usage is to anti-air opponents who get into close range, and has a rather quick startup on frame 5.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"min-min","key":"Forward Smash","description":"Fires a single straight punch with her left ARM.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Forward%20Smash.m4v"},"Neutral Aerial":{"character_key":"min-min","key":"Neutral Aerial","description":"Rotates her left ARM around her in a downward circular motion.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Neutral%20Aerial.m4v"},"Up Smash":{"character_key":"min-min","key":"Up Smash","description":"A somersault kick that can reflect projectiles. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg). Based on her ability to deflect attacks with a kick in ARMS. Unlike most reflectors, it can be used from out of shield effectively, aiding her defense. Has decent vertical range, but high ending lag. Her hurtbox is raised due to the height she leaps during the kick, which may cause certain low and mid-level attacks to miss her.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Min%20Min%20-%20Up%20Smash.m4v"}},"advantages":["Best physical range in the game","Arm swapping for different situations"],"disadvantages":["Poor \"get off me\" options","Bad recovery options without double jump"]}},"C":{"10":{"id":10,"key":"luigi","name":"Luigi","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Luigi%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":3,"Speed":3,"Neutral":2,"Taunt":5,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"luigi","key":"Back Aerial","description":"A dropkick. The clean hit's sweetspot deals high damage and knockback, making it one of Luigi's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback.","video_file_url":""},"Back Throw":{"character_key":"luigi","key":"Back Throw","description":"Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, being able to KO middleweights under 120% at the edge.","video_file_url":""},"Dash Attack":{"character_key":"luigi","key":"Dash Attack","description":"Performs a flurry of punches, all while wincing nervously. It has been considerably buffed from previous games, having significantly less ending lag and dealing both more damage and knockback, while still being one of the fastest dash attacks in the game in terms of startup.","video_file_url":""},"Down Aerial":{"character_key":"luigi","key":"Down Aerial","description":"A diagonal corkscrew dropkick. It has low ending and landing lag, and a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option. However, said clean hit has very short range and only lasts one frame, whereas the late hit is much less reliable due to launching opponents horizontally away from Luigi. It can function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more followup attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"luigi","key":"Down Smash","description":"A breakdancing kick, hitting on both sides of himself. Luigi's fastest smash attack, rivaling his tilts in speed, but also his weakest. In an opposite fashion to his up smash, both hits possess sweetspots located closed to Luigi, with the sourspots covering the rest of his legs.","video_file_url":""},"Down Special":{"character_key":"luigi","key":"Down Special","description":"Rapidly spins around as a vortex generates around himself, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It allows Luigi to move horizontally on the ground, as well as rise by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi invincibility during startup (frames 4-8 grounded and 1-7 midair), and has windboxes around Luigi to pull opponents into the attack, making it a potent combo breaker that, compared to his neutral aerial, is more effective but slightly less rewarding. The final hit has respectable power, with the grounded version KOing middleweights at around 160%. It should also be noted that Luigi Cyclone now requires consistent mashing for all hits to connect.","video_file_url":""},"Down Throw":{"character_key":"luigi","key":"Down Throw","description":"Shoves the opponent under himself and Ground Pounds them. It is Luigi's most useful move and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Luigi's aerials or Luigi Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. At higher percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"luigi","key":"Down Tilt","description":"A crouching kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to be quickly used in succession to combo into itself and whittle down shields if the opponent is close enough to Luigi.","video_file_url":""},"Final Smash":{"character_key":"luigi","key":"Final Smash","description":"Wields the Poltergust G-00 to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles.","video_file_url":""},"Forward Aerial":{"character_key":"luigi","key":"Forward Aerial","description":"A downward knifehand strike. It is a reliable followup from down throw at low to medium percents, and is useful for edgeguarding and approaching due to its low ending lag. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.","video_file_url":""},"Forward Smash":{"character_key":"luigi","key":"Forward Smash","description":"A knifehand thrust. Luigi's most powerful smash attack, dealing high damage and knockback on all angles. However, it is also his slowest smash attack, and has short range, making it difficult to land.","video_file_url":""},"Forward Throw":{"character_key":"luigi","key":"Forward Throw","description":"Slams the opponent forward with the Poltergust G-00. Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents.","video_file_url":""},"Forward Tilt":{"character_key":"luigi","key":"Forward Tilt","description":"A side kick. It can be angled and is useful for locking opponents.","video_file_url":""},"Grab":{"character_key":"luigi","key":"Grab","description":"Fires a plunger from his Poltergust G-00. Has shorter range than other extended grabs, but less ending lag, with Luigi being able to act out of it before the plunger disappears.","video_file_url":""},"Neutral Aerial":{"character_key":"luigi","key":"Neutral Aerial","description":"A flying kick. It has the fastest startup out of Luigi's aerials, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when SHFF'd, especially with its late hit. The clean hit possesses decent KO ability.","video_file_url":""},"Neutral Attack":{"character_key":"luigi","key":"Neutral Attack","description":"A one-two combo followed by a butt slam. It hits on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first two hits can also be used for jab locking opponents. The first two hits originate from the Punch + Punch + Kick combo.","video_file_url":""},"Neutral Special":{"character_key":"luigi","key":"Neutral Special","description":"Throws a Green Fireball. It is fairly spammable, which enables it to pressure opponents from afar and hinder approaches. It deals more damage than Mario's Fireballs, but due to being unaffected by gravity, it is less suitable for edge-guarding.","video_file_url":""},"Side Special":{"character_key":"luigi","key":"Side Special","description":"Crouches and then shoots himself forward to perform a flying battering ram. It takes more than a full second to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at around 60% from the center of Final Destination; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes reads very important in order to use it effectively.","video_file_url":""},"Up Aerial":{"character_key":"luigi","key":"Up Aerial","description":"A bicycle kick. It is useful for combos like Mario's up aerial, due to its low ending and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's, which makes it less effective for combos and juggling past low percents.","video_file_url":""},"Up Smash":{"character_key":"luigi","key":"Up Smash","description":"An upward arcing headbutt. It is quite fast for a smash attack, making it one of Luigi's fastest KO options, and launches opponents at a vertical angle towards him. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter which is located closer to Luigi.","video_file_url":""},"Up Special":{"character_key":"luigi","key":"Up Special","description":"A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents as early as 54.1% from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility on frames 8-10. However, it is very punishable because of its considerable landing lag, and its abysmally weak sourspot lacks KO potential.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"luigi","key":"Up Throw","description":"Swings the Poltergust G-00 upwards. It can combo into a forward aerial or up aerial at low to mid percents, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent.","video_file_url":""},"Up Tilt":{"character_key":"luigi","key":"Up Tilt","description":"A leaping uppercut, similar to Mario's, but more in front of Luigi rather than directly above himself. It is a potent combo starter, leading into itself at low percents and all of Luigi's aerials at mid to high percents. Compared to Mario's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percents.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"luigi","key":"Down Aerial","description":"A diagonal corkscrew dropkick. It has low ending and landing lag, and a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option. However, said clean hit has very short range and only lasts one frame, whereas the late hit is much less reliable due to launching opponents horizontally away from Luigi. It can function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more followup attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Down%20Aerial.m4v"},"Down Throw":{"character_key":"luigi","key":"Down Throw","description":"Shoves the opponent under himself and Ground Pounds them. It is Luigi's most useful move and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Luigi's aerials or Luigi Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. At higher percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Down%20Throw.m4v"},"Up Special":{"character_key":"luigi","key":"Up Special","description":"A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents as early as 54.1% from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility on frames 8-10. However, it is very punishable because of its considerable landing lag, and its abysmally weak sourspot lacks KO potential.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Luigi%20-%20Up%20Special.m4v"}},"advantages":["Very good grabs","Strong up special","Thinner and taller than Mario"],"disadvantages":["Low speed","Lacking disjoints","Bad aerial defense"]},"21":{"id":21,"key":"pichu","name":"Pichu","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pichu%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":4,"Speed":5,"Neutral":4,"Taunt":5,"Weight":1,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"pichu","key":"Back Aerial","description":"Does an electric spin similar to its down smash. Great damage dealer that can be used right after launching the enemy up with an up tilt or a throw.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"pichu","key":"Back Throw","description":"Does a backwards somersaults with the opponent, then flings them behind itself.","video_file_url":""},"Dash Attack":{"character_key":"pichu","key":"Dash Attack","description":"Jumps and headbutts forward.","video_file_url":""},"Down Aerial":{"character_key":"pichu","key":"Down Aerial","description":"Does a downward barrel roll. Has the capability to meteor smash opponents. Pichu's ears become intangible for the entire duration (frames 14-17).","video_file_url":""},"Down Smash":{"character_key":"pichu","key":"Down Smash","description":"Discharges electricity while quickly spinning in place.","video_file_url":""},"Down Special":{"character_key":"pichu","key":"Down Special","description":"Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated than has the potential to KO. Pichu also gains intangibility for 10 frames if it connects, just like Pikachu. Compared to Pikachu's Thunder, Pichu's Thunder has less startup but deals less damage and knockback overall and causes recoil damage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"pichu","key":"Down Throw","description":"Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents.","video_file_url":""},"Down Tilt":{"character_key":"pichu","key":"Down Tilt","description":"Swipes its tail in front of itself. Has very low knockback scaling, allowing it to combo into up tilt at low to mid percents, or an aerial even at very high percents.","video_file_url":""},"Final Smash":{"character_key":"pichu","key":"Final Smash","description":"Pichu turns into a ball of electricity and dashes forward. Any opponents hit are knocked into the center of the screen where Pichu furiously tackles them from multiple directions then releases a powerful electric blast in the center. If the dash doesn't hit an opponent, the final smash is ended early.","video_file_url":""},"Forward Aerial":{"character_key":"pichu","key":"Forward Aerial","description":"Does a forward barrel roll. Can combo into itself at lower percents.","video_file_url":""},"Forward Smash":{"character_key":"pichu","key":"Forward Smash","description":"Launches a short jolt of electricity from its cheeks.","video_file_url":""},"Forward Throw":{"character_key":"pichu","key":"Forward Throw","description":"Places the opponent on its back and shocks them, sending them forward.","video_file_url":""},"Forward Tilt":{"character_key":"pichu","key":"Forward Tilt","description":"Plants itself on its upper paws and kicks both its feet upward in front of itself quickly (comes out on frame 5). Can make opponents trip at low percents. Cannot be angled as it could in Melee. One of Pichu's most reliable KO moves at higher percentages thanks to its speed, power, and ability to be spammed relatively safely.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Forward%20Tilt.m4v"},"Grab":{"character_key":"pichu","key":"Grab","description":"Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width.","video_file_url":""},"Neutral Aerial":{"character_key":"pichu","key":"Neutral Aerial","description":"Somersaults in the air. A quick out of shield option.","video_file_url":""},"Neutral Attack":{"character_key":"pichu","key":"Neutral Attack","description":"Does a quick headbutt.","video_file_url":""},"Neutral Special":{"character_key":"pichu","key":"Neutral Special","description":"Pichu's main projectile. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to gimp certain recoveries. Deals less damage the farther it travels.","video_file_url":""},"Side Special":{"character_key":"pichu","key":"Side Special","description":"Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but deals less damage when uncharged, takes longer to fully charge, causes recoil damage and has more endlag.","video_file_url":""},"Up Aerial":{"character_key":"pichu","key":"Up Aerial","description":"Flicks its tail above itself.","video_file_url":""},"Up Smash":{"character_key":"pichu","key":"Up Smash","description":"Does an upward headbutt. Pichu's ears become intangible on frames 9-11.","video_file_url":""},"Up Special":{"character_key":"pichu","key":"Up Special","description":"Pichu's primary recovery move. Moves at warp speed in two directions that can be selected via the control stick. Compared to Pikachu's Quick Attack, Agility travels farther. However, it deals no damage and Pichu suffers recoil damage.","video_file_url":""},"Up Throw":{"character_key":"pichu","key":"Up Throw","description":"Tosses foe up and headbutts them. Can infamously combo into Thunder making it a reliable finisher between medium and high percents.","video_file_url":""},"Up Tilt":{"character_key":"pichu","key":"Up Tilt","description":"Swipes its tail above its body in an arc. Can combo into itself at low percents, or into an aerial at mid to high percents.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"pichu","key":"Back Aerial","description":"Does an electric spin similar to its down smash. Great damage dealer that can be used right after launching the enemy up with an up tilt or a throw.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Back%20Aerial.m4v"},"Down Special":{"character_key":"pichu","key":"Down Special","description":"Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated than has the potential to KO. Pichu also gains intangibility for 10 frames if it connects, just like Pikachu. Compared to Pikachu's Thunder, Pichu's Thunder has less startup but deals less damage and knockback overall and causes recoil damage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Down%20Special.m4v"},"Forward Tilt":{"character_key":"pichu","key":"Forward Tilt","description":"Plants itself on its upper paws and kicks both its feet upward in front of itself quickly (comes out on frame 5). Can make opponents trip at low percents. Cannot be angled as it could in Melee. One of Pichu's most reliable KO moves at higher percentages thanks to its speed, power, and ability to be spammed relatively safely.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pichu%20-%20Forward%20Tilt.m4v"}},"advantages":["A lot of true combos","Very fast","Good kill set ups"],"disadvantages":["Dies early","Damaged from own electric moves"]},"22":{"id":22,"key":"falco","name":"Falco","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Falco%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Star%20Fox.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":4,"Neutral":3,"Taunt":5,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"falco","key":"Back Aerial","description":"Faces backwards to perform a kick behind himself. It is Falco's best aerial KO option, doing so on Mario at 85% at the edge of Final Destination. However, its utility has been toned back due to an increase of startup lag, now making its speed rather average (frame 9) and makes it more difficult to hit most characters out of a short hop. Back aerial is also a sex kick, allowing it to wall out opponents while landing. Auto-cancels from a short hop.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"falco","key":"Back Throw","description":"Throws the opponent behind him before firing a Blaster shot towards them. The laser can KO at extremely high percentages near the edge, though opponents can DI'd out of it. It is otherwise used to send opponents offstage, like forward throw.","video_file_url":""},"Dash Attack":{"character_key":"falco","key":"Dash Attack","description":"A flying kick. Has decent knockback and is a usable approach option due to its speed (frame 8) and the distance Falco moves. The clean hit sends at a diagonal trajectory, while the late hit sends at a semi-spike angle. However, it is punishable on shield and cannot KO until extremely high percentages.","video_file_url":""},"Down Aerial":{"character_key":"falco","key":"Down Aerial","description":"A corkscrewing kick downwards. Has sex kick properties, with the clean hit dealing a powerful diagonal meteor smash. Previously infamous for being heavily nerfed from Brawl to Smash 4, down aerial has been significantly buffed in Ultimate: it now auto-cancels in a short hop and has twice the startup of the iteration in Brawl (frame 10). As a result, it is an excellent tool in the neutral game, allowing Falco to put out a lasting hitbox with little risk of punishment. It is also a potent edgeguarding tool due to the meteor smash's sheer speed. As grounded meteor smashes can no longer be teched, down aerial can also set up for effective aerial combos, including into a second down aerial as a KO combo. However, the move has notably high ending lag, noticeable landing lag (14 frames) and very poor horizontal range. Regardless of these factors, down aerial is once again one of Falco's staple moves.","video_file_url":""},"Down Smash":{"character_key":"falco","key":"Down Smash","description":"A split kick. Falco\u2019s feet are intangible during the attack. Comes out fast (frame 8) and sends at a semi-spike angle with reasonable knockback, making it effective against fighters with poor horizontal recovery. However, its range is extremely lacking, with both his forward and down tilts outranging it. KOs Mario at 104% from the edge of Final Destination. It has a sourspot on Falco's legs, though this is very hard to land due to the sweetspot outprioritizing it.","video_file_url":""},"Down Special":{"character_key":"falco","key":"Down Special","description":"Activates his Reflector and kicks it forward, reflecting any projectiles back towards opponents and doing minimal electric damage to opponents that make contact. It then returns to him as if it was magnetized. It can also be used as a poking tool that can lock floored opponents.","video_file_url":""},"Down Throw":{"character_key":"falco","key":"Down Throw","description":"Lies the opponent on the ground before firing a point blank Blaster shot. It is an effective combo throw like up throw, though it is more focused on grounded followups. Combos into neutral attack, dash attack, forward tilt, up smash, neutral aerial, forward aerial, Blaster, and Falco Phantasm. Can also set up for Blaster locks.","video_file_url":""},"Down Tilt":{"character_key":"falco","key":"Down Tilt","description":"Crouches on the floor and swipes with his tail feathers. A very strong down tilt with high damage and knockback, though it is rather slow (frame 10). Deals more damage and knockback the closer the opponent is to Falco, with the sweetspot being capable of KOing Mario at around 128%, and the soupspots being able to start aerial combos.","video_file_url":""},"Final Smash":{"character_key":"falco","key":"Final Smash","description":"Upon activation, Falco announces \"Showtime!\" and targets in front of himself with a green reticle. Three Arwings fly in an unorthodox formation from behind the screen in the area where the reticle is located. Upon hit, both Falco and his victims are sent skywards, and a cinematic begins with Falco and his team flying in a group of Arwings. Falco then announces \"Time for a little payback!\" (single victim), or \"We've got multiple bogeys inbound!\" (multiple targets), as all of the members then fire lasers at the trapped opponents, damaging them heavily. Compared to Fox's version, Falco's Arwing flight has a more erratic flight pattern, and the launching hit causes vertical knockback.","video_file_url":""},"Forward Aerial":{"character_key":"falco","key":"Forward Aerial","description":"Spins in a drill-like formation, hitting multiple times with his beak. It is relatively fast (frame 7) with a further-reaching hitbox than neutral aerial. The hits use the auto-link angle and therefore connect reliably, and can be used to gimp recovering opponents while falling. The final hit deals decent knockback and can KO at 135% near the edge. This move has rather high landing lag (15 frames) and cannot auto-cancel; instead, landing causes a grounded hit in front of Falco which deals moderate knockback. This makes it safer on shield, and can KO at the edge of the stage from 154%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"falco","key":"Forward Smash","description":"Uses both wings to perform a wide knifehanded swing in front of himself. Hits on frame 17. Unlike the version in Smash 4, Falco doesn't move forward as much, reducing its range. Regardless, the clean hit is one of Falco's strongest finishers, KOing Mario at 100% from the middle of Final Destination. The late hit sends at a semi-spike angle and still has respectable KO potential near the ledge, doing so at around 130%.","video_file_url":""},"Forward Throw":{"character_key":"falco","key":"Forward Throw","description":"Slams the opponent forward with his right arm. Has no true followups at 0%, though it can followup with dash attack. At around 40%, it causes opponents to tumble, allowing setups such as a lock from neutral attack or Blaster, or tech chases if the opponent rolls. Otherwise, this throw is mostly used to send opponents offstage.","video_file_url":""},"Forward Tilt":{"character_key":"falco","key":"Forward Tilt","description":"A roundhouse kick that can be angled both up and down. The angled versions send Falco's leg at very strong angles, being capable of missing medium-sized characters like Mario if aimed up, but being able to hit any grounded character when aimed down. It is fast (frame 6) and has rather low ending lag (19 frames), but will not cause tumbling until around 70%, making more suited for creating space at lower percents. At higher percents, it can set up a tech-chase situation.","video_file_url":""},"Grab":{"character_key":"falco","key":"Grab","description":"Reaches forward with his right wing.","video_file_url":""},"Neutral Aerial":{"character_key":"falco","key":"Neutral Aerial","description":"Spins his entire body clockwise to perform a series of spinning knifehanded strikes. Despite its looks, it has difficulty hitting opponents from behind. Extremely fast startup (frame 3) with low landing lag (9 frames), hitboxes that cover most of his upper body, and a good damage output. It is an overall effective move for aerial offense, as it can be used out of a short hop as a walling option, follow up into other moves, catch opponents out of shield, and KO offstage at around 90%. The looping hits use the autolink angle, allowing it to start combos while falling; however, the hits now transition faster, making this difficult to do consistently. Opponents may also fall out of the move if Falco fast-falls. Auto-cancels from a full hop fast-fall, though the timing is rather strict.","video_file_url":""},"Neutral Attack":{"character_key":"falco","key":"Neutral Attack","description":"Performs two knifehanded strikes before spinning his whole body to perform a series of knifehand strikes, with a final downward axe kick that sends the opponent away. The first two jabs can lock. The first hit starts on frame 2, making it one of the fastest neutral attacks in the game. At mid percents, it can be followed up with Blaster to lock opponents who miss a tech. As Falco's neutral attack will only transition into an infinite and has high ending lag if canceled on the second hit, it can be punishable on shield. Regardless, its speed makes it a reliable close-range interceptor.","video_file_url":""},"Neutral Special":{"character_key":"falco","key":"Neutral Special","description":"Pulls out his Blaster and fires a slim blue laser projectile. Compared to Fox's Blaster, it fires much slower but causes hitstun and deals electric damage. It is very laggy on the ground, making it very punishable if the opponent is close or at a low percentage. However, it is much more effective in the air, as it can be fired marginally faster while airborne and has significantly lower ending lag, with short hop Blaster shots causing Falco to experience only 6 frames of landing lag. This is one of Falco's main tools with multiple uses, including deterring approaches, gimping offstage opponents, tacking on damage, and locking failed techs.","video_file_url":""},"Side Special":{"character_key":"falco","key":"Side Special","description":"Rears back before launching himself forward in a blue blur of afterimages. The grounded move will stop if Falco reaches a ledge. Compared to Fox Illusion, Falco Phantasm starts up faster and deals less knockback when grounded, but will weakly meteor smash aerial opponents, allowing it to be used for gimps. As the grounded version moves opponents slightly towards Falco, it can be used to initiate combos. It is also an excellent horizontal recovery option, as it does not cause helplessness. However, it can only be used once in midair before landing, will cause Falco to stop in front of a shielding opponent, and has a predictable trajectory. As a result, it is easily punishable if used carelessly. Despite its looks, the hitbox stops short near the end of the move when Falco begins to slow down. After concluding the dash, Falco does a cancelable animation where he fist pumps both his arms towards his sides.","video_file_url":""},"Up Aerial":{"character_key":"falco","key":"Up Aerial","description":"A somersault kick from back to front above himself. Sends at a slightly diagonal trajectory upwards. Hits on frame 7, auto-cancels from a short hop, has low landing lag (9 frames) and possesses a deceptively wide hitbox which can catch opponents if used right before landing. These factors make it an excellent aerial juggling tool, as it can knock opponents into the air for additional followups, including into itself. Due to Falco's impressive jump height, it can act as a KO option at around 130% near the upper blast line. However, it will not hit medium-sized characters during a short hop unless Falco directly touches his foe.","video_file_url":""},"Up Smash":{"character_key":"falco","key":"Up Smash","description":"Performs a 540 kick while facing towards\/away from the camera (the former if he is facing right). Very fast for a smash attack, hitting on frame 7. However, its hitbox has been moved significantly upwards, heavily reducing its utility from Smash 4 as it will now completely miss medium-sized opponents touching his back, opponents one character length away from him, and even fully prone opponents directly next to Falco's legs. As a result, it is mostly used as to punish landings from above Falco, and can no longer be used as an all-purpose smash attack. The second hit KOs Mario at 117%","video_file_url":""},"Up Special":{"character_key":"falco","key":"Up Special","description":"Engulfs himself in an aura of flame before launching himself in a fiery tackle. The trajectory of the move can be chosen before Falco launches himself, with up to 16 angles to choose from. After the move ends, Falco becomes helpless. Compared to Fire Fox, Fire Bird travels less distance, deals multiple hits and has almost no KO potential, though it does a high amount of total damage if every hit lands (does a maximum of 33%). It can therefore be used as a niche damage-racking option, though the looping hits sometimes has issues keeping the opponent trapped in the move.","video_file_url":""},"Up Throw":{"character_key":"falco","key":"Up Throw","description":"Throws the opponent above him before firing a Blaster shot towards them. An effective aerial combo initiator, as it can combo into aerials from 0% till as high as 120% if the laser connects. At high percents, up aerial can KO an opponent after an up throw. However, opponents can DI away from the laser, much like back throw.","video_file_url":""},"Up Tilt":{"character_key":"falco","key":"Up Tilt","description":"Swings his wings up in the air, one after the other. Very fast (frame 5) with wide hitboxes that can hit prone opponents in front, and medium-sized characters from behind. One of Falco's best combo initiators due to its speed, low ending lag and low knockback, allowing him to follow up with his capable aerial moves. It can combo into itself or neutral aerial at low percents, most aerials at mid percents, and even up aerial at around 110% as a KO setup. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Up%20Tilt.m4v"}},"featured_moves":{"Back Aerial":{"character_key":"falco","key":"Back Aerial","description":"Faces backwards to perform a kick behind himself. It is Falco's best aerial KO option, doing so on Mario at 85% at the edge of Final Destination. However, its utility has been toned back due to an increase of startup lag, now making its speed rather average (frame 9) and makes it more difficult to hit most characters out of a short hop. Back aerial is also a sex kick, allowing it to wall out opponents while landing. Auto-cancels from a short hop.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Back%20Aerial.m4v"},"Forward Aerial":{"character_key":"falco","key":"Forward Aerial","description":"Spins in a drill-like formation, hitting multiple times with his beak. It is relatively fast (frame 7) with a further-reaching hitbox than neutral aerial. The hits use the auto-link angle and therefore connect reliably, and can be used to gimp recovering opponents while falling. The final hit deals decent knockback and can KO at 135% near the edge. This move has rather high landing lag (15 frames) and cannot auto-cancel; instead, landing causes a grounded hit in front of Falco which deals moderate knockback. This makes it safer on shield, and can KO at the edge of the stage from 154%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Forward%20Aerial.m4v"},"Up Tilt":{"character_key":"falco","key":"Up Tilt","description":"Swings his wings up in the air, one after the other. Very fast (frame 5) with wide hitboxes that can hit prone opponents in front, and medium-sized characters from behind. One of Falco's best combo initiators due to its speed, low ending lag and low knockback, allowing him to follow up with his capable aerial moves. It can combo into itself or neutral aerial at low percents, most aerials at mid percents, and even up aerial at around 110% as a KO setup. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Falco%20-%20Up%20Tilt.m4v"}},"advantages":["Good aerials","A lot of multi-hit moves","Cooler than Fox"],"disadvantages":["Slower than Fox","Hard to master"]},"23":{"id":23,"key":"marth","name":"Marth","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Marth%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Hard","primary_fighting_style":"Sword","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":4,"Speed":4,"Neutral":3,"Taunt":5,"Weight":3,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"marth","key":"Back Aerial","description":"An upward crescent slash behind him in an inward swipe. Has the interesting property of turning Marth around, changing the direction he is facing. Similar use to his forward aerial, although with more knockback and a smaller hitbox. Can be used a few frames before landing to catch opponents with a tipped blow, with correct spacing. Has a rather strong tipper given its speed, KOing middleweights at the edge around 100%.","video_file_url":""},"Back Throw":{"character_key":"marth","key":"Back Throw","description":"Tosses the opponent over his leg, sending them behind him. Its high base knockback allows him to set up edgeguarding, but it cannot combo or KO reliably.","video_file_url":""},"Dash Attack":{"character_key":"marth","key":"Dash Attack","description":"A quick, running, upward-sweeping diagonal slash. Low knockback, but deals decent knockback if tipped. Has notable ending lag and very low hitlag if untippered, making it rather unsafe against shields. The ability to use the faster and safer forward tilt out of dash makes this move's use rather niche.","video_file_url":""},"Down Aerial":{"character_key":"marth","key":"Down Aerial","description":"A downward, wide crescent slash with large coverage. If the attack connects at the middle of the swinging arc (directly below Marth), it serves as a powerful meteor smash. However, the meteor smash window lasts only one frame (frame 11). Can be useful against cross-ups and as an out of shield option as it starts behind Marth and covers a wide area below him.","video_file_url":""},"Down Smash":{"character_key":"marth","key":"Down Smash","description":"Sweeps Falchion on the ground toward the front outward then toward the back inward. The back hit has much stronger power, while the front hit is significantly weak unless tippered, where it will do moderate knockback. It also has high ending lag.","video_file_url":""},"Down Special":{"character_key":"marth","key":"Down Special","description":"Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked. Starts up on frame 6 and lasts 22 frames. Ineffective against projectiles and attacks with sufficiently long reach, such as many of Shulk's or Simon's tilts and smash attacks.","video_file_url":""},"Down Throw":{"character_key":"marth","key":"Down Throw","description":"Throws opponent to the ground with one arm, bouncing them upwards. At low to mid percents, its angle and high base knockback allow it to follow up into an up or back aerial depending on DI, or only an up aerial at higher percents. Despite having low knockback scaling, it still loses its combo potential around roughly 80%-90%.","video_file_url":""},"Down Tilt":{"character_key":"marth","key":"Down Tilt","description":"A quick crouching sword poke. Marth's fastest tilt, which is useful for interrupting grounded approaches and creating space. Deals semi-spikeknockback, making it useful for edgeguarding. The tipper knocks opponents into a tumble around roughly 60%, with the blade hit starting to do so around roughly 125%, which can force opponents into a tech chase situation.","video_file_url":""},"Final Smash":{"character_key":"marth","key":"Final Smash","description":"Marth raises Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Immense knockback, enough to one-hit KOany character on any roofless stage. This move is impossible to tech unless using FS Meter or against Shulk's Shield Monado Art at very low percentage. Pressing the special button again will cause him to stop mid-dash.","video_file_url":""},"Forward Aerial":{"character_key":"marth","key":"Forward Aerial","description":"Does a descending crescent slash in front of him with great coverage. This is Marth's best tool for air combat, and its reasonably low landing lag and strong tipper make it very safe when spaced properly. Its tipper is also decently strong, KOing middleweights at the edge around 133%. Around 24% with the tipper, or around 40% with the sourspot, it begins to knock opponents into a tumble, which can force a tech chase situation.","video_file_url":""},"Forward Smash":{"character_key":"marth","key":"Forward Smash","description":"Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when hit with the blade, the tipper of this attack has incredible knockback, being able to KO middleweights at 75% from the stage's center and as low as 37% near the edge. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"marth","key":"Forward Throw","description":"An elbow strike with his sword arm.","video_file_url":""},"Forward Tilt":{"character_key":"marth","key":"Forward Tilt","description":"A fast upward swipe while leaning forward. Has a large arc that is useful for spacing, and deals moderately strong knockback when tippered, KOing middleweights at the edge around 100%, making it a go-to spacing and KO option. Deals much weaker knockback if untippered. The tipper can hit opponents standing on top of some platforms.","video_file_url":""},"Grab":{"character_key":"marth","key":"Grab","description":"Reaches out with his free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"marth","key":"Neutral Aerial","description":"Two horizontal slashes around himself via an inward slash followed into a full 360\u00b0 outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has very low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Marth's tilts, and even his forward smash, even up to around 175%. The second hit's tipper has strong knockback, KOing middleweights at the edge around 100%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"marth","key":"Neutral Attack","description":"Slashes Falchion twice in front of himself. The first hit's tipper pulls opponents towards Marth, ensuring that the second hit connects. The first hit can also jab lock.","video_file_url":""},"Neutral Special":{"character_key":"marth","key":"Neutral Special","description":"Marth assumes a readying stance and charges Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage even when uncharged, and will instantly break shields at full charge, although it can be safely perfect shielded. The aerial version gives Marth a very slight horizontal boost, while a fully charged aerial version will thrust Marth in whatever direction he's facing, giving him a strong horizontal recovery option, albeit with very high startup. Deals very high knockback when tippered, making it a powerful KOing option, especially against dazed opponents. Can be angled up or down, though this does not change the damage or knockback. The attack deals 1.15\u00d7 regular damage if it hits the opponent's head, though this appears to be out-prioritized by any hitbox striking a non-head hurtbox.","video_file_url":""},"Side Special":{"character_key":"marth","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"marth","key":"Up Aerial","description":"An overhead crescent slash with good coverage, ending in a delayed somersault. Marth's fastest aerial, it is good for juggling thanks to its large arc, making it a good anti-air as well, but it has weak knockback unless tippered. Due to its angle and low landing lag, it makes a reliable combo starter when hit with the blade, comboing into aerials even around 100%.","video_file_url":""},"Up Smash":{"character_key":"marth","key":"Up Smash","description":"A quick, upward thrust. The weak grounded hit can knock nearby opponents into the main attack. Good for aerial protection and chasing down landing opponents. If tippered, it deals extremely high knockback, although this is difficult to do unless an opponent falls directly on top of Marth.","video_file_url":""},"Up Special":{"character_key":"marth","key":"Up Special","description":"Marth performs a high-speed jumping uppercut slash that can be B-reversed. Has a powerful sweetspot and grants very slight intangibility in the first few frames, which can easily cause stage-spikes under the right circumstances. Grants good vertical distance but is rather lacking in horizontal distance. Does not snap to the edge until after its hitbox is gone.","video_file_url":""},"Up Throw":{"character_key":"marth","key":"Up Throw","description":"A powerful one-armed upward throw. Marth's strongest throw, which can KO at around 170%.","video_file_url":""},"Up Tilt":{"character_key":"marth","key":"Up Tilt","description":"Swings Falchion in a large arc above his head, with a large hitbox that can hit enemies behind him. Can combo into itself or aerials at low percentages and KO at high percents when tippered. Covers platforms very well and is useful for juggling.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"marth","key":"Forward Smash","description":"Rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground. Moderately fast startup, but high ending lag. Although lackluster when hit with the blade, the tipper of this attack has incredible knockback, being able to KO middleweights at 75% from the stage's center and as low as 37% near the edge. The tipper is capable of 2-framing at the ledge, allowing for incredibly early KOs.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Forward%20Smash.m4v"},"Neutral Aerial":{"character_key":"marth","key":"Neutral Aerial","description":"Two horizontal slashes around himself via an inward slash followed into a full 360\u00b0 outward spin. The second hit can hit on both sides of Marth, and can be used to create space by short hopping then fast-falling immediately after using the move in the air. The first hit has very low knockback scaling, which, combined with fast falling and the move's low landing lag, allows it to combo into many of Marth's tilts, and even his forward smash, even up to around 175%. The second hit's tipper has strong knockback, KOing middleweights at the edge around 100%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Neutral%20Aerial.m4v"},"Side Special":{"character_key":"marth","key":"Side Special","description":"A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Marth%20-%20Side%20Special.m4v"}},"advantages":["Tipper moves can kill early","Great recovery","Great disjoints"],"disadvantages":["Non-tipper damage is subpar"]},"31":{"id":31,"key":"meta-knight","name":"Meta Knight","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Meta%20Knight%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kirby.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Sword","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":3,"Speed":5,"Neutral":4,"Taunt":4,"Weight":2,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"meta-knight","key":"Back Aerial","description":"Performs three spinning outward slashes behind himself. When used during a fast-fall, the first two hits can drag midair opponents towards the ground.","video_file_url":""},"Back Throw":{"character_key":"meta-knight","key":"Back Throw","description":"Teleports behind the opponent and then slashes their back, launching them away.","video_file_url":""},"Dash Attack":{"character_key":"meta-knight","key":"Dash Attack","description":"A sliding side kick. A good starter to combos with varying follow ups including the various aerials or specials at a higher percentage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Dash%20Attack.m4v"},"Down Aerial":{"character_key":"meta-knight","key":"Down Aerial","description":"A downward arcing slash below himself.","video_file_url":""},"Down Smash":{"character_key":"meta-knight","key":"Down Smash","description":"A spinning, low-angle outward slash on both sides of himself. Both hits are semi-spikes, which makes it useful for warding off pressure, punishing rolls, and launching opponents off-stage.","video_file_url":""},"Down Special":{"character_key":"meta-knight","key":"Down Special","description":"Meta Knight wraps himself in his cape and teleports to the direction inputted. He is granted intangibility during the move's execution (frames 12-39). Holding the attack\/special button, however, will have him perform a very powerful slash upon reappearing (frame 34). The damage depends on what direction he teleports. This move can also be used as a recovery option, though it does render Meta Knight helpless.","video_file_url":""},"Down Throw":{"character_key":"meta-knight","key":"Down Throw","description":"Performs the Fury Stomp from Kirby's Suplex ability. It is weaker compared to Kirby's down throw, and the duration is slightly slower.","video_file_url":""},"Down Tilt":{"character_key":"meta-knight","key":"Down Tilt","description":"A low sword thrust. May cause tripping and can lock at low percents.","video_file_url":""},"Final Smash":{"character_key":"meta-knight","key":"Final Smash","description":"Meta Knight's cape turns into 2 pairs of wings as he raises Galaxia skyward. A lightning bolt strikes the sword and spreads out in a cross-shaped burst, knocking anybody who touches it up and above the stage. Meta Knight then proceeds to launch a series of rushing slashes from multiple directions, ending with a final slash that knocks the opponent away.","video_file_url":""},"Forward Aerial":{"character_key":"meta-knight","key":"Forward Aerial","description":"Performs three quick fanning slashes in front of himself.","video_file_url":""},"Forward Smash":{"character_key":"meta-knight","key":"Forward Smash","description":"An outwards slash. Due to it hitting on frame 24, it is his slowest standard attack in terms of start-up lag. In addition, its hitbox only lasts for 1 frame.\r ","video_file_url":""},"Forward Throw":{"character_key":"meta-knight","key":"Forward Throw","description":"A bicycle kick.","video_file_url":""},"Forward Tilt":{"character_key":"meta-knight","key":"Forward Tilt","description":"An inward slash followed by an outward slash, followed by an upward slash. Unlike the majority of tilt attacks (with an exception to the side tilts of Snake, Bayonetta and Piranha Plant, and the down tilts of the Belmonts), it functions like a neutral attack, as pressing the attack button will cause Meta Knight to perform its first hit, while subsequently pressing the attack button will cause him to perform its second and last hits.","video_file_url":""},"Grab":{"character_key":"meta-knight","key":"Grab","description":"Reaches out with his free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"meta-knight","key":"Neutral Aerial","description":"A somersaulting slash that leaves a lingering hitbox. It may be based on the Knight Spin from Meta Knightmare Ultra.","video_file_url":""},"Neutral Attack":{"character_key":"meta-knight","key":"Neutral Attack","description":"Performs an extremely fast series of slashes followed by a backflipping slash. It is notably one of the only neutral attacks in the game that consists solely of a neutral infinite. It appears to be based on the Meta Multithrust from Meta Knightmare Ultra, while its finisher is a possible reference to the Uppercut from the Sword ability in Kirby Super Star and Kirby Super Star Ultra, with the latter game naming it Meta Upper when it is used by Meta Knight.","video_file_url":""},"Neutral Special":{"character_key":"meta-knight","key":"Neutral Special","description":"Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Unlike its previous versions, the tornado only consists of one hit. Using this move in midair renders Meta Knight helpless. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"meta-knight","key":"Side Special","description":"Meta Knight rushes sideways, spinning in the fashion of a drill with Galaxia outstretched. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless). Meta Knight will also bounce backward if he lands the last hit on an opponent or onto terrain. Based off of the attack of the same name from Kirby's Master ability.","video_file_url":""},"Up Aerial":{"character_key":"meta-knight","key":"Up Aerial","description":"An upward arcing slash above himself. Based on his jumping attack from Kirby's Adventure.","video_file_url":""},"Up Smash":{"character_key":"meta-knight","key":"Up Smash","description":"A series of upward fanning slashes. Despite its appearance, it is only able to hit opponents directly touching Galaxia. However, it will hit a target that has a large hurtbox.","video_file_url":""},"Up Special":{"character_key":"meta-knight","key":"Up Special","description":"Meta Knight jumps high into the air, slashing with Galaxia pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being left helpless, it is highly punishable if whiffed. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"meta-knight","key":"Up Throw","description":"Performs the Air Drop from Kirby's Ninja ability. Unlike Kirby's up throw, the impact doesn't have an aesthetic explosion.","video_file_url":""},"Up Tilt":{"character_key":"meta-knight","key":"Up Tilt","description":"A spinning, upward thrust. There is a sweetspot located in Galaxia's tip. Has poor horizontal range, causing it to miss unless its used point-blank to the opponent.","video_file_url":""}},"featured_moves":{"Dash Attack":{"character_key":"meta-knight","key":"Dash Attack","description":"A sliding side kick. A good starter to combos with varying follow ups including the various aerials or specials at a higher percentage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Dash%20Attack.m4v"},"Neutral Special":{"character_key":"meta-knight","key":"Neutral Special","description":"Spins rapidly and traps opponents in a tornado. Button mashing increases the move's duration and makes Meta Knight both ascend slightly; he can also move left and right. Unlike its previous versions, the tornado only consists of one hit. Using this move in midair renders Meta Knight helpless. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"meta-knight","key":"Up Special","description":"Meta Knight jumps high into the air, slashing with Galaxia pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent. The speed, range, and power of this move, as well as its follow-up potential, makes it one of Meta Knight's best KO moves. However, due to Meta Knight being left helpless, it is highly punishable if whiffed. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Meta%20Knight%20-%20Up%20Special.m4v"}},"advantages":["Very fast moves","Good ladder combos","Versatile recovery"],"disadvantages":["Very lightweight","Not many kill confirms"]},"32":{"id":32,"key":"pit","name":"Pit","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Pit%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kid%20Icarus.svg","difficulty":"Very Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":3,"Speed":3,"Neutral":3,"Taunt":3,"Weight":3,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"pit","key":"Back Aerial","description":"A double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including another back aerial) from low to mid percents on landing. Conversely, the tip of the blades possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at around 135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move's moderate startup lag.","video_file_url":""},"Back Throw":{"character_key":"pit","key":"Back Throw","description":"Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. Besides setting up edgeguards, it can combo into a dash attack at low percents, or act as a setup into Palutena Bow at mid to high percents.\r ","video_file_url":""},"Dash Attack":{"character_key":"pit","key":"Dash Attack","description":"A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings, while it also possesses enough knockback to KO at high percents, starting at around 160%. However, like other dash attacks, its moderate ending lag makes it punishable on shield.","video_file_url":""},"Down Aerial":{"character_key":"pit","key":"Down Aerial","description":"A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to mid percents. While its meteor smash is relatively weak, it is among the fastest, coming out on frame 10.","video_file_url":""},"Down Smash":{"character_key":"pit","key":"Down Smash","description":"Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each blade. Like Pit's other smash attacks, it is among the fastest of its kind, hitting on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its semi-spike angle.","video_file_url":""},"Down Special":{"character_key":"pit","key":"Down Special","description":"Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks. However, they have 15 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Pit when he wields them, which makes them capable of edgeguarding. In the air, Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 20 frames (0.33 seconds) and a maximum duration of 100 frames (1.66 seconds). However, they leave Pit open to attacks from above and below him, and they gradually shrink in size as they are held out.\r ","video_file_url":""},"Down Throw":{"character_key":"pit","key":"Down Throw","description":"Pins the opponent to the ground and then slashes their back. It is Pit's best combo starter, as it can combo into a dashing up smash at low percents, and into any of Pit's aerials except down aerial until high percents.\r ","video_file_url":""},"Down Tilt":{"character_key":"pit","key":"Down Tilt","description":"A kneeling outward slash. Its minimal startup and low ending lag make it Pit's best grounded spacing option, and it launches at a vertical angle, allowing it to combo into a dashing up smash at low percents, and a neutral, forward or up aerial from low to mid percents.","video_file_url":""},"Final Smash":{"character_key":"pit","key":"Final Smash","description":"Calls the Lightning Chariot, then jumps aboard it and flies offscreen. Afterwards, Pit says \"Phos! Lux! Let's go!\", and a player-controlled crosshair appears onscreen, much like that of the Dragoon item; if the attack button is pressed, Pit will then swoop in atop the chariot to strike opponents, dealing very high damage and knockback.\r ","video_file_url":""},"Forward Aerial":{"character_key":"pit","key":"Forward Aerial","description":"Lunges forward to perform a buzzsaw-like series of slashes that hit up to three times. The last hit has high knockback scaling, KOing middleweights at around 175% from the center of Final Destination, and at around 130% at the edge, making it useful for edgeguarding at high percents. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has moderate startup lag and minimal vertical range.","video_file_url":""},"Forward Smash":{"character_key":"pit","key":"Forward Smash","description":"Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"pit","key":"Forward Throw","description":"Slashes the opponent away. Pit's strongest throw, KOing middleweights at around 130% near edges. Although it is best suited for KOing, it is decent at setting up edgeguards, and even has minimal combo potential, leading into a dash attack at low percents.","video_file_url":""},"Forward Tilt":{"character_key":"pit","key":"Forward Tilt","description":"Arcs his body forward to perform a scissoring slash. It is decent for spacing and possesses above average power for a tilt attack, with its sweetspot KOing middleweights at around 150% from the center of Final Destination. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.","video_file_url":""},"Grab":{"character_key":"pit","key":"Grab","description":"Reaches out with his free hand.\r ","video_file_url":""},"Neutral Aerial":{"character_key":"pit","key":"Neutral Aerial","description":"A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling. It has the fastest startup out of Pit's aerials (hitting on frame 4), long lasting hitboxes, and autocancels in a short hop quickly after the hitboxes cease, making it useful for approaching, edgeguarding, and canceling out weak projectiles.","video_file_url":""},"Neutral Attack":{"character_key":"pit","key":"Neutral Attack","description":"A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If button mashed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash.","video_file_url":""},"Neutral Special":{"character_key":"pit","key":"Neutral Special","description":"Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"pit","key":"Side Special","description":"Wields the Upperdash Arm to perform a dashing uppercut. The grounded version's decent damage output and high knockback enable it to KOs middleweights at around 110%, turning it into one of Pit's strongest KO moves. The aerial version deals less damage and knockback, but is still strong enough to KO middleweights at around 150% from ground level. Upperdash Arm also grants super armor during the dash, and reflects projectiles at roughly 45\u00b0. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (roughly 1.73 seconds). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"pit","key":"Up Aerial","description":"An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable juggling tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, its moderate startup and long total duration make it punishable if used high up from the ground and missed.","video_file_url":""},"Up Smash":{"character_key":"pit","key":"Up Smash","description":"Jumps to perform three upward slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and disjointed hitboxes. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit.","video_file_url":""},"Up Special":{"character_key":"pit","key":"Up Special","description":"Soars through the air by using the Power of Flight. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high landing lag and lack of hitboxes, however, it leaves Pit more vulnerable than other recoveries, especially if he does not grab an edge.\r ","video_file_url":""},"Up Throw":{"character_key":"pit","key":"Up Throw","description":"A handstand kick, similar to Sheik's up throw. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Palutena Bow. ","video_file_url":""},"Up Tilt":{"character_key":"pit","key":"Up Tilt","description":"Two alternate lunging kicks upward. Compared to Smash 4, where it was nearly useless due to its short range, high ending lag and lack of combo or KO potential, its much more favorable ending lag and knockback in Ultimate allow it to combo reliably into a neutral aerial or up aerial, even up to high percents.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"pit","key":"Forward Smash","description":"Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Forward%20Smash.m4v"},"Neutral Special":{"character_key":"pit","key":"Neutral Special","description":"Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"pit","key":"Side Special","description":"Wields the Upperdash Arm to perform a dashing uppercut. The grounded version's decent damage output and high knockback enable it to KOs middleweights at around 110%, turning it into one of Pit's strongest KO moves. The aerial version deals less damage and knockback, but is still strong enough to KO middleweights at around 150% from ground level. Upperdash Arm also grants super armor during the dash, and reflects projectiles at roughly 45\u00b0. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (roughly 1.73 seconds). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Pit%20-%20Side%20Special.m4v"}},"advantages":["Well-rounded fighter"],"disadvantages":["Doesn't excel in any area"]},"33":{"id":33,"key":"dark-pit","name":"Dark Pit","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Dark%20Pit%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kid%20Icarus.svg","difficulty":"Very Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":3,"Speed":3,"Neutral":3,"Taunt":3,"Weight":3,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"dark-pit","key":"Back Aerial","description":"A double reverse gripped thrust. It has a sourspot at the base of Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including another back aerial) from low to mid percents on landing. Conversely, the tip of the blades possess a sweetspot that launches horizontally with the highest knockback out of Pit's aerials, KOing at around 135% from center stage, and making it one of Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move's moderate startup lag.","video_file_url":""},"Back Throw":{"character_key":"dark-pit","key":"Back Throw","description":"Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. Besides setting up edgeguards, it can combo into a dash attack at low percents, or act as a setup into Silver Bow at mid to high percents. ","video_file_url":""},"Dash Attack":{"character_key":"dark-pit","key":"Dash Attack","description":"A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings, while it also possesses enough knockback to KO at high percents, starting at around 160%. However, like other dash attacks, its moderate ending lag makes it punishable on shield.","video_file_url":""},"Down Aerial":{"character_key":"dark-pit","key":"Down Aerial","description":"A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Dark Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to mid percents. While its meteor smash is relatively weak, it is among the fastest, coming out on frame 10.","video_file_url":""},"Down Smash":{"character_key":"dark-pit","key":"Down Smash","description":"Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each blade. Like Pit's other smash attacks, it is among the fastest of its kind, hitting on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its semi-spike angle.","video_file_url":""},"Down Special":{"character_key":"dark-pit","key":"Down Special","description":"Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks. However, they have 15 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Pit when he wields them, which makes them capable of edgeguarding. In the air, Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 20 frames (0.33 seconds) and a maximum duration of 100 frames (1.66 seconds). However, they leave Dark Pit open to attacks from above and below him, and they gradually shrink in size as they are held out. ","video_file_url":""},"Down Throw":{"character_key":"dark-pit","key":"Down Throw","description":"Pins the opponent to the ground and then slashes their back. It is Dark Pit's best combo starter, as it can combo into a dashing up smash at low percents, and into any of Dark Pit's aerials except down aerial until high percents. ","video_file_url":""},"Down Tilt":{"character_key":"dark-pit","key":"Down Tilt","description":"A kneeling outward slash. Its minimal startup and low ending lag make it Pit's best grounded spacing option, and it launches at a vertical angle, allowing it to combo into a dashing up smash at low percents, and a neutral, forward or up aerial from low to mid percents.","video_file_url":""},"Final Smash":{"character_key":"dark-pit","key":"Final Smash","description":"Pulls out his namesake weapon, and fires an extremely powerful charged shot with nearly infinite horizontal range. Opponents are sent flying diagonally, and the closer they are to Dark Pit when the Final Smash activates, the more damage they take. ","video_file_url":""},"Forward Aerial":{"character_key":"dark-pit","key":"Forward Aerial","description":"Lunges forward to perform a buzzsaw-like series of slashes that hit up to three times. The last hit has high knockback scaling, KOing middleweights at around 175% from the center of Final Destination, and at around 130% at the edge, making it useful for edgeguarding at high percents. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has moderate startup lag and minimal vertical range.","video_file_url":""},"Forward Smash":{"character_key":"dark-pit","key":"Forward Smash","description":"Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"dark-pit","key":"Forward Throw","description":"Slashes the opponent away. Dark Pit's strongest throw, KOing middleweights at around 130% near edges. Although it is best suited for KOing, it is decent at setting up edgeguards, and even has minimal combo potential, leading into a dash attack at low percents.","video_file_url":""},"Forward Tilt":{"character_key":"dark-pit","key":"Forward Tilt","description":"Arcs his body forward to perform a scissoring slash. It is decent for spacing and possesses above average power for a tilt attack, with its sweetspot KOing middleweights at around 150% from the center of Final Destination. Due to it hitting on frame 10, however, it is Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Pit's most situational attacks.","video_file_url":""},"Grab":{"character_key":"dark-pit","key":"Grab","description":"Reaches out with his free hand.\r ","video_file_url":""},"Neutral Aerial":{"character_key":"dark-pit","key":"Neutral Aerial","description":"A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling. It has the fastest startup out of Pit's aerials (hitting on frame 4), long lasting hitboxes, and autocancels in a short hop quickly after the hitboxes cease, making it useful for approaching, edgeguarding, and canceling out weak projectiles.","video_file_url":""},"Neutral Attack":{"character_key":"dark-pit","key":"Neutral Attack","description":"A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If button mashed, Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash.","video_file_url":""},"Neutral Special":{"character_key":"dark-pit","key":"Neutral Special","description":"Shoots a darkened arrow from his Silver Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping; it is stronger than Pit's arrows, but it has less curvature. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"dark-pit","key":"Side Special","description":"Wields the Electroshock Arm to perform a dashing uppercut. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"dark-pit","key":"Up Aerial","description":"An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable juggling tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, its moderate startup and long total duration make it punishable if used high up from the ground and missed.","video_file_url":""},"Up Smash":{"character_key":"dark-pit","key":"Up Smash","description":"Jumps to perform three upward slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and disjointed hitboxes. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Pit.","video_file_url":""},"Up Special":{"character_key":"dark-pit","key":"Up Special","description":"Soars through the air by using the Power of Flight. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high landing lag and lack of hitboxes, however, it leaves Dark Pit more vulnerable than other recoveries, especially if he does not grab an edge. ","video_file_url":""},"Up Throw":{"character_key":"dark-pit","key":"Up Throw","description":"A handstand kick. It is Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Silver Bow. ","video_file_url":""},"Up Tilt":{"character_key":"dark-pit","key":"Up Tilt","description":"Two alternate lunging kicks upward. Compared to Smash 4, where it was nearly useless due to its short range, high ending lag and lack of combo or KO potential, its much more favorable ending lag and knockback in Ultimate allow it to combo reliably into a neutral aerial or up aerial, even up to high percents.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"dark-pit","key":"Forward Smash","description":"Performs a reverse gripped inward slash with a blade, then quickly reassembles the Palutena Bow in order to perform an outward slash with the Palutena Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Forward%20Smash.m4v"},"Neutral Special":{"character_key":"dark-pit","key":"Neutral Special","description":"Shoots a darkened arrow from his Silver Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping; it is stronger than Pit's arrows, but it has less curvature. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"dark-pit","key":"Side Special","description":"Wields the Electroshock Arm to perform a dashing uppercut. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dark%20Pit%20-%20Side%20Special.m4v"}},"advantages":["Well-rounded fighter"],"disadvantages":["Doesn't excel in any area"]},"42":{"id":42,"key":"lucas","name":"Lucas","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Lucas%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mother.svg","difficulty":"Easy","primary_fighting_style":"Projectile","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":3,"Speed":4,"Neutral":3,"Taunt":3,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"lucas","key":"Back Aerial","description":"A backflip kick that emits a trail of PSI energy from his foot. It can meteor smash at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can lock opponents at early percents. It can also autocancel if buffered out of a shorthop.","video_file_url":""},"Back Throw":{"character_key":"lucas","key":"Back Throw","description":"Telekinetically throws the opponent in front of himself. Can KO at high percentages.","video_file_url":""},"Dash Attack":{"character_key":"lucas","key":"Dash Attack","description":"A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.","video_file_url":""},"Down Aerial":{"character_key":"lucas","key":"Down Aerial","description":"An alternating series of stomps, with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the last hit, although it is fairly weak. The move itself is also difficult to fully land on smaller grounded opponents, such as Pikachu and Kirby. The last hitbox of this move can lock opponents at low percents.","video_file_url":""},"Down Smash":{"character_key":"lucas","key":"Down Smash","description":"Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in SSB4, each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once.","video_file_url":""},"Down Special":{"character_key":"lucas","key":"Down Special","description":"Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back as it did in Brawl. It can also be used offensively, due to it being safe on shield, dealing damage and having a semi-spike knockback to opponents inside of it when it dissipates. The move now has a windbox box that drags in opponents near it.","video_file_url":""},"Down Throw":{"character_key":"lucas","key":"Down Throw","description":"Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic as the opponent is immediately unburied, and the duration of the bury does not change, even at 999%. Has significantly less combo ability than it did in SSB4 due to it's higher ending lag. Despite this, it still can combo at 0% on most characters, though the options are very limited.","video_file_url":""},"Down Tilt":{"character_key":"lucas","key":"Down Tilt","description":"A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits on frame 3, making it tied with Ness, Little Mac, R.O.B., and Meta Knight's down tilts for being the fastest down tilt in the game. The edge of down tilt unfortunately doesn't lock opponents like it used to do in other iterations.","video_file_url":""},"Final Smash":{"character_key":"lucas","key":"Final Smash","description":"Boney and Kumatora join Lucas, who summons a shower of falling stars that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version.","video_file_url":""},"Forward Aerial":{"character_key":"lucas","key":"Forward Aerial","description":"A flying kick that emits a blast of PSI energy from his foot. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can lock opponents at early percents. It can also now autocancel.","video_file_url":""},"Forward Smash":{"character_key":"lucas","key":"Forward Smash","description":"Swings a stick in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to reflect projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.","video_file_url":""},"Forward Throw":{"character_key":"lucas","key":"Forward Throw","description":"Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.","video_file_url":""},"Forward Tilt":{"character_key":"lucas","key":"Forward Tilt","description":"A palm thrust that emits a small blast of PSI energy from his hand. It can be angled and has a disjointed hitbox, although its sweetspot is located inside of the blast. This move's sourspot can lock opponents at low percents.","video_file_url":""},"Grab":{"character_key":"lucas","key":"Grab","description":"Unfurls Duster's Rope Snake in front of himself. It can damage opponents and act as a tether recovery.","video_file_url":""},"Neutral Aerial":{"character_key":"lucas","key":"Neutral Aerial","description":"Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas.","video_file_url":""},"Neutral Attack":{"character_key":"lucas","key":"Neutral Attack","description":"A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas' fastest ground attack. The first and second hits can jab lock. The second hit can be interrupted sooner than in Smash 4, and lead into a grab or aerial attack.","video_file_url":""},"Neutral Special":{"character_key":"lucas","key":"Neutral Special","description":"Emits a snowflake-shaped blast of PSI energy from his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button, and it can be concluded at a deceptively fast speed. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"lucas","key":"Side Special","description":"Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It also flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire, but less of a combo tool.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"lucas","key":"Up Aerial","description":"An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in SSB4, making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel. At low percentages, it is an effective juggling and combo tool, leading into itself and other aerials on landing.","video_file_url":""},"Up Smash":{"character_key":"lucas","key":"Up Smash","description":"Emits a large blast of PSI energy above his head. It is a huge \"high-risk, high-reward\" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"lucas","key":"Up Special","description":"Emits a streaming, electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, however, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile recovery option if used correctly, as it covers great distance while being hard to properly counter itself due to its multi-hit and intangible properties.","video_file_url":""},"Up Throw":{"character_key":"lucas","key":"Up Throw","description":"Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without rage.","video_file_url":""},"Up Tilt":{"character_key":"lucas","key":"Up Tilt","description":"Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.","video_file_url":""}},"featured_moves":{"Side Special":{"character_key":"lucas","key":"Side Special","description":"Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It also flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire, but less of a combo tool.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Side%20Special.m4v"},"Neutral Special":{"character_key":"lucas","key":"Neutral Special","description":"Emits a snowflake-shaped blast of PSI energy from his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button, and it can be concluded at a deceptively fast speed. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Neutral%20Special.m4v"},"Up Smash":{"character_key":"lucas","key":"Up Smash","description":"Emits a large blast of PSI energy above his head. It is a huge \"high-risk, high-reward\" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucas%20-%20Up%20Smash.m4v"}},"advantages":["Great throws","Specials have good knockback"],"disadvantages":["Less combo options than Ness","Bad grab"]},"48":{"id":48,"key":"toon-link","name":"Toon Link","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Toon%20Link%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":4,"Neutral":3,"Taunt":5,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"toon-link","key":"Back Aerial","description":"A spinning slash behind himself. Almost identical to forward aerial, but trades power for a faster startup. Can be used for comboing.","video_file_url":""},"Back Throw":{"character_key":"toon-link","key":"Back Throw","description":"Performs the tomoe nage, a judo throw. This is Toon Link's main KO throw.","video_file_url":""},"Dash Attack":{"character_key":"toon-link","key":"Dash Attack","description":"A dashing, outwards swing.","video_file_url":""},"Down Aerial":{"character_key":"toon-link","key":"Down Aerial","description":"A stall-then-fall version of the Down Thrust. Has a powerful meteor smash at the start of the descent, and weak windboxes on landing. Extremely risky to use offstage, as it has a long duration and Toon Link will not bounce off of any opponents he hits.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"toon-link","key":"Down Smash","description":"A sweeping slash in front, and then behind himself.","video_file_url":""},"Down Special":{"character_key":"toon-link","key":"Down Special","description":"Pulls out a Bomb that can be thrown at the opponent to do damage, cause knockback, and set up for other moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"toon-link","key":"Down Throw","description":"Pins the opponent to the ground and performs an elbow drop.","video_file_url":""},"Down Tilt":{"character_key":"toon-link","key":"Down Tilt","description":"A crouching slash. Can cause opponents to trip at low percents, as well as being able to jab lock. At higher percents, it launches opponents away at a horizontal angle.","video_file_url":""},"Final Smash":{"character_key":"toon-link","key":"Final Smash","description":"Traps opponents inside a large Triforce, and slashes at them repeatedly. Concludes with a final, powerful slash, which launches away the target and anyone nearby.","video_file_url":""},"Forward Aerial":{"character_key":"toon-link","key":"Forward Aerial","description":"A quick, spinning slash in front of himself. Has decently high knockback, being able to KO at higher percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"toon-link","key":"Forward Smash","description":"Winds up and swings the sword in an upward arc. Moves Toon Link slightly forwards. The duration of this move's hitbox is deceptively shorter that the duration of the swing (frames 8 and 9). As such, the move's range is also deceptively short and will fail to damage those above Toon Link beginning at frame 10.","video_file_url":""},"Forward Throw":{"character_key":"toon-link","key":"Forward Throw","description":"A shoulder tackle. Nearby opponents will take damage.","video_file_url":""},"Forward Tilt":{"character_key":"toon-link","key":"Forward Tilt","description":"Toon Link raises the Master Sword over his head and slashes forward.","video_file_url":""},"Grab":{"character_key":"toon-link","key":"Grab","description":"Fires his Hookshot straight forward. It functions as a Tether Grab, and and be used for tether recovery. Can also be used in air to do damage and put enemies in a tiny bit of hitstun.","video_file_url":""},"Neutral Aerial":{"character_key":"toon-link","key":"Neutral Aerial","description":"A quick, spinning slice that hits in front, and then in back. Has a chance to trip grounded opponents at low percents. Can also be used to jab lock, or as a combo starter.","video_file_url":""},"Neutral Attack":{"character_key":"toon-link","key":"Neutral Attack","description":"An outward slash, followed by an inward slash, and concluded with a forward thrust. The first 2 hits can lock.","video_file_url":""},"Neutral Special":{"character_key":"toon-link","key":"Neutral Special","description":"Fires an arrow from his bow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire, making them easier to avoid. However, this also means that the arrows remain active for longer.","video_file_url":""},"Side Special":{"character_key":"toon-link","key":"Side Special","description":"Throws his Boomerang forward. Spins vertically when thrown, then spins horizontally when returning. Can be aimed via directional input. Does more damage at the start and has additional range when inputed as a smash attack.","video_file_url":""},"Up Aerial":{"character_key":"toon-link","key":"Up Aerial","description":"An upwards thrust. Has a lingering hitbox. The clean hit has high knockback and can KO off the upper blast line at high percents, and the late hit can be used as a combo starter until high percents.","video_file_url":""},"Up Smash":{"character_key":"toon-link","key":"Up Smash","description":"An upward arcing slash. Can hit behind Toon Link.","video_file_url":""},"Up Special":{"character_key":"toon-link","key":"Up Special","description":"Spins with his sword outwards, slashing opponents nearby. The last hit launches opponents horizontally. The aerial version can carry opponents to the upper blast line, and KO them there if they're at a high enough percent.","video_file_url":""},"Up Throw":{"character_key":"toon-link","key":"Up Throw","description":"Tosses the opponent up into the air and performs a spinning upwards slash.","video_file_url":""},"Up Tilt":{"character_key":"toon-link","key":"Up Tilt","description":"An upwards slice with the Master Sword. Can combo into itself at low percentages, or his neutral, forward, backward and up aerials at low to mid percentages.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"toon-link","key":"Down Aerial","description":"A stall-then-fall version of the Down Thrust. Has a powerful meteor smash at the start of the descent, and weak windboxes on landing. Extremely risky to use offstage, as it has a long duration and Toon Link will not bounce off of any opponents he hits.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"toon-link","key":"Down Special","description":"Pulls out a Bomb that can be thrown at the opponent to do damage, cause knockback, and set up for other moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"toon-link","key":"Forward Aerial","description":"A quick, spinning slash in front of himself. Has decently high knockback, being able to KO at higher percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Toon%20Link%20-%20Forward%20Aerial.m4v"}},"advantages":["Good kill moves","Quick melee moves"],"disadvantages":["Mediocre damage","Easier to kill"]},"50":{"id":50,"key":"villager","name":"Villager","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Villager%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Animal%20Crossing.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":2,"Neutral":4,"Taunt":2,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"villager","key":"Back Aerial","description":"Like the forward aerial, but aimed backwards. Slightly slower startup, but deals more knockback and damage compared to his forward aerial. Useful for KOing opponents if Villager's forward air becomes too stale to do so reliably due to excessive use.","video_file_url":""},"Back Throw":{"character_key":"villager","key":"Back Throw","description":"Turns around swinging his net horizontally. One of the strongest back throw in the game, KOing even the heaviest characters reliably at around 153% without rage and with optimal DI from the opponent. However, it possesses very low base knockback making it difficult to set up edgeguards with this throw at low percentages.","video_file_url":""},"Dash Attack":{"character_key":"villager","key":"Dash Attack","description":"Falls over and drops a potted sapling, which flies a short distance. The pot will either shatter instantly upon hitting the ground, or it will bounce off the ground once. Its hitbox disappears if the latter happens, causing the potted sapling to deal no damage after the bounce. The pot deals less damage if it hits the opponent while it flies, but this gives the move a good range. It can be dropped from ledges to allow it to fly further, making for a possible edgeguarding option. However, the potted sapling will disappear after traveling a set distance.","video_file_url":""},"Down Aerial":{"character_key":"villager","key":"Down Aerial","description":"Randomly swings one, two or three turnips downwards. Same damage values as up aerial, and also has a lingering hitbox. It comes out slightly slower but is still quite fast. A clean hit any amount of turnips can meteor smash if the ends of the turnips hit the opponent; the early hits of the turnip that do not meteor instead have high horizontal knockback. The late hit can be used to initiate combos (such as into neutral attack, forward tilt, and almost any projectile Villager might have pocketed) if he hits it while landing, due to the small amount of horizontal knockback from the sex kick even at very high damage. May trip opponents at low percents if hit clean.","video_file_url":""},"Down Smash":{"character_key":"villager","key":"Down Smash","description":"Takes out a shovel and digs in front, then behind himself. Fast startup for a smash attack, making it a decent out of shield option. It can bury grounded opponents; opponents in the air instead have weak knockback inflicted to them. This is the only smash attack in the series that cannot KO when grounded. Due to its endlag, it cannot effectively followup into any other moves unless the opponent is at higher percentages.","video_file_url":""},"Down Special":{"character_key":"villager","key":"Down Special","description":"A move of 3 different attacks in order, where Villager plants, waters, and chops down a tree, which hits opponents as it falls, even bouncing off near edges to lower areas. However, the tree can be destroyed by other characters, and is a fairly slow move to use altogether - using the move once only advances through one of the four stages (plant, water, first chop, second chop), so completing the attack takes four total usages in the same location. The tree itself is extremely powerful, even as it grows. The axe can be swung during the chop stages regardless of distance from the tree, as long as that Villager's grown tree currently exists on the map. Has a chance of creating a woodchip or a rare chance of spawning a fruit once chopped down.","video_file_url":""},"Down Throw":{"character_key":"villager","key":"Down Throw","description":"Turns net horizontally and slams it into the ground. Knocks opponent upwards. Can combo into a forward tilt at very low damage on most characters as well as aerials from low to mid percent ranges, but not very reliably. A good way to combo into a pocketed projectile.","video_file_url":""},"Down Tilt":{"character_key":"villager","key":"Down Tilt","description":"Pulls a weed out of the ground, knocking foes upwards. Like up tilt, it hits hard for a tilt of its speed, being able to KO at high percentages. Has deceptively long disjointed range, though it is strongest close up.","video_file_url":""},"Final Smash":{"character_key":"villager","key":"Final Smash","description":"When activated, Tom Nook and his sons come and build a house, trapping opponents that got caught in the Final Smash. Once the house is completed, it explodes, dealing high knockback and damage.","video_file_url":""},"Forward Aerial":{"character_key":"villager","key":"Forward Aerial","description":"Fires a slingshot pellet that travels slightly less than half the length of Final Destination. The pellet deals low knockback and deals even less knockback if hit in the final frames. The pellet deals moderate knockback at point blank range, which is deadly especially offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"villager","key":"Forward Smash","description":"Leans forwards and drops a bowling ball. Is safe on shield and is among the most powerful forward smashes in the game, with enough knockback to KO reliably around 95% (60% fully charged). However, it has poor horizontal range and moderately high startup as well as some endlag. The ball can fall off edges if the Villager stands near one, making it great for edge-guarding if the opponent recovers low. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"villager","key":"Forward Throw","description":"Swings net overhead again, tossing the opponent out. Decent base knockback but very low knockback growth.","video_file_url":""},"Forward Tilt":{"character_key":"villager","key":"Forward Tilt","description":"Swings a Paw Umbrella horizontally. Good disjointed range.","video_file_url":""},"Grab":{"character_key":"villager","key":"Grab","description":"","video_file_url":""},"Neutral Aerial":{"character_key":"villager","key":"Neutral Aerial","description":"Does a cartwheel. Has a decently long lignering hitbox that deals good knockback in the first frame. Has very fast startup (hits on frame 3), allowing Villager to use it as an extremely safe out-of-shield option and combo breaker, and the length of time its hitbox stays out also gives Villager a lot of protection.","video_file_url":""},"Neutral Attack":{"character_key":"villager","key":"Neutral Attack","description":"A quick series of alternating punches with boxing gloves that ends with a strong straight jab at the end.","video_file_url":""},"Neutral Special":{"character_key":"villager","key":"Neutral Special","description":"Villager grabs a nearby projectile or item, stowing it away; using the move again will release the projectile or item with greatly increased damage and knockback, acting as a delayed reflector. Villager is granted brief intangibility during the first few frames of this move. Any pocketed items or projectiles are shown in a little display above the damage meter.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"villager","key":"Side Special","description":"Launches the Gyroid Lloid sideways as a relatively slow projectile. Villager can choose to ride on it, which increases the damage and knockback dealt. Using the move in this fashion leaves Villager helpless unless the rocket explodes from hitting an opponent or damageable object.","video_file_url":""},"Up Aerial":{"character_key":"villager","key":"Up Aerial","description":"Randomly swings one, two or three turnips upward. Damage depends on number of turnips, and the attack has a very long duration.","video_file_url":""},"Up Smash":{"character_key":"villager","key":"Up Smash","description":"Detonates a fountain firework, creating an explosion above themself. Has a fairly large hitbox and pulls opponents to the center of the blast, although it does not always connect properly and opponents can be knocked out of the move by any of the first few hits, especially at very high percentages. It can KO most characters at about 120%.","video_file_url":""},"Up Special":{"character_key":"villager","key":"Up Special","description":"Villager puts on a hat with two balloons (both of a set color determined by the player's number) attached to it. Pressing or holding the special move button will cause Villager to flap his arms and gain height. After a few seconds (or by pressing the standard attack button), the balloons will dissociate from Villager, leaving him helpless. The balloons can also be popped; losing one impairs Villager's potenial vertical height, and losing both puts them in helpless. After using Balloon Trip, there is a period in which the helium has to recharge before it can be used effectively; if the helium is too low, then only one balloon will spawn.","video_file_url":""},"Up Throw":{"character_key":"villager","key":"Up Throw","description":"Flips net over and tosses opponent upwards. Good for juggling.","video_file_url":""},"Up Tilt":{"character_key":"villager","key":"Up Tilt","description":"Waves a stick upwards in an arc above his head, swinging it back and forth thrice. Hits twice, with the second hit having vertical knockback that can KO at high percentages. Both hits can hit opponents on either side of the Villager.","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"villager","key":"Forward Aerial","description":"Fires a slingshot pellet that travels slightly less than half the length of Final Destination. The pellet deals low knockback and deals even less knockback if hit in the final frames. The pellet deals moderate knockback at point blank range, which is deadly especially offstage.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"villager","key":"Forward Smash","description":"Leans forwards and drops a bowling ball. Is safe on shield and is among the most powerful forward smashes in the game, with enough knockback to KO reliably around 95% (60% fully charged). However, it has poor horizontal range and moderately high startup as well as some endlag. The ball can fall off edges if the Villager stands near one, making it great for edge-guarding if the opponent recovers low. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Forward%20Smash.m4v"},"Neutral Special":{"character_key":"villager","key":"Neutral Special","description":"Villager grabs a nearby projectile or item, stowing it away; using the move again will release the projectile or item with greatly increased damage and knockback, acting as a delayed reflector. Villager is granted brief intangibility during the first few frames of this move. Any pocketed items or projectiles are shown in a little display above the damage meter.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Villager%20-%20Neutral%20Special.m4v"}},"advantages":["Unique moveset","Good recovery","Solid zoning"],"disadvantages":["Not exceptional in any category"]},"53":{"id":53,"key":"rosalina-luma","name":"Rosalina & Luma","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Rosalina%20%26%20Luma%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":2,"Kill Power":4,"Defense":2,"Speed":2,"Neutral":3,"Taunt":4,"Weight":2,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"rosalina-luma","key":"Back Aerial","description":"Rosalina: Dropkicks behind her, emitting a galaxy-shaped energy blast.\r Luma: Dropkicks behind itself.","video_file_url":""},"Back Throw":{"character_key":"rosalina-luma","key":"Back Throw","description":"Spins the opponent around herself once with anti-gravity, and then tosses them behind herself.","video_file_url":""},"Dash Attack":{"character_key":"rosalina-luma","key":"Dash Attack","description":"Rosalina: A lunging upward battering ram, which produces a trail of stardust from her head.\r Luma: Performs a diving tackle that ends with a back flip.","video_file_url":""},"Down Aerial":{"character_key":"rosalina-luma","key":"Down Aerial","description":"Rosalina: Emits a miniature planetary ring below her. At the beginning, can meteor smash.\r Luma: Stomps below itself.","video_file_url":""},"Down Smash":{"character_key":"rosalina-luma","key":"Down Smash","description":"Rosalina: A spinning shin kick which produces 2 spiral galaxy-shaped energy blasts on each side of her: first in the front, and then back.\r Luma: Kicks behind itself and then in front.","video_file_url":""},"Down Special":{"character_key":"rosalina-luma","key":"Down Special","description":"Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Gravitating projectiles come under Rosalina's ownership, which can result in projectiles damaging opponents who get too close. Any items that are pulled in (including those from special moves such as Peach's Vegetables, Mega Man's Metal Blades, R.O.B.'s Gyros and Link's Remote Bombs) will be immediately picked up\/used\/consumed\/equipped.","video_file_url":""},"Down Throw":{"character_key":"rosalina-luma","key":"Down Throw","description":"Flings the opponent into the ground with anti-gravity. Good for starting combos and strings.","video_file_url":""},"Down Tilt":{"character_key":"rosalina-luma","key":"Down Tilt","description":"Rosalina: A low-angled dropkick, which creates a magical spark at her feet.\r Luma: A sliding headbutt.","video_file_url":""},"Final Smash":{"character_key":"rosalina-luma","key":"Final Smash","description":"Rosalina summons a Grand Star, which then begins shooting smaller stars, and ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which itself hits multiple times. Rosalina can act during the Final Smash.","video_file_url":""},"Forward Aerial":{"character_key":"rosalina-luma","key":"Forward Aerial","description":"Rosalina: A double-footed bicycle kick. Her feet produce a galaxy-shaped energy blast, which leaves a trail of stardust.\r Luma: A headbutt.","video_file_url":""},"Forward Smash":{"character_key":"rosalina-luma","key":"Forward Smash","description":"Rosalina: Shoots a spiral galaxy-shaped energy blast from her hands. Can be angled.\r Luma: Punches straight forward. Can be angled.","video_file_url":""},"Forward Throw":{"character_key":"rosalina-luma","key":"Forward Throw","description":"Makes the opponent float in front of herself with anti-gravity, and then flings them in front of herself.","video_file_url":""},"Forward Tilt":{"character_key":"rosalina-luma","key":"Forward Tilt","description":"Rosalina: Spins, performing a double-footed roundhouse kick, which produces a trail of stardust.\r Luma: Performs a roundhouse kick.","video_file_url":""},"Grab":{"character_key":"rosalina-luma","key":"Grab","description":"Grabs her opponent telekinetically.","video_file_url":""},"Neutral Aerial":{"character_key":"rosalina-luma","key":"Neutral Aerial","description":"Rosalina: Spins her wand around herself in a circle, emitting a trail of stardust. Luma: Kicks behind and then in front of itself. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"rosalina-luma","key":"Neutral Attack","description":"Rosalina: Swings her wand twice, each creating a discharge of magic, and ends with a third magic burst from between her hands. Alternatively, the second hit can instead transition to a rapid jab consisting of Rosalina rapidly waving her wand in front of her, and ends with a large spark of light produced from a final flick of the wand.\r Luma: Performs a punch, followed by a kick, followed by a bicycle kick with the opposite foot. Alternatively, the 2nd punch can instead transition to a series of spinning punches that end in a corkscrewing headbutt.\r Ideal for punishing attacks that have little ending lag, though it can also be used for pressuring and zoning.","video_file_url":""},"Neutral Special":{"character_key":"rosalina-luma","key":"Neutral Special","description":"Rosalina launches Luma forward to perform a corkscrew battering ram. It is chargeable, with a fully charged Luma being invincible whilst traveling. Luma stops after either hitting something, or reaching the end of its path. By tapping the special button again, the Luma will return to Rosalina. Otherwise, the Luma will float back and forth periodically while separate (which is indicated by a steadily flashing \"ring\" around the Luma). Luma will be susceptible to falling into the lower blast line and thus be KO'd if it is off-stage and not recalled soon enough. This move will have no effect during Luma's respawn time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"rosalina-luma","key":"Side Special","description":"Luma shoots three Star Bits forward. When used in sync with Luma Shot, it can allow Rosalina to keep opponents at bay. Like Luma Shot, this move will have no effect during Luma's respawn time.","video_file_url":""},"Up Aerial":{"character_key":"rosalina-luma","key":"Up Aerial","description":"Rosalina: Emits a miniature planetary ring above her.\r Luma: An uppercut.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"rosalina-luma","key":"Up Smash","description":"Rosalina: Performs a backwards-arcing back flip, hitting opponents with her head. A rainbow-colored trail appears to indicate the range.\r Luma: A jumping bicycle kick.","video_file_url":""},"Up Special":{"character_key":"rosalina-luma","key":"Up Special","description":"Rosalina uses a multicolored Launch Star to launch herself upward. It can be angled just before the ascent, making it capable launching her at a purely vertical angle, a nearly horizontal angle, or a diagonal angle. However, Rosalina's momentum carries over into her helpless state, which could prove dangerous if it is angled carelessly. If the Luma is present, she can have it do aerial attacks, making it hard for opponents to thwart her recovery.","video_file_url":""},"Up Throw":{"character_key":"rosalina-luma","key":"Up Throw","description":"Flings the opponent into the air with anti-gravity.","video_file_url":""},"Up Tilt":{"character_key":"rosalina-luma","key":"Up Tilt","description":"Rosalina: Emits a miniature planetary ring that rises upward.\r Luma: An uppercut. Unlike Rosalina's attack, this can hit a foe standing in front of Luma, which can lead into an aerial follow-up. This attack is also notable for having the quickest startup out of all attacks available to the pair, quicker even than their jab attacks (this comes out on frame 3, as compared to Luma's jab on frame 4 and Rosalina's jab on frame 5). However, its limited reach and noticeable end lag mean it must be used carefully.","video_file_url":""}},"featured_moves":{"Neutral Aerial":{"character_key":"rosalina-luma","key":"Neutral Aerial","description":"Rosalina: Spins her wand around herself in a circle, emitting a trail of stardust. Luma: Kicks behind and then in front of itself. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Neutral%20Aerial.m4v"},"Neutral Special":{"character_key":"rosalina-luma","key":"Neutral Special","description":"Rosalina launches Luma forward to perform a corkscrew battering ram. It is chargeable, with a fully charged Luma being invincible whilst traveling. Luma stops after either hitting something, or reaching the end of its path. By tapping the special button again, the Luma will return to Rosalina. Otherwise, the Luma will float back and forth periodically while separate (which is indicated by a steadily flashing \"ring\" around the Luma). Luma will be susceptible to falling into the lower blast line and thus be KO'd if it is off-stage and not recalled soon enough. This move will have no effect during Luma's respawn time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Neutral%20Special.m4v"},"Up Aerial":{"character_key":"rosalina-luma","key":"Up Aerial","description":"Rosalina: Emits a miniature planetary ring above her.\r Luma: An uppercut.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Rosalina%20%26%20Luma%20-%20Up%20Aerial.m4v"}},"advantages":["Can have two hitboxes out at once","Aerials cover a lot of space","A handful of good KO options"],"disadvantages":["Luma dies easily","Is a lot worse without Luma"]},"58":{"id":58,"key":"robin","name":"Robin","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Robin%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":2,"Kill Power":3,"Defense":3,"Speed":2,"Neutral":4,"Taunt":4,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"robin","key":"Back Aerial","description":"A backward thrust. Fast, but has a somewhat narrow hitbox which can make landing it awkward, though it still autocancels from a short hop. It can hit a few frames after ending while using the Levin Sword, which can surprise opponents.","video_file_url":""},"Back Throw":{"character_key":"robin","key":"Back Throw","description":"Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth.","video_file_url":""},"Dash Attack":{"character_key":"robin","key":"Dash Attack","description":"Slides forward, thrusting the Bronze Sword at a low angle.","video_file_url":""},"Down Aerial":{"character_key":"robin","key":"Down Aerial","description":"A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can meteor smash while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox if the Levin Sword is used.","video_file_url":""},"Down Smash":{"character_key":"robin","key":"Down Smash","description":"Kneels and strikes the floor via a slash with the equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after getting up, thus warding off punishment attempts on either side.","video_file_url":""},"Down Special":{"character_key":"robin","key":"Down Special","description":"Robin casts Nosferatu on a nearby opponent to drain their health and heal Robin. Inflicts constant damage and cannot be shielded due to acting like a grab. Nearby opponents will take damage as well.","video_file_url":""},"Down Throw":{"character_key":"robin","key":"Down Throw","description":"Magically slams the opponent onto the ground, launching them vertically upward. Its knockback has been increased from the previous game, which allows for KOs below 200%. However, this removes Robin's ability to perform effective follow-ups at 100% or higher.","video_file_url":""},"Down Tilt":{"character_key":"robin","key":"Down Tilt","description":"A crouching, outward slash.","video_file_url":""},"Final Smash":{"character_key":"robin","key":"Final Smash","description":"Summons Chrom via warp magic to pair up and attack. Chrom slashes the opponent upward into the air and then he and Robin relentlessly attack the opponent, with Chrom repeatedly slashing with Falchion, while Robin casts thunder and fire magic, including Bolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent to the ground, which deals enough recoil to launch them towards the upper blast line. Upon successful use, all of Robin's weapons (including the ones that have yet to break) will have their durability restored.","video_file_url":""},"Forward Aerial":{"character_key":"robin","key":"Forward Aerial","description":"An upward swipe. Because of its arc, it can catch grounded opponents while in the air. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials.","video_file_url":""},"Forward Smash":{"character_key":"robin","key":"Forward Smash","description":"An underhanded outward thrust.","video_file_url":""},"Forward Throw":{"character_key":"robin","key":"Forward Throw","description":"Magically shoves the opponent forward.","video_file_url":""},"Forward Tilt":{"character_key":"robin","key":"Forward Tilt","description":"An outward turning, downward slash.","video_file_url":""},"Grab":{"character_key":"robin","key":"Grab","description":"Wraps the opponent in a whirling stream of magic. The grab's range is visualized by a halo. This halo also appears when Robin successfully grabs an opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"robin","key":"Neutral Aerial","description":"An inward slash forwards, followed by an outward slash backwards. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range. Unlike in Smash 4, using neutral air will not put away the Levin Sword.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"robin","key":"Neutral Attack","description":"An upward slash followed by a downward slash. The move can then proceed to a third finishing hit or into a neutral infinite, depending on whether the attack button is held or button mashed. The former is a fiery explosion, and the latter is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a more powerful blast. Each of the third hits consume durability of the Arcfire and Elwind tomes, respectively. If both tomes are depleted, Robin will only be able to use the first two sword slashes.","video_file_url":""},"Neutral Special":{"character_key":"robin","key":"Neutral Special","description":"Robin casts thunder magic from his Thunder tome. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by Elthunder (a stronger ball of lightning with more range) which is cast when briefly charged, then Arcthunder (a gradually accelerating and multiple hitting sphere), and finally Thoron (a long-ranged, powerful and electrical energy beam) when fully charged. Thoron deals more damage if the special button is held. Like other chargeable moves, Robin can cancel the charge with a jump, airdodge, or offensive option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"robin","key":"Side Special","description":"Robin casts fire magic from his Arcfire tome. It creates a tiny fireball that travels diagonally downward from above his head and bursts into a pillar of flame on impact. It usually hits 8 times. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"robin","key":"Up Aerial","description":"An upward overhead slash. It is a great juggling option with the Bronze Sword due to its low knockback and large arc, while it is one of Robin's most effective aerials with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword.","video_file_url":""},"Up Smash":{"character_key":"robin","key":"Up Smash","description":"The animation differs depending on the sword that is used: if it is the Bronze Sword, Robin thrusts it upward. If it is the Levin Sword, Robin levitates it out of his hand, and twirls it before raising it upward. The Levin Sword version of has great coverage, capable of hitting opponents on the ground and behind Robin. Its large hitbox also allows it to combo reliably from down throw at 0%.","video_file_url":""},"Up Special":{"character_key":"robin","key":"Up Special","description":"Robin casts wind magic twice from the Elwind tome, which propels Robin upwards. Elwind's projectiles can be angled, letting Robin go twice in the same direction, providing a great horizontal recovery. If used while depleted, Robin will gain a short upward boost upward, slightly improving his change of survival. Each wind blade generates a push effect on impact with the ground.","video_file_url":""},"Up Throw":{"character_key":"robin","key":"Up Throw","description":"Magically heaves the opponent upwards.","video_file_url":""},"Up Tilt":{"character_key":"robin","key":"Up Tilt","description":"An inward turning, upward slash.","video_file_url":""}},"featured_moves":{"Neutral Aerial":{"character_key":"robin","key":"Neutral Aerial","description":"An inward slash forwards, followed by an outward slash backwards. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range. Unlike in Smash 4, using neutral air will not put away the Levin Sword.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Neutral%20Aerial.m4v"},"Neutral Special":{"character_key":"robin","key":"Neutral Special","description":"Robin casts thunder magic from his Thunder tome. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by Elthunder (a stronger ball of lightning with more range) which is cast when briefly charged, then Arcthunder (a gradually accelerating and multiple hitting sphere), and finally Thoron (a long-ranged, powerful and electrical energy beam) when fully charged. Thoron deals more damage if the special button is held. Like other chargeable moves, Robin can cancel the charge with a jump, airdodge, or offensive option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"robin","key":"Side Special","description":"Robin casts fire magic from his Arcfire tome. It creates a tiny fireball that travels diagonally downward from above his head and bursts into a pillar of flame on impact. It usually hits 8 times. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Robin%20-%20Side%20Special.m4v"}},"advantages":["Deals a lot of damage from afar","Levin Sword deals high damage and knockback"],"disadvantages":["Can run out of ammo with projectiles"]},"65":{"id":65,"key":"corrin","name":"Corrin","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Corrin%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Easy","primary_fighting_style":"Sword","attribute_ratings":{"Damage":1,"Kill Power":3,"Defense":4,"Speed":3,"Neutral":4,"Taunt":3,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"corrin","key":"Back Aerial","description":"Sprouts wings with the Dragon Fang, and attacks by flapping them. Can be used for recovering as it propels Corrin forward like R.O.B.'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"corrin","key":"Back Throw","description":"Places the opponent backwards and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.","video_file_url":""},"Dash Attack":{"character_key":"corrin","key":"Dash Attack","description":"Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates.","video_file_url":""},"Down Aerial":{"character_key":"corrin","key":"Down Aerial","description":"Corrin's legs morph into spears with Dragon Fang, diving downward feet-first. A stall-then-fall drill that meteor smashes weakly with set knockback, excluding the landing hit which deals moderate upwards knockback, both in the air and when landing. However, since Corrin fast-falls during the attack, it is difficult to recover offstage after using it. As a result, it works better when used for a sacrificial KO, or to quickly punish actions air-to-ground.","video_file_url":""},"Down Smash":{"character_key":"corrin","key":"Down Smash","description":"Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. Animation is similar to the Mii Brawler's down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback.","video_file_url":""},"Down Special":{"character_key":"corrin","key":"Down Special","description":"Corrin\u2019s head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang, and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions.","video_file_url":""},"Down Throw":{"character_key":"corrin","key":"Down Throw","description":"Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterwards, Corrin reverts back into human form.","video_file_url":""},"Down Tilt":{"character_key":"corrin","key":"Down Tilt","description":"Slashes across the ground with the Omega Yato. Relatively low knockback which sends opponents up and slightly towards Corrin, making it a viable combo starter. One of Corrin's fastest attacks.","video_file_url":""},"Final Smash":{"character_key":"corrin","key":"Final Smash","description":"Corrin strikes with both hands, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang, and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage.","video_file_url":""},"Forward Aerial":{"character_key":"corrin","key":"Forward Aerial","description":"An inward single-handed reaping slash with the Omega Yato. Similar to Marth's, only with Corrin\u2019s legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos.","video_file_url":""},"Forward Smash":{"character_key":"corrin","key":"Forward Smash","description":"Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the third longest reaching non-projectile forward smash in the game, only behind Simon and Richter's. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching\/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"corrin","key":"Forward Throw","description":"Transforms the free arm into a spear with Dragon Fang, and stabs the opponent with it, knocking them up and away. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can hit bystanders. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.","video_file_url":""},"Forward Tilt":{"character_key":"corrin","key":"Forward Tilt","description":"A downwards outward swipe with the Omega Yato.","video_file_url":""},"Grab":{"character_key":"corrin","key":"Grab","description":"Leans forward slightly and reaches out with the free hand, which briefly enlarges.","video_file_url":""},"Neutral Aerial":{"character_key":"corrin","key":"Neutral Aerial","description":"Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike in Corrin's other moves, the Dragon Fang spear doesn't deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents.","video_file_url":""},"Neutral Attack":{"character_key":"corrin","key":"Neutral Attack","description":"A stab with a spear arm, an inward slash with the Omega Yato held in a reverse grip, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite.","video_file_url":""},"Neutral Special":{"character_key":"corrin","key":"Neutral Special","description":"Corrin transforms the left arm into a draconic mouth with Dragon Fang, and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.\r Holding the special button will charge the projectile (causing more damage and knockback, along with increased paralysis duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa).","video_file_url":""},"Side Special":{"character_key":"corrin","key":"Side Special","description":"When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally, or a jump by pressing the jump button or tilting the control stick upward. The kick be canceled by tilting the control stick down, or automatically after pinning a surface for two seconds, which is useful for reading the opponent's floor recovery. Pinned opponents can escape by button mashing if Corrin does not choose an action soon enough. Like most of Corrin\u2019s moves, the tip of the spear deals the most damage and knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"corrin","key":"Up Aerial","description":"Slashes in the air with the Omega Yato in a backwards flip, closely resembling the up aerials of all the other Fire Emblem characters (sans Ike, who doesn't backflip). Has wide range, quick startup and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos.","video_file_url":""},"Up Smash":{"character_key":"corrin","key":"Up Smash","description":"Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. Has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot.","video_file_url":""},"Up Special":{"character_key":"corrin","key":"Up Special","description":"Corrin grows wings using the Dragon Fang and leaps upwards. Similar to Roy's Blazer, it hits multiple times, and can be angled by approximately 45\u00b0. Additionally, like Rosalina's Launch Star, it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead).","video_file_url":""},"Up Throw":{"character_key":"corrin","key":"Up Throw","description":"Lifts the opponent into the air and transforms into dragon form, then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterwards, Corrin reverts back into human form. The strongest out of all of Corrin\u2019s throws.","video_file_url":""},"Up Tilt":{"character_key":"corrin","key":"Up Tilt","description":"A twirling-turn upward slash with the Omega Yato.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"corrin","key":"Back Aerial","description":"Sprouts wings with the Dragon Fang, and attacks by flapping them. Can be used for recovering as it propels Corrin forward like R.O.B.'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Back%20Aerial.m4v"},"Forward Smash":{"character_key":"corrin","key":"Forward Smash","description":"Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the third longest reaching non-projectile forward smash in the game, only behind Simon and Richter's. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching\/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Forward%20Smash.m4v"},"Side Special":{"character_key":"corrin","key":"Side Special","description":"When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally, or a jump by pressing the jump button or tilting the control stick upward. The kick be canceled by tilting the control stick down, or automatically after pinning a surface for two seconds, which is useful for reading the opponent's floor recovery. Pinned opponents can escape by button mashing if Corrin does not choose an action soon enough. Like most of Corrin\u2019s moves, the tip of the spear deals the most damage and knockback.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Corrin%20-%20Side%20Special.m4v"}},"advantages":["Has good hitboxes","Has solid kill options"],"disadvantages":["Has trouble racking up damage","Mediocre recovery"]},"66":{"id":66,"key":"bayonetta","name":"Bayonetta","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Bayonetta%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Bayonetta.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":2,"Defense":3,"Speed":4,"Neutral":3,"Taunt":5,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"bayonetta","key":"Back Aerial","description":"A high-angle back kick. The Bullet Arts version of this move fires one gun behind her at an upward angle. Based on the second hit of Bayonetta's aerial PK combo while wielding Love is Blue.","video_file_url":""},"Back Throw":{"character_key":"bayonetta","key":"Back Throw","description":"A jumping roundhouse kick. Possibly based on the final hit of her PPPK combo while wielding Love is Blue.","video_file_url":""},"Dash Attack":{"character_key":"bayonetta","key":"Dash Attack","description":"The Stiletto: a forward rushing pistol whip. It has noticeable start-up. The Bullet Arts version of this move fires her gun in front of herself.","video_file_url":""},"Down Aerial":{"character_key":"bayonetta","key":"Down Aerial","description":"A split-legged axe kick. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Bayonetta's standard aerial kick in Bayonetta.","video_file_url":""},"Down Smash":{"character_key":"bayonetta","key":"Down Smash","description":"The Heel Stomp; Bayonetta stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Butterfly's foot, which stomps shortly after her. There is a hitbox on Bayonetta's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Butterfly's hitbox cannot be reversed. Oddly, the Bullet Arts version of this move fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her front or back.","video_file_url":""},"Down Special":{"character_key":"bayonetta","key":"Down Special","description":"Uses her magic to slow down time around an opponent who attacks her. Its duration is dependent on several factors: the opponent's damage (more damaged = longer duration), Bayonetta's damage (more damaged = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). However, if Witch Time is activated too late, then Bat Within is activated instead. Bat Within teleports Bayonetta in any direction, halving the damage received. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"bayonetta","key":"Down Throw","description":"Stomps the opponent into the ground. Based on the final hit of Bayonetta's PPPKKK combo while wielding Love is Blue.","video_file_url":""},"Down Tilt":{"character_key":"bayonetta","key":"Down Tilt","description":"A sweep kick. The Bullet Arts version of this move fires two guns in front of herself and one behind herself. Based on the final hit of Bayonetta's PPK combo while wielding Love is Blue.","video_file_url":""},"Final Smash":{"character_key":"bayonetta","key":"Final Smash","description":"Activates Witch Time to affect the whole stage. While this effect is active, Bayonetta has a limited time to deal damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon Gomorrah, who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.","video_file_url":""},"Forward Aerial":{"character_key":"bayonetta","key":"Forward Aerial","description":"Bayonetta performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Based on Bayonetta's aerial PPK combo while wielding Love is Blue.","video_file_url":""},"Forward Smash":{"character_key":"bayonetta","key":"Forward Smash","description":"Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw a punch. It has great horizontal range and Madama Butterfly's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. It can be angled slightly upward and downward. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. Based on the final hit of Bayonetta's PPP \u2022 P combo in Bayonetta 2.","video_file_url":""},"Forward Throw":{"character_key":"bayonetta","key":"Forward Throw","description":"Her strongest throw. She occasionally says \"???????! (Ten years too early!)\", even in the English version of the game. The quote is a reference to Akira Yuki's famous quote in the Virtua Fighter series, and is said occasionally by Bayonetta herself in Bayonetta.","video_file_url":""},"Forward Tilt":{"character_key":"bayonetta","key":"Forward Tilt","description":"Bayonetta performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. Based on Bayonetta's Kick + Kick + Kick combo while wielding Love is Blue.","video_file_url":""},"Grab":{"character_key":"bayonetta","key":"Grab","description":"Reaches out, with her hand emanating purple Umbran Magic.","video_file_url":""},"Neutral Aerial":{"character_key":"bayonetta","key":"Neutral Aerial","description":"A spinning roundhouse kick. It hits around Bayonetta and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. It has very good coverage, as it can hit opponents adjacent and\/or below her. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her. It is based on the aerial Bullet Climax in Bayonetta.","video_file_url":""},"Neutral Attack":{"character_key":"bayonetta","key":"Neutral Attack","description":"Bayonetta performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Bayonetta will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. Based on Bayonetta's Punch + Punch + Punch \u2022 Punch (PPP \u2022 P) combo from Bayonetta 2.","video_file_url":""},"Neutral Special":{"character_key":"bayonetta","key":"Neutral Special","description":"Fires bullets at a slight angle. When held, Bayonetta instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be cancelled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Bayonetta alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's Copy Ability fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively.","video_file_url":""},"Side Special":{"character_key":"bayonetta","key":"Side Special","description":"A kick that functions differently when used on the ground or in midair. Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an a\u00fa aberto, unless the opponent shields it. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. She will however also be under considerable endlag, leaving her open to punishing. After Burner Kick: In the air, she alternately performs the After Burner Kick, which can be performed twice in a row as long as the first kick connects, unless shielded. It can be angled downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not done correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward). Both versions of After Burner Kick are her primary aerial follow-ups. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"bayonetta","key":"Up Aerial","description":"A bicycle kick. Very fast. Can combo from Witch Twist at low percents. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the a\u00fa aberto[1], one of many cartwheeling kicks in capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in Bayonetta.","video_file_url":""},"Up Smash":{"character_key":"bayonetta","key":"Up Smash","description":"Uses Wicked Weaves to summon Madama Butterfly's arm, which is used to throw an uppercut. It hits directly in front of Bayonetta, and thus leaves her vulnerable from behind and directly above. It has rather noticeable start-up, high ending lag and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Madama Buterfly's hitbox cannot be reversed. The Bullet Arts version of this move fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher.","video_file_url":""},"Up Special":{"character_key":"bayonetta","key":"Up Special","description":"An ascending, corkscrew pistol-whip. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as using it after a jump allows Bayonetta to use her double jump, and then another Witch Twist. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. With precise timing (a 3 frame window to be exact), a Double Jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"bayonetta","key":"Up Throw","description":"An outside crescent kick. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Bayonetta assumes afterward is based on the final hit of her PPK combo while wielding Scarborough Fair.","video_file_url":""},"Up Tilt":{"character_key":"bayonetta","key":"Up Tilt","description":"An upwards pistol whip. Hits twice. At low percents, can combo into up air. The first hit has a hitbox slightly above and in front Bayonetta's head that does slightly more damage than on the ground, but it can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. It is based on the delayed punch launcher.","video_file_url":""}},"featured_moves":{"Up Special":{"character_key":"bayonetta","key":"Up Special","description":"An ascending, corkscrew pistol-whip. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as using it after a jump allows Bayonetta to use her double jump, and then another Witch Twist. Holding the button has Bayonetta fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. With precise timing (a 3 frame window to be exact), a Double Jump can be cancelled into Witch Twist, thereby saving her jump in a similar way to Smash 4. This drastically improves her combo game and enables some particularly powerful ladder combos, as well as some much needed recovery mix-ups. This can be executed with both the first and second Witch Twists (as long as the double jump is unused) only to use the double jump right after, essentially giving her a maximum of three midair jumps, though only one would reach the top of its arch.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Up%20Special.m4v"},"Side Special":{"character_key":"bayonetta","key":"Side Special","description":"A kick that functions differently when used on the ground or in midair. Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Bayonetta will then follow it up with an a\u00fa aberto, unless the opponent shields it. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. She will however also be under considerable endlag, leaving her open to punishing. After Burner Kick: In the air, she alternately performs the After Burner Kick, which can be performed twice in a row as long as the first kick connects, unless shielded. It can be angled downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted but before the move comes out. The second method takes strict timing: if not done correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Bayonetta will fire the guns on her feet (one slightly upward, and one slightly downward). Both versions of After Burner Kick are her primary aerial follow-ups. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Side%20Special.m4v"},"Down Special":{"character_key":"bayonetta","key":"Down Special","description":"Uses her magic to slow down time around an opponent who attacks her. Its duration is dependent on several factors: the opponent's damage (more damaged = longer duration), Bayonetta's damage (more damaged = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). However, if Witch Time is activated too late, then Bat Within is activated instead. Bat Within teleports Bayonetta in any direction, halving the damage received. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bayonetta%20-%20Down%20Special.m4v"}},"advantages":["Excellent combos and strings","Aerial dominance"],"disadvantages":[]},"68":{"id":68,"key":"ridley","name":"Ridley","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ridley%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Metroid.svg","difficulty":"Hard","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":5,"Defense":2,"Speed":2,"Neutral":3,"Taunt":4,"Weight":4,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"ridley","key":"Back Aerial","description":"A roundhouse kick behind himself, similar to his archnemesis Samus's back aerial. Ridley's strongest aerial, KOing at around 130% from center stage. Its horizontal range and high damage also make it a relatively safe approach option, despite its moderate landing lag.","video_file_url":""},"Back Throw":{"character_key":"ridley","key":"Back Throw","description":"Turns around and performs an underhanded toss with one arm. Can KO at around 150% near the ledge.","video_file_url":""},"Dash Attack":{"character_key":"ridley","key":"Dash Attack","description":"A leaning bite. A powerful dash attack especially near edges, KOing at around 100% at the edge of Final Destination, and at around 160% from the center.","video_file_url":""},"Down Aerial":{"character_key":"ridley","key":"Down Aerial","description":"Plummets down stomping with both feet. A stall-then-fall with a sweetspot on its clean hit that meteor smashes opponents. Unlike most other moves of its kind, Ridley can also recover from it offstage if initiated at least at some height above the stage. However, it has very high landing lag, leaving it unsafe as a landing option and preventing any followups out of its meteor smash onstage. It resembles a move Meta Ridley uses in Metroid Prime.","video_file_url":""},"Down Smash":{"character_key":"ridley","key":"Down Smash","description":"Leaps and slams his open wings onto the ground. Hits both of Ridley's sides simultaneously with large coverage, allowing it to punish tech rolls in certain instances. The leap during startup can allow him to dodge some ground attacks if timed right (especially floor attacks that may be used after hitting with Skewer, or ledge attacks), while the edges of the attack utilize the intangible half of Ridley's wings. However, it has the slowest startup out of Ridley's smash attacks, and deals the least damage, while being only slightly stronger than his up smash. Launches opponents upward, KOing at around 100%.","video_file_url":""},"Down Special":{"character_key":"ridley","key":"Down Special","description":"Brings his tail back as it glows briefly, then stabs forward with it. If hit near the tip of the tail, it deals extremely high damage (50% total) and causes opponents to crumple, akin to a fully charged Focus Attack; both the sweetspot and the sourspot deal minimal shield damage, however. It has a very slow startup of half a second (30 frames), and conversely deals low damage and knockback if any other part of Ridley's tail hits, making it significantly hard to land especially in one-on-one battles. Additionally, the sweetspotted attack only allows Ridley to move after the opponent gets up again, making followup attacks based on reading the opponent's getup option.","video_file_url":""},"Down Throw":{"character_key":"ridley","key":"Down Throw","description":"Slams the opponent onto the ground. Has low ending lag, allowing it to combo into an up-angled forward tilt or down tilt at low percents, and a neutral, forward, back aerial or run-canceled up tilt at low to mid percents. Surprisingly, this is also Ridley's strongest throw, being able to KO at around 160%.","video_file_url":""},"Down Tilt":{"character_key":"ridley","key":"Down Tilt","description":"A low tail swipe. Has long range like his forward tilt, and launches opponents upward, allowing it to combo into aerial attacks at a wide range of percents, as well as an up-angled forward tilt, dash attack, or up tilt (against larger characters) at low percents.","video_file_url":""},"Final Smash":{"character_key":"ridley","key":"Final Smash","description":"Lets out a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus's gunship; as the gunship flies off, he shoots it down with a laser that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage. This Final Smash is an instant KO on opponents at 100% damage or higher before the cutscene ends.","video_file_url":""},"Forward Aerial":{"character_key":"ridley","key":"Forward Aerial","description":"Stabs with his tail forward three times in quick succession. Deals the most damage out of Ridley's aerials if all hits are sweetspotted (17% total); however, it is also his weakest aerial knockback-wise, while its hitboxes are small compared to his other moves. Has moderate landing lag, albeit the first hit can set up a jab.","video_file_url":""},"Forward Smash":{"character_key":"ridley","key":"Forward Smash","description":"Rears back, then generates a fiery explosion from his mouth in front of himself. Has slow startup and short range (covering less horizontal distance than his forward tilt), but deals very high damage and knockback, KOing under 80% from center stage.","video_file_url":""},"Forward Throw":{"character_key":"ridley","key":"Forward Throw","description":"Tosses the opponent forward with one arm.","video_file_url":""},"Forward Tilt":{"character_key":"ridley","key":"Forward Tilt","description":"Grabs his tail and thrusts it forward. Can be angled, and the tip of Ridley's tail acts as a sweetspot. Has long range and moderately low ending lag, making it a powerful spacing tool. The sweetspot KOs at around 155% from center stage.","video_file_url":""},"Grab":{"character_key":"ridley","key":"Grab","description":"Reaches out with his right hand.","video_file_url":""},"Neutral Aerial":{"character_key":"ridley","key":"Neutral Aerial","description":"Backflips and swings his tail around himself. Has the lowest startup, ending lag, and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it one of his main approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"ridley","key":"Neutral Attack","description":"A double claw swipe followed by a bite. Alternatively, if the attack button is pressed quickly for each hit, the second hit transitions into a rapid-fire tail stab that ends with a swing. The third hit is relatively strong for a neutral attack, KOing middleweights under 200% from the center of Final Destination. Conversely, the neutral infinite's finisher has high base knockback, but very low knockback scaling, being unable to KO under 500% from center stage.","video_file_url":""},"Neutral Special":{"character_key":"ridley","key":"Neutral Special","description":"Spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing up to 28.3% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes recoil damage. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"ridley","key":"Side Special","description":"Rushes forward to grab an opponent, functioning as a command grab. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually. However, they can mash out of the move before Ridley throws them. In midair, it doesn't incur helplessness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a sacrificial KO. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"ridley","key":"Up Aerial","description":"Thrusts both wings upward while closed. Has a sweetspot at the tip of the wings, which can KO at around 120% in the air. Its moderate startup and landing lag alongside Ridley's speed make it effective for juggling. On landing, it can also combo into an up tilt or up smash at low percents, as well as any aerial (except down aerial) up to high percents, including a sweetspotted up aerial as a potential KO setup.","video_file_url":""},"Up Smash":{"character_key":"ridley","key":"Up Smash","description":"A frontflip kick, covering Ridley's entire overhead. Has moderate startup and ending lag, but has a large overall hitbox and grants intangibility on Ridley's leg while the hitboxes are active, making it a powerful anti-air similarly to his up tilt. Can KO at around 105% from ground level.","video_file_url":""},"Up Special":{"character_key":"ridley","key":"Up Special","description":"Charges up, then performs a flying tackle in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling and is noticeably powerful, with the forward and up tackles KOing under 130% from center stage. The down tackle also meteor smashes aerial targets, while allowing Ridley to save himself by grabbing an edge, making it potentially deadly for edgeguarding. However, the move has very slow startup, and its few angles limit the positions from which Ridley can safely recover with it.","video_file_url":""},"Up Throw":{"character_key":"ridley","key":"Up Throw","description":"Sets the opponent overhead and stabs them with his tail. Ridley's most damaging throw. Can combo into an up aerial at mid percents if the opponent does not air dodge, and otherwise lead into a frame trap by landing and punishing their air dodge landing lag.","video_file_url":""},"Up Tilt":{"character_key":"ridley","key":"Up Tilt","description":"Swipes one wing in an arc above himself, starting from behind. Renders Ridley's wing intangible while the hitboxes are active, which along with its coverage allows it to function as an effective anti-air. Its moderate speed also allows it to combo into itself at low to mid percents, and into any aerial attack at mid to high percents. Has blind spots beside Ridley.","video_file_url":""}},"featured_moves":{"Neutral Aerial":{"character_key":"ridley","key":"Neutral Aerial","description":"Backflips and swings his tail around himself. Has the lowest startup, ending lag, and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it one of his main approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Neutral%20Aerial.m4v"},"Neutral Special":{"character_key":"ridley","key":"Neutral Special","description":"Spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing up to 28.3% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes recoil damage. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"ridley","key":"Side Special","description":"Rushes forward to grab an opponent, functioning as a command grab. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually. However, they can mash out of the move before Ridley throws them. In midair, it doesn't incur helplessness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a sacrificial KO. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ridley%20-%20Side%20Special.m4v"}},"advantages":["Powerful smash attacks","Great recovery and edgeguarding options","Versitile and effective projectile"],"disadvantages":["Very easy to kill","Laggy attacks"]},"76":{"id":76,"key":"mii-brawler","name":"Mii Brawler","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mii%20Brawler%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Super%20Smash%20Bros..svg","difficulty":"Easy","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":2,"Kill Power":4,"Defense":2,"Speed":2,"Neutral":3,"Taunt":4,"Weight":3,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"mii-brawler","key":"Back Aerial","description":"A swinging back kick. Very fast (frame 7) and is the Brawler's most reliable KO option in midair. Has a small chance of tripping grounded opponents at low percents. However, its hitbox is very brief. Autocancels from a short hop, which allows it to wall out opponents.","video_file_url":""},"Back Throw":{"character_key":"mii-brawler","key":"Back Throw","description":"Kicks the opponent behind themself.","video_file_url":""},"Dash Attack":{"character_key":"mii-brawler","key":"Dash Attack","description":"A flying kick. A risky but useful approach option.","video_file_url":""},"Down Aerial":{"character_key":"mii-brawler","key":"Down Aerial","description":"Swings both fists beneath themself in a double axe handle. The clean hit is a powerful meteor smash, and sends grounded opponents diagonally upwards. However, it is the Brawler's slowest aerial in terms of startup lag, ending lag and landing lag. Autocancels from a full hop and double jump fast fall.","video_file_url":""},"Down Smash":{"character_key":"mii-brawler","key":"Down Smash","description":"Punches forwards and kicks backwards simultaneously. Very fast like up smash (frame 9), with the lowest ending lag of all the Brawler's smash attacks (FAF 43). Both sides deal the same damage and knockback. However, both hits have very poor range.","video_file_url":""},"Down Special":{"character_key":"mii-brawler","key":"Down Special","description":"Default - Head-On Assault:The Brawler leaps up, performing a backflip kick with both of their legs, and plummets downward with a corkscrewing headbutt. If performed in the air, the Brawler will just perform the headbutt. On the ground, the initial leap sends the opponent into the main headbutt. In both versions of the move, the descending headbutt hits multiple times, and acts as a meteor smash. If the grounded version is used as a sacrificial KO, the opponent will be KO'd first. The grounded hit is very powerful and can KO consistently at 120%, though it is extremely risky due to its overall lag. If performed in midair while facing a ledge, the Brawler will be able to sweetspot said ledge, allowing it to be used as an edgeguard. The move does a high amount of shield damage, being able to break full shields if both hits connect. Custom 1 - Feint Jump: Flips off the ground and, when the special button is pressed again, performs a divekick while surrounded by a blue aura. The startup offers brief intangibility. Similarly to Zero Suit Samus's Flip Jump, by landing on an opponent midair during the jump, the Brawler will automatically perform a kick which meteor smashes foes. The angle they are launched, however, is more diagonal, similar to that of Ryu's down air. The direction they are sent is opposite of the direction of the flip (i.e flipping to the right will diagonally meteor smash the opponent to the left, and vice versa). Both the jump and the kick can be reversed if the player taps in the other direction upon startup. Custom 2 - Counter Throw: The Brawler enters a defensive stance, bringing their arms close to their face. Upon being hit, the Brawler will counterattack by grabbing the opponent and slamming them on the ground behind themself. The slam will lightly damage nearby opponents. Unlike other counters, Counter Throw has a short duration, but low ending lag, allowing it to be used more flexibly. However, unlike other counters, Counter Throw completely fails against projectiles and attacks that hit the","video_file_url":""},"Down Throw":{"character_key":"mii-brawler","key":"Down Throw","description":"Karate chops the opponent into the ground. This is the Brawler's combo throw, though it has been significantly nerfed from Smash 4 due to it having higher knockback growth. As a result, it is still a reliable combo throw that can be extended into aerials, up special moves, or up aerial chains, though it has lost its potent KO setups at a wide percent range and quickly loses combo potential at high percents.","video_file_url":""},"Down Tilt":{"character_key":"mii-brawler","key":"Down Tilt","description":"An inverted sweep kick along the ground. Knocks opponents upward, allowing it to combo into tilts or forward aerial at low percents, and aerials or any up special move at medium percents.","video_file_url":""},"Final Smash":{"character_key":"mii-brawler","key":"Final Smash","description":"Knocks the target into the air with an upwards-arching heel kick, and then proceeds to strike them with a maelstrom of punches and kicks before smashing them back downwards with a downward straight punch.","video_file_url":""},"Forward Aerial":{"character_key":"mii-brawler","key":"Forward Aerial","description":"Two alternating inward kicks. The first kick can be used to initiate combos on grounded opponents, but as the kicks transition much faster than in Smash 4, it is much more difficult to drag opponents to the ground with the first hit. Additionally, the move's hitboxes are on the Brawler's legs, which can cause it to whiff. Autocancels from a full hop.","video_file_url":""},"Forward Smash":{"character_key":"mii-brawler","key":"Forward Smash","description":"A strong straight punch. The move moves the Brawler forwards slightly. It deals immense knockback and easily KOs from 75% at the center of Final Destination. However, it has high startup overall (hits on frame 17 and ends on frame 67), and its hitbox only lasts for one frame.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"mii-brawler","key":"Forward Throw","description":"Launches the opponent away with a backhand. It is the Brawler's KO throw, though it does so poorly as it KOs at around 144% at the edge of Final Destination.","video_file_url":""},"Forward Tilt":{"character_key":"mii-brawler","key":"Forward Tilt","description":"A roundhouse kick. Can be angled, which deals more damage when angled up and less when angled down, and is the Brawler's longest ranged tilt. Unlike the version in Smash 4, it no longer has a sourspot. As a result, it is useful for creating space.","video_file_url":""},"Grab":{"character_key":"mii-brawler","key":"Grab","description":"The Brawler reaches in front of themself.","video_file_url":""},"Neutral Aerial":{"character_key":"mii-brawler","key":"Neutral Aerial","description":"A sex kick, similar to Mario's neutral aerial. Due to its startup (frame 3) and low landing lag (frame 8), it is a useful combo breaker, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, Thrust Uppercut and Head-On Assault at low percents, or down tilt or Helicopter Kick at mid percents. Autocancels from a full hop.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"mii-brawler","key":"Neutral Attack","description":"Two quick punches, followed by a series of rapid punches, ending with a side kick. It is a useful close-range interceptor on the ground, but as it will only transition into the neutral infinite after the first two hits, it is punishable if shielded since it gives the opponent time to react.","video_file_url":""},"Neutral Special":{"character_key":"mii-brawler","key":"Neutral Special","description":"Default - Shot Put: A shot put is thrown into the air as an arcing projectile. Bounces twice upon landing, which deals lower damage; if it misses, the shot travels a set distance before disappearing. Very damaging and strong for an unchargeable projectile, which makes for a useful edgeguarding tool. Custom 1 - Flashing Mach Punch: The Brawler performs five fast punches with a single hand. If any of these punches land, the move will extend into a flurry of consecutive punches, the maximum total being 22. The last hit deals good vertical knockback, KOing at around 115%. If the move lands on an opponent, the Brawler gains invincibility for the duration of the move, making the move hard to interrupt. However, the move has punishable startup and ending lag (starts on frame 15 and ends on frame 59 if missed). If the first hits are shielded or hits an opponents under the effects of armor, it will not transition to the looping portion of the move. Custom 2 - Exploding Side Kick: Stands on one leg and charges their leg in flame, before unleashing a powerful burning kick. The move can be reversed once anytime during the move; the window to do so is extremely lenient compared to other moves of its kind, allowing the Brawler to turn around right before the kick itself. The Brawler gains armor just before the kick, even if started in midair, allowing it to function as a hard punish. For its power, it has surprisingly low ending lag; the move is safe on shield as a result.","video_file_url":""},"Side Special":{"character_key":"mii-brawler","key":"Side Special","description":"Default - Onslaught: Charges forward with their knee out. If the knee connects against an opponent, the Brawler will perform a series of blows (a knee strike, a kick with the opposite leg, a backhanded punch, a swinging fist punch with the opposite arm, a double-hitting axe kick, and a double-fisted axe handle swing) concluded by a backflip kick. If whiffed, there is noticeable endlag. In the air, even after attacking, Onslaught leaves the Brawler helpless. It has excellent KO potential, as it can KO grounded opponents as early as 110%. However, whenever the move is successful, each consecutive use of the move will cause its power to decrease. Onslaught will go back to full power after some time, indicated by a brief flash of purple sparkles on the Brawler's shoes. Despite in-game descriptions, accumulated damage doesn't affect the strength of the move, nor does it hasten the reset speed. Custom 1 - Burning Dropkick: Extends both legs in front of themself, charging forward to deliver a dropkick while covered with flames. Unlike the previous iteration of this move, it is no longer chargable, so it deals set damage. Furthermore, it now covers a set, albeit vastly reduced distance, and can now miss entirely if started right next to an opponent. As a result, it has lost majority of its utility from Smash 4, though it is still an effective approach move due to its quick startup, and can also KO at high percents. Custom 2 - Suplex:A command grab in which the Brawler dashes forward a short distance with their arms out in a grabbing motion. If it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground. The Brawler gains super armor while throwing an opponent. Any opponents nearby for the grab and slam will take collateral damage. The move has extremely low knockback scaling, but can be used to effectively rack up damage. If used in midair, the move causes helplessness; it can grab foes near an edge and drag them off as a Sacrificial KO, though","video_file_url":""},"Up Aerial":{"character_key":"mii-brawler","key":"Up Aerial","description":"Swipes their foot above their head in an arc. Autocancels from a short hop, has the second lowest ending lag of all the Brawler's aerials (frame 10), and has a wide hitbox; the front hitbox is capable of hitting tall characters out of a short hop (such as Marth). As a result, it is an excellent combo initiator or extender, as a falling up aerial can start grounded combos at low percents, or juggle into itself or any up special move at mid percents.","video_file_url":""},"Up Smash":{"character_key":"mii-brawler","key":"Up Smash","description":"A flip kick. It has high speed (frame 8), which makes it a good anti-air and grounded combo finisher at low percents, and it can KO at around 120%. However, the late hit (after the Brawler completes 3\/4 of the backflip) has significantly lower knockback growth and only KOs at around 170%. Like up tilt, its hitbox can reach through the lower platforms of Battlefield.","video_file_url":""},"Up Special":{"character_key":"mii-brawler","key":"Up Special","description":"Default - Soaring Axe Kick: Performs an upward flip kick. A second press of the special move button will have the flip kick followed up by a meteor-smashing axe kick. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. Custom 1 - Helicopter Kick: Performs a flurry of spinning kicks while traveling diagonally upward, similar to Fox's forward aerial. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal, while holding back will make its knockback more vertical. This allows the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, it is unable to KO extremely early near the sides of the stage. Custom 2 - Thrust Uppercut: The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"mii-brawler","key":"Up Throw","description":"Knocks the enemy up with a palm strike. It is the Brawler's most damaging throw and can initiate aerial juggles, though it has no true followup potential due to its ending lag.","video_file_url":""},"Up Tilt":{"character_key":"mii-brawler","key":"Up Tilt","description":"Punches with an uppercut. Sends the opponent upwards and slightly behind the Brawler, which is most noticeable at mid percents. As a result, it can juggle into itself at low percentages, drag the opponent closer for a grounded followup like a tilt, grab or up special, and set up aerial combos at mid percents, including back aerial. The move's hitbox can reach through the lower platforms of Battlefield and can hit prone opponents, but it cannot hit opponents behind the Brawler. Additionally, it has low horizontal range, and usually sends too far to combo after 120%.","video_file_url":""}},"featured_moves":{"Forward Smash":{"character_key":"mii-brawler","key":"Forward Smash","description":"A strong straight punch. The move moves the Brawler forwards slightly. It deals immense knockback and easily KOs from 75% at the center of Final Destination. However, it has high startup overall (hits on frame 17 and ends on frame 67), and its hitbox only lasts for one frame.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Forward%20Smash.m4v"},"Neutral Aerial":{"character_key":"mii-brawler","key":"Neutral Aerial","description":"A sex kick, similar to Mario's neutral aerial. Due to its startup (frame 3) and low landing lag (frame 8), it is a useful combo breaker, and the clean hit can act as a niche KO option at the sides of the stage at around 130%. As of the 2.0.0 patch, neutral aerial's landing lag is low enough for the weak hit to true combo into a multitude of moves, including neutral attack, Thrust Uppercut and Head-On Assault at low percents, or down tilt or Helicopter Kick at mid percents. Autocancels from a full hop.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Neutral%20Aerial.m4v"},"Up Special":{"character_key":"mii-brawler","key":"Up Special","description":"Default - Soaring Axe Kick: Performs an upward flip kick. A second press of the special move button will have the flip kick followed up by a meteor-smashing axe kick. The move will snap to ledges during the rising portion, and can also snap during the downward kick after a bit of travel time. Both hits transition quickly, and the landing hit has enough knockback to KO at around 120% near the edge of Final Destination. Custom 1 - Helicopter Kick: Performs a flurry of spinning kicks while traveling diagonally upward, similar to Fox's forward aerial. The trajectory of Helicopter Kick's final hit can be altered: holding forward will make its knockback diagonal, while holding back will make its knockback more vertical. This allows the Brawler to choose how to launch the opponent. Allows for long horizontal recovery, but lacks vertical lift. While it is still an excellent combo finisher out of aerials or a throw, it is unable to KO extremely early near the sides of the stage. Custom 2 - Thrust Uppercut: The Brawler rises upwards with a multi-hitting uppercut, at a slight diagonal trajectory. The uppercut is followed by a second uppercut with the opposite fist. By angling during the ascent, it is possible to travel further horizontally, though the move has deceptively low recovery distance due to the move's animation. Like Helicopter Kick, Thrust Uppercut is a reliable combo finisher due to its speed, though its trajectory is more suitable for ending vertical combos. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Brawler%20-%20Up%20Special.m4v"}},"advantages":[],"disadvantages":[]},"232":{"id":232,"key":"hero","name":"Hero","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Hero%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Dragon%20Quest.svg","difficulty":"Hard","primary_fighting_style":"Projectile","secondary_fighting_style":"Sword","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":2,"Speed":3,"Neutral":3,"Taunt":5,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"hero","key":"Back Aerial","description":"This back air is very similar to forward air with a large slash, but it moves slower, though with stronger kill power.","video_file_url":""},"Back Throw":{"character_key":"hero","key":"Back Throw","description":"Hero knocks away the opponent with average knockback.","video_file_url":""},"Dash Attack":{"character_key":"hero","key":"Dash Attack","description":"This lunging sword slash is very reminiscent of Link, and is a very powerful kill move.","video_file_url":""},"Down Aerial":{"character_key":"hero","key":"Down Aerial","description":"This sword slash downwards can spike opponents and end their stock early.","video_file_url":""},"Down Smash":{"character_key":"hero","key":"Down Smash","description":"Hero slashes downwards to both sides of him, while also delivering the chance of a critical hit.","video_file_url":""},"Down Special":{"character_key":"hero","key":"Down Special","description":"Hero brings up a command selection for you to select from a random choice of 4 different special moves out of a total of 21 different attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"hero","key":"Down Throw","description":"Hero knocks his opponent away, putting them at a good position to start trapping into combo strings.","video_file_url":""},"Down Tilt":{"character_key":"hero","key":"Down Tilt","description":"This small stubby kick does not move you, but pops up opponents perfectly to start combos.","video_file_url":""},"Final Smash":{"character_key":"hero","key":"Final Smash","description":"Hero calls on the progranists from all past Dragon Quest titles to deliver a destating one hit blow to your opponent.","video_file_url":""},"Forward Aerial":{"character_key":"hero","key":"Forward Aerial","description":"Hero slashes his sword in front of him with good range, and the strength to potentially kill off stage.","video_file_url":""},"Forward Smash":{"character_key":"hero","key":"Forward Smash","description":"This single lunging slash has a chance to land a critical hit and deliver a destating kill to your opponent.","video_file_url":""},"Forward Throw":{"character_key":"hero","key":"Forward Throw","description":"Hero knocks away the opponent with average knockback.","video_file_url":""},"Forward Tilt":{"character_key":"hero","key":"Forward Tilt","description":"A two hit attack that starts with a shield thrust which can thwart off oncoming attacks and projectiles.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Forward%20Tilt.m4v"},"Grab":{"character_key":"hero","key":"Grab","description":"Reaches out.","video_file_url":""},"Neutral Aerial":{"character_key":"hero","key":"Neutral Aerial","description":"Hero slash his sword from in front of him, down and to his back in a quick slash. It has good frame data and coverage, but doesn't really set up for combos.","video_file_url":""},"Neutral Attack":{"character_key":"hero","key":"Neutral Attack","description":"Hero performs up to three slashes that have great range both horizontally and vertically.","video_file_url":""},"Neutral Special":{"character_key":"hero","key":"Neutral Special","description":"Hero can charge Frizz to become the stronger Frizzle and Kafrizz spells. These straight moving fire projectiles can also store their charges.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"hero","key":"Side Special","description":"Hero can charge Zap into Zapple and Kazap. These moves charge quicker, but can not be stored. Zapple has greater horizontal range, and Kazap is a very strong and large move with super armor.","video_file_url":""},"Up Aerial":{"character_key":"hero","key":"Up Aerial","description":"Hero kicks lightly in the air for a move very unlike most sword characters. This move is very quick and great for starting combos.","video_file_url":""},"Up Smash":{"character_key":"hero","key":"Up Smash","description":"This up smash has a much smaller hitbox than up tilt, but it's quick and has great killpower - especially if you land a critical hit.","video_file_url":""},"Up Special":{"character_key":"hero","key":"Up Special","description":"Hero can charge Woosh into Swoosh and Kaswoosh. Each subsequent spell grants better vertical height for recovery, and Swoosh in particular adds a decent about of horizontal drift.","video_file_url":""},"Up Throw":{"character_key":"hero","key":"Up Throw","description":"Hero knocks the enemy upwards with the potential to KO opponents at higher percents.","video_file_url":""},"Up Tilt":{"character_key":"hero","key":"Up Tilt","description":"A large sweeping upward slash that's great for juggling opponents.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"hero","key":"Down Special","description":"Hero brings up a command selection for you to select from a random choice of 4 different special moves out of a total of 21 different attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"hero","key":"Neutral Special","description":"Hero can charge Frizz to become the stronger Frizzle and Kafrizz spells. These straight moving fire projectiles can also store their charges.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Neutral%20Special.m4v"},"Forward Tilt":{"character_key":"hero","key":"Forward Tilt","description":"A two hit attack that starts with a shield thrust which can thwart off oncoming attacks and projectiles.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Hero%20-%20Forward%20Tilt.m4v"}},"advantages":["Has a potential for devestating kill power","Many different approaches to a gameplan with him","Will make your opponents salty with use of OHKO moves"],"disadvantages":["Many of his broken strategies rely on a random chance","MP can be tough to restore in disadvantage, leaving you without a recovery"]},"466":{"id":466,"key":"byleth","name":"Byleth","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Byleth%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Fire%20Emblem.svg","difficulty":"Intermediate","primary_fighting_style":"Sword","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":1,"Neutral":3,"Taunt":2,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"byleth","key":"Back Aerial","description":"Thrusts Areadbhar backward.","video_file_url":""},"Back Throw":{"character_key":"byleth","key":"Back Throw","description":" Wraps the Sword of the Creator around his opponent and swings them around twice, throwing them behind on the second spin.","video_file_url":""},"Dash Attack":{"character_key":"byleth","key":"Dash Attack","description":"An inward swipe while sliding forward.","video_file_url":""},"Down Aerial":{"character_key":"byleth","key":"Down Aerial","description":" Swings Aymr downward, with the ability to meteor smash opponents. Deals heavy damage to shields. It is also the strongest meteor smash in the game spiking at 0 and kills Grounded opponents from 80 to 100%.","video_file_url":""},"Down Smash":{"character_key":"byleth","key":"Down Smash","description":"Sweeps Aymr from front to back. Has extremely high shield damage, with a fully charged down smash able to break a full shield with one hit. Has powerful knockback","video_file_url":""},"Down Special":{"character_key":"byleth","key":"Down Special","description":"Byleth channels all of his energy into a sluggish, but colossally powerful slash using the Hero's Relic Aymr. It has super armor during startup, can be reversed, and Byleth can drop through platforms while performing it. Like other \"bold\" moves (such as Falcon Punch, Warlock Punch, and Hatchet Man), it triggers Special Zoom. When successfully executed, Aymr can crush shields in a single hit. When it is used successfully while falling off the battlefield, by an edge, and it hits the battlefield, Byleth will be suspended, ending the fall.","video_file_url":""},"Down Throw":{"character_key":"byleth","key":"Down Throw","description":"A downward slash with the sword in its whip form.","video_file_url":""},"Down Tilt":{"character_key":"byleth","key":"Down Tilt","description":"A low swipe with his whip-sword.","video_file_url":""},"Final Smash":{"character_key":"byleth","key":"Final Smash","description":"Byleth lashes out with the Sword of the Creator, exclaiming \"I'll finish with this!\". The lash itself has decent range and can trap up to three opponents at once. Upon a hit, he and Sothis combine their power to perform Byleth's signature Combat Art Ruptured Heaven, with Sothis saying \"Your will and mine are now as one!\", as Byleth extends the Sword of the Creator to unleash an earth-rending twister. As the targets are struck by the shockwave, Sothis says \"The end approaches!\" before they're launched diagonally upwards with respectable power.","video_file_url":""},"Forward Aerial":{"character_key":"byleth","key":"Forward Aerial","description":"Swings Areadbhar horizontally forward.","video_file_url":""},"Forward Smash":{"character_key":"byleth","key":"Forward Smash","description":"Thrusts Areadbhar forward. Can be angled, though the upward-angled variation is the strongest.","video_file_url":""},"Forward Throw":{"character_key":"byleth","key":"Forward Throw","description":"An upward slash with the sword in its whip form.","video_file_url":""},"Forward Tilt":{"character_key":"byleth","key":"Forward Tilt","description":"An elegant outward slash done at a downward angle.","video_file_url":""},"Grab":{"character_key":"byleth","key":"Grab","description":"Grabs with his left hand.","video_file_url":""},"Neutral Aerial":{"character_key":"byleth","key":"Neutral Aerial","description":"Spins Failnaught around himself, hitting multiple times.","video_file_url":""},"Neutral Attack":{"character_key":"byleth","key":"Neutral Attack","description":"A knife-hand strike, followed by a roundhouse kick, and finally a flurry attack with the whip sword. If the button is held, Byleth will finish with another kick.","video_file_url":""},"Neutral Special":{"character_key":"byleth","key":"Neutral Special","description":"Byleth pulls out the Hero's Relic Failnaught to fire an arrow. He can charge it for more speed and damage, change directions while charging, and can charge-cancel with shield until a certain duration. Charging at its maximum duration will fire a powerful arrow that has a similar animation and range to the staff item. A fully charged arrow can nearly break full shields. It must be charged a bit before it can be fired, similarly to how Bullet Climax cannot be shield-canceled instantaneously and must charge first.","video_file_url":""},"Side Special":{"character_key":"byleth","key":"Side Special","description":"Byleth lunges forward while swinging the Hero's Relic Areadbhar upward with impressive horizontal and vertical range. If the move is smash-inputted, Byleth lunges forward farther, further improving its range. The aerial version has him spin it in an arc around him, covering area his aerial attacks don't but at expense of lag. Areadbhar possesses a sweetspot on its blade, as opposed to the weaker shaft.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"byleth","key":"Up Aerial","description":"Swings his whip-sword upward, hitting multiple times.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"byleth","key":"Up Smash","description":" Swings his whip-sword above himself, hitting multiple times.","video_file_url":""},"Up Special":{"character_key":"byleth","key":"Up Special","description":" Byleth whips the Sword of the Creator upward, acting as a tether recovery very similar to Joker's Grappling Hook in function. It can also attach to walls and allow Byleth to jump off, up to three times consecutively without landing. If it connects with an opponent, Byleth reels the opponent in and bounces off of them. At higher percents, this bounce will untechably meteor smash.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"byleth","key":"Up Throw","description":" Shoves the opponent upward with his sword.","video_file_url":""},"Up Tilt":{"character_key":"byleth","key":"Up Tilt","description":"Swings his sword in an upward arc over his head.","video_file_url":""}},"featured_moves":{"Up Special":{"character_key":"byleth","key":"Up Special","description":" Byleth whips the Sword of the Creator upward, acting as a tether recovery very similar to Joker's Grappling Hook in function. It can also attach to walls and allow Byleth to jump off, up to three times consecutively without landing. If it connects with an opponent, Byleth reels the opponent in and bounces off of them. At higher percents, this bounce will untechably meteor smash.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Up%20Special.m4v"},"Side Special":{"character_key":"byleth","key":"Side Special","description":"Byleth lunges forward while swinging the Hero's Relic Areadbhar upward with impressive horizontal and vertical range. If the move is smash-inputted, Byleth lunges forward farther, further improving its range. The aerial version has him spin it in an arc around him, covering area his aerial attacks don't but at expense of lag. Areadbhar possesses a sweetspot on its blade, as opposed to the weaker shaft.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"byleth","key":"Up Aerial","description":"Swings his whip-sword upward, hitting multiple times.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Byleth%20-%20Up%20Aerial.m4v"}},"advantages":["Great disjoints","Good damage output","Unique moveset"],"disadvantages":["Low ground speed","Laggy attacks"]}},"D":{"2":{"id":2,"key":"donkey-kong","name":"Donkey Kong","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Donkey%20Kong%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Donkey%20Kong.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":5,"Defense":2,"Speed":2,"Neutral":3,"Taunt":4,"Weight":5,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"donkey-kong","key":"Back Aerial","description":"A back kick.","video_file_url":""},"Back Throw":{"character_key":"donkey-kong","key":"Back Throw","description":"Flings the opponent backward. DK's most damaging throw, it KOs even the heaviest characters in the game below 170% near the edge without rage.","video_file_url":""},"Dash Attack":{"character_key":"donkey-kong","key":"Dash Attack","description":"The Roll Attack. It deals less damage towards its end than in the beginning.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Dash%20Attack.m4v"},"Down Aerial":{"character_key":"donkey-kong","key":"Down Aerial","description":"A stomp. Its sweetspot is a strong meteor smash, while its sourspot, which is close to Donkey Kong's chest, deals diagonal knockback.","video_file_url":""},"Down Smash":{"character_key":"donkey-kong","key":"Down Smash","description":"Raises his arms overhead and then quickly swings them downward to perform forearm clubs.","video_file_url":""},"Down Special":{"character_key":"donkey-kong","key":"Down Special","description":"Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages due to its very low knockback growth. In midair, Donkey Kong will perform two midair slaps, the second hit being a powerful meteor smash that combos from the first slap.","video_file_url":""},"Down Throw":{"character_key":"donkey-kong","key":"Down Throw","description":"Shoves the opponent into the ground with one arm. It launches opponents horizontally in front of DK.","video_file_url":""},"Down Tilt":{"character_key":"donkey-kong","key":"Down Tilt","description":"A crouching swat. It has a chance to trip opponents.","video_file_url":""},"Final Smash":{"character_key":"donkey-kong","key":"Final Smash","description":"Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches.","video_file_url":""},"Forward Aerial":{"character_key":"donkey-kong","key":"Forward Aerial","description":"A double axe handle. If sweetspotted, the opponent is meteor smashed. One of the strongest meteor smashes in the game, KOing at around 35%. It appears similar to his midair attack from Donkey Kong 64, which itself was inspired by this attack due to SSB debuting before Donkey Kong 64.","video_file_url":""},"Forward Smash":{"character_key":"donkey-kong","key":"Forward Smash","description":"A lunging clap. It deals slightly less damage if it hits with Donkey Kong's arms.","video_file_url":""},"Forward Throw":{"character_key":"donkey-kong","key":"Forward Throw","description":"Hauls the opponent on his shoulder, allowing him to move and jump around while still holding the opponent. This gives him access to forward, back, up, and down throws that are distinct from his normal grabs.","video_file_url":""},"Forward Tilt":{"character_key":"donkey-kong","key":"Forward Tilt","description":"A backhanded slap. Can be angled to deal more damage.","video_file_url":""},"Grab":{"character_key":"donkey-kong","key":"Grab","description":"Reaches out. Pretty standard grab, but the the variety of options after including the throws and the aerial combos makes it important for DK players to understand the grabbing range of this character.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Grab.m4v"},"Neutral Aerial":{"character_key":"donkey-kong","key":"Neutral Aerial","description":"Quickly spins around to perform discus clotheslines with both arms, similarly to Spinning Kong.","video_file_url":""},"Neutral Attack":{"character_key":"donkey-kong","key":"Neutral Attack","description":"A hook followed by an uppercut.","video_file_url":""},"Neutral Special":{"character_key":"donkey-kong","key":"Neutral Special","description":"A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged. DK will lose his midair jump if he uses the attack in the air.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"donkey-kong","key":"Side Special","description":"A headbutt. The move buries the opponent, who will remain submerged longer if the opponent has already dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot. The move has super armor from the startup until the hitbox appears. It has a deceptively large range and high shield damage, so full power shields will barely manage to avoid breaking against this move.","video_file_url":""},"Up Aerial":{"character_key":"donkey-kong","key":"Up Aerial","description":"An upward headbutt.","video_file_url":""},"Up Smash":{"character_key":"donkey-kong","key":"Up Smash","description":"An overhead clap.","video_file_url":""},"Up Special":{"character_key":"donkey-kong","key":"Up Special","description":"Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. Good horizontal distance, but very little vertical distance.","video_file_url":""},"Up Throw":{"character_key":"donkey-kong","key":"Up Throw","description":"Heaves the opponent upward with one arm.","video_file_url":""},"Up Tilt":{"character_key":"donkey-kong","key":"Up Tilt","description":"An overhead arcing swipe. It deals more damage and knockback if the target is hit near DK's shoulder.","video_file_url":""}},"featured_moves":{"Dash Attack":{"character_key":"donkey-kong","key":"Dash Attack","description":"The Roll Attack. It deals less damage towards its end than in the beginning.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Dash%20Attack.m4v"},"Grab":{"character_key":"donkey-kong","key":"Grab","description":"Reaches out. Pretty standard grab, but the the variety of options after including the throws and the aerial combos makes it important for DK players to understand the grabbing range of this character.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Grab.m4v"},"Neutral Special":{"character_key":"donkey-kong","key":"Neutral Special","description":"A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor, and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged. DK will lose his midair jump if he uses the attack in the air.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Donkey%20Kong%20-%20Neutral%20Special.m4v"}},"advantages":["Able to KO opponents easily","Great grab","Good dash attack"],"disadvantages":["Combo food","Pretty bad recovery"]},"7":{"id":7,"key":"kirby","name":"Kirby","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Kirby%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kirby.svg","difficulty":"Very Easy","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":2,"Kill Power":2,"Defense":1,"Speed":3,"Neutral":2,"Taunt":4,"Weight":1,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"kirby","key":"Back Aerial","description":"A double-footed back kick. It functions as a sex kick, but also has the lowest amount of start-up lag out of Kirby's aerials, due to it coming out on frame 6. Its clean hitbox also deals the most damage out of his aerials, and possesses very high knockback growth, which make it a viable KOing option. While near the edge of Final Destination, its clean hitbox KOs middleweights at around 105%. It also boasts good range due to its slightly disjointed hitbox, which makes it a viable edge-guarding option, and allows it to partake in a wall of pain.","video_file_url":""},"Back Throw":{"character_key":"kirby","key":"Back Throw","description":"The Big Suplex from the Suplex ability. Despite having an average damage output and very low base knockback, it has very high knockback growth. As a result, it has KO potential, yet can also combo into back aerial on certain characters at very low percents. While near the edge of Final Destination, it KOs middleweights at around 137%.","video_file_url":""},"Dash Attack":{"character_key":"kirby","key":"Dash Attack","description":"The Burn attack from the Fire ability. It has decent start up with a lengthy hitbox that grows weaker over time. When struck cleanly, it can KO middleweights at around 98% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Dash%20Attack.m4v"},"Down Aerial":{"character_key":"kirby","key":"Down Aerial","description":"A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"kirby","key":"Down Smash","description":"The Spin Kick from the Fighter ability. It can be angled and moderately moves Kirby forward, giving it deceptive range. Its clean hitbox also deals respectable damage and has very high knockback growth, which makes it a potent KOing option. While near the edge of Final Destination, it KOs middleweights at around 65%. However, its late hitbox lacks reliable KO potential.","video_file_url":""},"Down Special":{"character_key":"kirby","key":"Down Special","description":"The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the Stone ability. Thanks to its high damage output, Stone Smash KOs middleweights at around 108% and deals considerable shield damage. It can also be canceled in midair by pressing the special button, which can be used for mindgames. Although Stone Change is slightly weaker, it is a semi-spike. Kirby cannot be damaged while he is transformed, although his Stone forms have a set amount of durability, and he can be grabbed while transformed.","video_file_url":""},"Down Throw":{"character_key":"kirby","key":"Down Throw","description":"The Fury Stomp from the Suplex ability. It is Kirby's most damaging throw at 12%, which makes it useful for damage racking. It can also damage nearby opponents.","video_file_url":""},"Down Tilt":{"character_key":"kirby","key":"Down Tilt","description":"A crouching shin kick. It is fairly spammable due to coming out on frame 4 and having minimal ending lag. When coupled with its trippingpotential, it can be a very useful set-up option.","video_file_url":""},"Final Smash":{"character_key":"kirby","key":"Final Smash","description":"The Super Ability of the same name. Kirby wields a gigantic sword to repeatedly slash the opponent before enlarging the sword and then concluding with a powerful downward slash. While near the edge of Final Destination, it KOs middleweights at around 15%.","video_file_url":""},"Forward Aerial":{"character_key":"kirby","key":"Forward Aerial","description":"The Aerial Spin Kick from the Fighter ability. The first two hits have low knockback, which allows them to connect reliably with the third hit. Its low landing lag also allows the first or second hit to be used as set-up options into other moves, such as an up smash or forward smash at high percents. Can connect into itself for a Wall of Pain in certain instances.","video_file_url":""},"Forward Smash":{"character_key":"kirby","key":"Forward Smash","description":"A spinning split kick. It hits in front of and behind Kirby, and its clean hitbox deals respectable damage and has very high knockback growth like his forward and up smashes. Its clean hitbox KOs middleweights at around 93% from the edge of Final Destination. It also renders Kirby's feet intangible, albeit only during its clean hitbox. However, its late hitbox has significantly lower KO potential.","video_file_url":""},"Forward Throw":{"character_key":"kirby","key":"Forward Throw","description":"The Pile Driver from the Suplex ability. Unlike the majority of forward throws, it possesses combo potential. Its most reliable follow-ups are neutral, forward and down aerials at low percents, and up aerial and Final Cutter at medium percents. Using it below a Battlefield platform will have Kirby land on said platform, hindering followups at lower percents, but extending them at higher percents.","video_file_url":""},"Forward Tilt":{"character_key":"kirby","key":"Forward Tilt","description":"A spinning roundhouse kick. It is quick, due to coming out on frame 5, and can be angled. It can KO middleweights starting at around 132% at the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"kirby","key":"Grab","description":"The Foe Grab from the Fighter ability. Kirby's throws are based on attacks used by the Suplex and Ninja abilities.","video_file_url":""},"Neutral Aerial":{"character_key":"kirby","key":"Neutral Aerial","description":"The attack of the same name from the Smash ability. Its very low landing lag makes it a decent set-up option at low percents when short hopped, while its high knockback growth makes it a decent anti-pressure and out of shield option. However, it has the highest amount of ending lag out of Kirby's aerials. Despite having sex kick properties, it also has high startup lag.","video_file_url":""},"Neutral Attack":{"character_key":"kirby","key":"Neutral Attack","description":"A one-two combo. When button mashed, Kirby performs the Vulcan Jab from the Fighter ability before concluding with the Smash Punch, also from the Fighter ability. It is very quick due to coming out on frame 3, and its first two hits have very minimal ending lag. These traits make it effective for jab canceling or as an out of shield option.","video_file_url":""},"Neutral Special":{"character_key":"kirby","key":"Neutral Special","description":"Inhales the opponent. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and\/or perform a short hop. However, the opponent can escape from Kirby's mouth by button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as Luma Shot and Pikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as Samus's fully charged Charge Shot, it can be spat out as a star.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"kirby","key":"Side Special","description":"The attack of the same name from the Hammer ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal recoil damage. He can also slowly walk and jump while charging it, while a fully charged Hammer Flip grants armor during part of the swing. When it is used in midair, Kirby will swing his hammer twice. While near the edge of Final Destination, uncharged Hammer Flip KOs middleweights at around 65%. Conversely, fully charged Hammer Flip KOs middleweights at around 6%. Although weaker, aerial Hammer Flip nevertheless possesses KO potential. While near the edge of Final Destination, it KOs middleweights at around 86%. Conversely, its fully charged version KOs them at around 33%.","video_file_url":""},"Up Aerial":{"character_key":"kirby","key":"Up Aerial","description":"The Moon Somersault Kick from the Fighter ability. A decent juggling option, it can also be used for continuing a combo due to its low landing lag.","video_file_url":""},"Up Smash":{"character_key":"kirby","key":"Up Smash","description":"A bicycle kick. It can hit behind Kirby, while its clean hitbox deals respectable damage and has very high knockback growth like forward smash. It clean hitbox KOs middleweights at around 100% from anywhere on Final Destination. Kirby's foot is also rendered intangible throughout its duration. However, its mid and late hitboxes lack KO potential.","video_file_url":""},"Up Special":{"character_key":"kirby","key":"Up Special","description":"The attack of the same name from the Cutter ability. It can meteor smash any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface, which is Kirby's only projectile aside from spitting out an Inhaled opponent. A good vertical recovery move and has decent horizontal distance when angled. However, it is extremely predictable due to its high start-up. Kirby cannot sweetspot the edge until he starts to descend, and if the platform beneath him disappears or if he is pushed off while he is still in the landing animation, he will be rendered helpless.","video_file_url":""},"Up Throw":{"character_key":"kirby","key":"Up Throw","description":"The attack of the same name from the Ninja ability. Like Meta Knight's up throw, it can damage and launch bystanders upon landing. It is weaker than his back throw when used at the edge, but it is consistently strong regardless of where it's used on the stage. It KOs middleweights at around 158% from anywhere on Final Destination, and the landing hit can KO at around 157%. Because Kirby jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.","video_file_url":""},"Up Tilt":{"character_key":"kirby","key":"Up Tilt","description":"A scorpion kick. Although its damage output is low, it is a very useful combo starter at low percents, especially on fast-fallers, due to it coming out on frame 4 and having both minimal ending lag and disjointed range which slightly reaches behind him. It also renders Kirby's foot intangible throughout its duration.","video_file_url":""}},"featured_moves":{"Dash Attack":{"character_key":"kirby","key":"Dash Attack","description":"The Burn attack from the Fire ability. It has decent start up with a lengthy hitbox that grows weaker over time. When struck cleanly, it can KO middleweights at around 98% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Dash%20Attack.m4v"},"Down Aerial":{"character_key":"kirby","key":"Down Aerial","description":"A diagonal corkscrew dropkick. An effective combo starter on grounded opponents and, due to the last hit being a weak meteor smash, it is a useful edge-guarding option, especially since its low ending lag makes it relatively safe to use off-stage. While it has the highest amount of start-up lag out of Kirby's aerials due to coming out on frame 18, it can be auto-canceled on landing, giving Kirby a very large window to safely land while tumbling.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Down%20Aerial.m4v"},"Neutral Special":{"character_key":"kirby","key":"Neutral Special","description":"Inhales the opponent. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and\/or perform a short hop. However, the opponent can escape from Kirby's mouth by button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as Luma Shot and Pikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as Samus's fully charged Charge Shot, it can be spat out as a star.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Kirby%20-%20Neutral%20Special.m4v"}},"advantages":["Exceptional recovery","Poyo! <(o.o<)"],"disadvantages":["Dies early and easily","Low damage"]},"13":{"id":13,"key":"jigglypuff","name":"Jigglypuff","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Jigglypuff%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":2,"Neutral":3,"Taunt":5,"Weight":1,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"jigglypuff","key":"Back Aerial","description":"A spinning back kick. This causes Jigglypuff to turn around, similar to Marth's back air. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Back%20Aerial.m4v"},"Back Throw":{"character_key":"jigglypuff","key":"Back Throw","description":"A German suplex. Like its forward throw, this move is useful for setting up edgeguards.","video_file_url":""},"Dash Attack":{"character_key":"jigglypuff","key":"Dash Attack","description":"Leaps off the ground and attacks with a lunging headbutt.","video_file_url":""},"Down Aerial":{"character_key":"jigglypuff","key":"Down Aerial","description":"A diagonal corkscrew dropkick. Good out of shield option and somewhat effective as an anti-juggling option. It is slightly less unsafe than in the previous game with 15 frames of landing lag (halved from 30), but should still be used cautiously.","video_file_url":""},"Down Smash":{"character_key":"jigglypuff","key":"Down Smash","description":"A spinning split kick. Grants intangibility on Jigglypuff's feet (frames 10-12). Opponents with high damage are launched at a higher angle.","video_file_url":""},"Down Special":{"character_key":"jigglypuff","key":"Down Special","description":"Falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (1 frame) and deals an extreme amount of vertical knockback if landed, and benefits from rage, due to possessing very high base knockback. It also puts a flower on the opponent's head that deals continuous damage. Jigglypuff gains invincibility for a few frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff, though this is detrimental due to the move's extreme ending lag.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"jigglypuff","key":"Down Throw","description":"Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward.","video_file_url":""},"Down Tilt":{"character_key":"jigglypuff","key":"Down Tilt","description":"A crouching shin kick. Launches opponents at a semi-spike angle, making it a good tool for spacing.","video_file_url":""},"Final Smash":{"character_key":"jigglypuff","key":"Final Smash","description":"Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying \"Jiggly!\" before \"popping\" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first.","video_file_url":""},"Forward Aerial":{"character_key":"jigglypuff","key":"Forward Aerial","description":"A dropkick. Somewhat weak knockback, but good for spacing. Has a lingering hitbox (though it does not as last as long as neutral aerial's hitbox), while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.","video_file_url":""},"Forward Smash":{"character_key":"jigglypuff","key":"Forward Smash","description":"Holds its foot behind itself and then attacks with a lunging roundhouse kick. Can lock at low percentages.","video_file_url":""},"Forward Throw":{"character_key":"jigglypuff","key":"Forward Throw","description":"Puffs up once to launch the opponent forward. Despite its moderate knockback, its KO potential is abysmal. Instead, it is much more effective for setting up edgeguards due to its low endlag.","video_file_url":""},"Forward Tilt":{"character_key":"jigglypuff","key":"Forward Tilt","description":"A roundhouse kick. It can be angled, and can lock at low percents.","video_file_url":""},"Grab":{"character_key":"jigglypuff","key":"Grab","description":"Reaches out. Its overall grab range is short, and possesses moderate endlag if whiffed.","video_file_url":""},"Neutral Aerial":{"character_key":"jigglypuff","key":"Neutral Aerial","description":"flying kick. It is a sex kick with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from reaching the edge.","video_file_url":""},"Neutral Attack":{"character_key":"jigglypuff","key":"Neutral Attack","description":"Jigglypuff performs two alternating punches. Both hits can lock, but the second hit will fail at percentages greater than 3%.","video_file_url":""},"Neutral Special":{"character_key":"jigglypuff","key":"Neutral Special","description":"Rolls forward to slam into the opponent. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.","video_file_url":""},"Side Special":{"character_key":"jigglypuff","key":"Side Special","description":"Rears its arm back and then throws a punch, taking a step forward. Deals moderate knockback, though unable to KO at realistic percents. Its momentum moves Jigglypuff sideways (which can be slightly shifted upwards by pushing the control stick up immediately after the input), making it one of the two special moves it can use to recover. It also does a high amount of shield damage and has a surprisingly large, long-lasting hitbox that doesn't lose power.","video_file_url":""},"Up Aerial":{"character_key":"jigglypuff","key":"Up Aerial","description":"Waves its arm in an overhead arcing motion. Good for juggling, and can be used to initiate combos if it hits an opponent just before Jigglypuff lands.","video_file_url":""},"Up Smash":{"character_key":"jigglypuff","key":"Up Smash","description":"An upwards headbutt.","video_file_url":""},"Up Special":{"character_key":"jigglypuff","key":"Up Special","description":"Sings a song that puts nearby opponents to sleep. The more damaged opponents are, the longer they will sleep, making them open for a followup attack, most notably Rest. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, consists of three brief pauses, and leaves Jigglypuff itself slightly vulnerable to being attacked.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"jigglypuff","key":"Up Throw","description":"Spins once to fling the opponent upward, leaving a trail of sparkles. Has high base knockback, but is offset by its low growth.","video_file_url":""},"Up Tilt":{"character_key":"jigglypuff","key":"Up Tilt","description":"A scorpion kick. Unless the opponent has a tall hurtbox, this move will fail to hit anyone in front of Jigglypuff. Can combo into itself or an up aerial at low percents.","video_file_url":""}},"featured_moves":{"Back Aerial":{"character_key":"jigglypuff","key":"Back Aerial","description":"A spinning back kick. This causes Jigglypuff to turn around, similar to Marth's back air. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Back%20Aerial.m4v"},"Down Special":{"character_key":"jigglypuff","key":"Down Special","description":"Falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (1 frame) and deals an extreme amount of vertical knockback if landed, and benefits from rage, due to possessing very high base knockback. It also puts a flower on the opponent's head that deals continuous damage. Jigglypuff gains invincibility for a few frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff, though this is detrimental due to the move's extreme ending lag.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Down%20Special.m4v"},"Up Special":{"character_key":"jigglypuff","key":"Up Special","description":"Sings a song that puts nearby opponents to sleep. The more damaged opponents are, the longer they will sleep, making them open for a followup attack, most notably Rest. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, consists of three brief pauses, and leaves Jigglypuff itself slightly vulnerable to being attacked.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Jigglypuff%20-%20Up%20Special.m4v"}},"advantages":["Great recovery","Excellent edge guarder","Strong KO moves"],"disadvantages":["Dies early and easily","Fairly slow"]},"17":{"id":17,"key":"ice-climbers","name":"Ice Climbers","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ice%20Climbers%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Ice%20Climber.svg","difficulty":"Very Hard","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":3,"Speed":4,"Neutral":3,"Taunt":4,"Weight":2,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"ice-climbers","key":"Back Aerial","description":"The Ice Climbers swing their hammers horizontally behind themselves.","video_file_url":""},"Back Throw":{"character_key":"ice-climbers","key":"Back Throw","description":"The leader throws the opponent behind themself.","video_file_url":""},"Dash Attack":{"character_key":"ice-climbers","key":"Dash Attack","description":"The Ice Climbers leap forward, swinging their hammers in front of themselves.","video_file_url":""},"Down Aerial":{"character_key":"ice-climbers","key":"Down Aerial","description":"The Ice Climbers hold their hammers below themselves and fall downward. A stall-then-fall, but what sets it apart from other down air stall-then-falls is that the startup doesn't possess a meteor hitbox.","video_file_url":""},"Down Smash":{"character_key":"ice-climbers","key":"Down Smash","description":"The Ice Climbers sweep their hammers across the ground in a specific direction (the leader attacks in front, while the partner attacks behind). If the partner is absent, however, this move will only hit on one side.","video_file_url":""},"Down Special":{"character_key":"ice-climbers","key":"Down Special","description":"The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"ice-climbers","key":"Down Throw","description":"The leader lifts the opponent over their head with both hands and slams them on the ground.","video_file_url":""},"Down Tilt":{"character_key":"ice-climbers","key":"Down Tilt","description":"The Ice Climbers sweep their hammers across the ground in front of themselves.","video_file_url":""},"Final Smash":{"character_key":"ice-climbers","key":"Final Smash","description":"The Ice Climbers summon a rotating iceberg to rise up from the center of the stage. For the duration of the Final Smash, it can be moved left and right. The range of how far it can move is shown by the mist. The iceberg deals damage to opponents who touch it: the closer they are towards the top, the more damage they take. Towards the base of the iceberg is a Polar Bear, which has high launching power. A Condor also appears, flying above, which the Ice Climbers can grab onto. This allows the iceberg to be more easily controlled without worry of self destruction, although the partner will be at risk of potentially being pushed offstage if they fail to grab it. Upon ending, the iceberg will lower itself, and the Condor will fly off to the side of the stage.","video_file_url":""},"Forward Aerial":{"character_key":"ice-climbers","key":"Forward Aerial","description":"The Ice Climbers perform a somersaulting overhead swing of their hammers in a manner similar to their forward smash. The partner's hammer has a sweetspot that can meteor smash opponents.","video_file_url":""},"Forward Smash":{"character_key":"ice-climbers","key":"Forward Smash","description":"An overhead swing of their hammers, smashing them in front of themselves.","video_file_url":""},"Forward Throw":{"character_key":"ice-climbers","key":"Forward Throw","description":"The leader knocks the opponent away with their hammer.","video_file_url":""},"Forward Tilt":{"character_key":"ice-climbers","key":"Forward Tilt","description":"The Ice Climbers swing their hammers horizontally.","video_file_url":""},"Grab":{"character_key":"ice-climbers","key":"Grab","description":"The leader reaches in front of themself with their free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"ice-climbers","key":"Neutral Aerial","description":"The Ice Climbers spin in place with their hammers outstretched.","video_file_url":""},"Neutral Attack":{"character_key":"ice-climbers","key":"Neutral Attack","description":"The Ice Climbers swing their hammers horizontally, and then vertically.","video_file_url":""},"Neutral Special":{"character_key":"ice-climbers","key":"Neutral Special","description":"Each Ice Climber summons a small stalagmite of ice and hits it with their hammer, causing it to slide along the ground, gradually shrinking as it travels. It bounces off walls and shields. If attacked by an opponent, the ice will hurt the Ice Climbers. The ice can freeze opponents at high percents.","video_file_url":""},"Side Special":{"character_key":"ice-climbers","key":"Side Special","description":"The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover but also renders them helpless. If only one Climber is present, the move deals less damage and reduced knockback, and gains less height.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"ice-climbers","key":"Up Aerial","description":"The Ice Climbers swing their hammers above themselves in an arc. because of the double hit by both hitboxes, it is often easy to juggle opponennts with this move once they are in air.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Up%20Aerial.m4v"},"Up Smash":{"character_key":"ice-climbers","key":"Up Smash","description":"The Ice Climbers swing their hammers in an overhead arc.","video_file_url":""},"Up Special":{"character_key":"ice-climbers","key":"Up Special","description":"The leading Ice Climber throws the partner the air with a rope. The partner then pulls the leader upwards. If there is a nearby edge, the partner will target it, and then proceed to pull the leader to the ledge as well. While rising, the partner is invincible, allowing for a safe recovery for both Ice Climbers. Each Ice Climber becomes helpless after the move is used.","video_file_url":""},"Up Throw":{"character_key":"ice-climbers","key":"Up Throw","description":"The leader tosses the opponent upward and hits them with their hammer.","video_file_url":""},"Up Tilt":{"character_key":"ice-climbers","key":"Up Tilt","description":"The Ice Climbers twirl their hammers over their heads. This creates a lingering hitbox that hits multiple times.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"ice-climbers","key":"Down Special","description":"The Ice Climbers blow a gust of cold air in front of themselves, potentially freezing opponents. If used on an already frozen opponent, they will remain frozen for slightly longer. With both Ice Climbers present, this move can deal a maximum of 31.5%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Down%20Special.m4v"},"Up Aerial":{"character_key":"ice-climbers","key":"Up Aerial","description":"The Ice Climbers swing their hammers above themselves in an arc. because of the double hit by both hitboxes, it is often easy to juggle opponennts with this move once they are in air.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Up%20Aerial.m4v"},"Side Special":{"character_key":"ice-climbers","key":"Side Special","description":"The Ice Climbers stand back-to-back while spinning around an axis with their hammers outstretched, hitting opponents multiple times. The attack is concluded with them swinging their hammers upward, which launches opponents away. By repeatedly tapping the special move button, the Ice Climbers will rise in the air, allowing them to recover but also renders them helpless. If only one Climber is present, the move deals less damage and reduced knockback, and gains less height.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ice%20Climbers%20-%20Side%20Special.m4v"}},"advantages":["Good desync mixups","Great grabs","Excellent damage dealer"],"disadvantages":["Reliant on each other being alive for recovery, damage, and neutral","AI can be wonky"]},"27":{"id":27,"key":"mewtwo","name":"Mewtwo","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mewtwo%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":4,"Defense":2,"Speed":3,"Neutral":3,"Taunt":4,"Weight":1,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"mewtwo","key":"Back Aerial","description":"Swings its tail behind itself in an upward arc. It has a very large range, which makes it a decent gimping option when timed properly. Due to it hitting on frame 13, however, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks. A powerful edgeguarding tool due to its aforementioned reach and having high knockback at its sweetspot.","video_file_url":""},"Back Throw":{"character_key":"mewtwo","key":"Back Throw","description":"Telekinetically throws the opponent backward. Posessing very high knockback, it is one of the strongest back throws in the game and one of Mewtwo's most viable KOing moves, KOing middleweights at around 95% near the ledge.","video_file_url":""},"Dash Attack":{"character_key":"mewtwo","key":"Dash Attack","description":"A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward, and up aerial. Its disjointed hitbox grants it impressive range for a dash attack, which makes it a decent punishment option at certain distances, and potentially difficult for the opponent to punish from a proper distance.","video_file_url":""},"Down Aerial":{"character_key":"mewtwo","key":"Down Aerial","description":"Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial move. It is also a very powerful meteor smash when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect. Its sourspot boasts respectable power and can KO at around 140% on grounded opponents.","video_file_url":""},"Down Smash":{"character_key":"mewtwo","key":"Down Smash","description":"Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is very low, being able to interupt after 22 frames. As such, it is safe on shield, and can be spammed rather safely. As a result, Mewtwo's down smash is one of its most viable KOing options.","video_file_url":""},"Down Special":{"character_key":"mewtwo","key":"Down Special","description":"Emits a minuscule spark of psychic energy from its eyes toward the opponent, stunning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.","video_file_url":""},"Down Throw":{"character_key":"mewtwo","key":"Down Throw","description":"Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves until very high percentages, though it can be used to punish an opponent's reaction or create 50\/50 setups.","video_file_url":""},"Down Tilt":{"character_key":"mewtwo","key":"Down Tilt","description":"Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good out of shield option. It is also Mewtwo's best combo starter. As a result, it can combo into an up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.","video_file_url":""},"Final Smash":{"character_key":"mewtwo","key":"Final Smash","description":"Mega Evolves into Mega Mewtwo Y and performs Psystrike, its signature move in the Pok\u00e9mon games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredible power, KOing at around 50% from center stage.","video_file_url":""},"Forward Aerial":{"character_key":"mewtwo","key":"Forward Aerial","description":"A dark energy-infused swipe. Due to it hitting on frame 7, it is tied with neutral aerial for having the lowest amount of start-up lag out of Mewtwo's aerial attacks. When coupled with its respectable damage output and high knockback scaling, it is one of Mewtwo's most viable KOing options. It also boasts combo potential at low percentages, as it can also combo into itself, or be used as a follow-up from down tilt or neutral aerial. Due to its very fast speed, versatility at a wide range of percentages (boasting combo and KO potential at low and high percentages, respectively), and decent range, it is a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered one of the best forward aerials in the game.","video_file_url":""},"Forward Smash":{"character_key":"mewtwo","key":"Forward Smash","description":"Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. It is Mewtwo's most damaging smash attack, as even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, its is very punishable. Resembles its special move animation from Pokemon Stadium.","video_file_url":""},"Forward Throw":{"character_key":"mewtwo","key":"Forward Throw","description":"Telekinetically lifts the opponent diagonally in the air before firing five Shadow Balls at them. It is one of the most damaging throws in the game when all hits connect, dealing 13%. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge, while other nearby opponents with reflectors and\/or absorption moves can choose to intercept it, while opponents can also DI to avoid other incoming projectiles at higher percentages.","video_file_url":""},"Forward Tilt":{"character_key":"mewtwo","key":"Forward Tilt","description":"Spins, then swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. It is also a decent KOing option at around 120% at the ledge.","video_file_url":""},"Grab":{"character_key":"mewtwo","key":"Grab","description":"Telekinetically holds an opponent. Mewtwo's overall grab range is average.","video_file_url":""},"Neutral Aerial":{"character_key":"mewtwo","key":"Neutral Aerial","description":"Discharges electricity around itself. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement during the attack. Its linking hits can also drag opponents down if fast-falling, which can lead to grounded follow-ups and even gimps.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Neutral%20Aerial.m4v"},"Neutral Attack":{"character_key":"mewtwo","key":"Neutral Attack","description":"Extends its arm to emit a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can be jab reset. The infinite's finisher also has decent knockback and can KO at very high percentages.","video_file_url":""},"Neutral Special":{"character_key":"mewtwo","key":"Neutral Special","description":"Launches a dark energy projectile. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like Fireball. Conversely, it can be charge-canceled. A fully charged Shadow Ball also deals considerable shield damage and possesses transcendent priority. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery. At low percentages, Shadow Ball can potentially act as a combo starter, notably into moves like dash attack or a dash grab.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"mewtwo","key":"Side Special","description":"Swipes forward to emit a ripple of psychic energy from its hand. It has impressive utility, courtesy of it functioning as a reflector, a command grab, and even a potential recovery option. As a grab, the ripple spins opponents around and leaves them tumbling downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost, although it halts most of its horizontal momentum.","video_file_url":""},"Up Aerial":{"character_key":"mewtwo","key":"Up Aerial","description":"Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Its good knockback growth, large range and decent damage output makes it a viable juggling and KOing option. Despite its appearance, it is unable to hit opponents next to Mewtwo, unless during a fast-fall near the ground.","video_file_url":""},"Up Smash":{"character_key":"mewtwo","key":"Up Smash","description":"Thrusts its arm upward to emit a swirling blast of dark energy. It functions very well as an anti-air attack due to the energy blast itself being a large disjoint that covers above Mewtwo's head, along with its multi-hit properties and long duration. Due to it hitting on frame 9, it is quite fast for a smash attack of its power, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. However, its 46 frames of ending lag is the highest amount of out Mewtwo's moveset, which in turn makes it very punishable.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"mewtwo","key":"Up Special","description":"Teleports to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair. A great recovery move due to its aforementioned intangibility as well as travelling a long, safe distance.","video_file_url":""},"Up Throw":{"character_key":"mewtwo","key":"Up Throw","description":"Telekinetically whirls the opponent around itself before launching them upward above its head. This is the strongest up throw in the game, while being difficult to properly DI due to its purely vertical angle. It KOs middleweights at around 131% from ground level.","video_file_url":""},"Up Tilt":{"character_key":"mewtwo","key":"Up Tilt","description":"Telekinetically backflips to swing its tail in an overhead arcing motion. Its near hitboxes' launching angles allows them to combo into themselves, an up smash, a back aerial, or an up aerial from 0% to low percentages. They can also be used for juggling beginning at medium percentages. It has overall long range, as it can hit opponents near Mewtwo's back.","video_file_url":""}},"featured_moves":{"Neutral Special":{"character_key":"mewtwo","key":"Neutral Special","description":"Launches a dark energy projectile. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like Fireball. Conversely, it can be charge-canceled. A fully charged Shadow Ball also deals considerable shield damage and possesses transcendent priority. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery. At low percentages, Shadow Ball can potentially act as a combo starter, notably into moves like dash attack or a dash grab.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Neutral%20Special.m4v"},"Neutral Aerial":{"character_key":"mewtwo","key":"Neutral Aerial","description":"Discharges electricity around itself. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement during the attack. Its linking hits can also drag opponents down if fast-falling, which can lead to grounded follow-ups and even gimps.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Neutral%20Aerial.m4v"},"Up Smash":{"character_key":"mewtwo","key":"Up Smash","description":"Thrusts its arm upward to emit a swirling blast of dark energy. It functions very well as an anti-air attack due to the energy blast itself being a large disjoint that covers above Mewtwo's head, along with its multi-hit properties and long duration. Due to it hitting on frame 9, it is quite fast for a smash attack of its power, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. However, its 46 frames of ending lag is the highest amount of out Mewtwo's moveset, which in turn makes it very punishable.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mewtwo%20-%20Up%20Smash.m4v"}},"advantages":["Strong aerial game","Big hitboxes","Most legendary Pokemon in Smash"],"disadvantages":["Bad hurtbox thanks to tail","Surprisngly light weight"]},"44":{"id":44,"key":"king-dedede","name":"King Dedede","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/King%20Dedede%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Kirby.svg","difficulty":"Very Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":4,"Defense":3,"Speed":2,"Neutral":3,"Taunt":5,"Weight":5,"Recovery":5},"move_set":{"Back Aerial":{"character_key":"king-dedede","key":"Back Aerial","description":"An horizontal hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be auto canceled in a short-hop, and is also relatively safe on shield when spaced at max range.","video_file_url":""},"Back Throw":{"character_key":"king-dedede","key":"Back Throw","description":"Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact it launches at a very high angle, it does not KO until very high percentages, depending on the opponent's weight and DI. It is better at damage racking due to these factors. Like forward throw, it can be used to launch the opponent into a previously thrown Gordo.","video_file_url":""},"Dash Attack":{"character_key":"king-dedede","key":"Dash Attack","description":"His signature belly flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. Can hit every character on the ledge after their ledge invincibility has ended. Originates from Kirby's Dream Land.","video_file_url":""},"Down Aerial":{"character_key":"king-dedede","key":"Down Aerial","description":"A downward hammer swing. The sweetspot is a very powerful meteor smash only on aerial opponents. The meteor smash only activates at 28% or higher. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge.","video_file_url":""},"Down Smash":{"character_key":"king-dedede","key":"Down Smash","description":"A spinning hammer swing around himself. King Dedede's fastest kill move, sending foes at a low angle and can KO around 80% near edge. Best used for catching rolls as well as ledge attacks. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from Kirby's Return to Dream Land.","video_file_url":""},"Down Special":{"character_key":"king-dedede","key":"Down Special","description":"Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has super armor during the swing, and it can hit opponents hanging from the ledge after their invincibility wears off. Dedede can hold the hammer out indefinitely, but it slowly deals recoil damage if he holds it when fully charged up until 100%. A fully charged Jet Hammer can easily KO opponents below 50% near the edge, and is able to break shields with a full charge.","video_file_url":""},"Down Throw":{"character_key":"king-dedede","key":"Down Throw","description":"A one-handed body slam. King Dedede's best combo starter that can initiate true combos into a neutral or forward air at very low percents and back air at low to mid percents. At medium percentages, down throw to up air is a KO combo if the opponent DI's incorrectly.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"king-dedede","key":"Down Tilt","description":"A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. Can also lead into itself and other attacks if the opponent doesn't tech.","video_file_url":""},"Final Smash":{"character_key":"king-dedede","key":"Final Smash","description":"Strikes the opponent with his hammer sending them into his trademark boxing ring with a cage set up. Adopting his Masked Dedede persona, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals approximately 60% in total with considerable knockback, but can only trap one opponent at a time.","video_file_url":""},"Forward Aerial":{"character_key":"king-dedede","key":"Forward Aerial","description":"Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but can be unsafe on hit at lower percents if spaced poorly. This move does not auto cancel in a short-hop and has more landing\/ending lag than his back aerial, but starts much earlier. Is capable of performing a pseudo wall of pain while edgeguarding. It can also lock and fend off edgeguard attempts while recovering, due to its long range reaching through ledges.","video_file_url":""},"Forward Smash":{"character_key":"king-dedede","key":"Forward Smash","description":"Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game, capable of KOing as early as 30% near the edge. It has a very slow startup but with deceptively short endlag and a far reaching quakebox. It can break shields point blank with only a little bit of charging due to it hitting twice. Originates from Kirby's Dream Land.","video_file_url":""},"Forward Throw":{"character_key":"king-dedede","key":"Forward Throw","description":"Strikes the opponent forward with his hammer. Can be used to set up an edgeguard or launch the opponent into a previously thrown Gordo.","video_file_url":""},"Forward Tilt":{"character_key":"king-dedede","key":"Forward Tilt","description":"Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the tip of the hammer. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. Is very useful for Dedede's ledge traps as it's speed, range, and long lasting hitbox allows it to trap rolls and neutral get ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can stuff out punish attempts for landed back air.","video_file_url":""},"Grab":{"character_key":"king-dedede","key":"Grab","description":"Reaches out. Unlike in Brawl, where it was notoriously long ranged, King Dedede's overall grab range is roughly average.","video_file_url":""},"Neutral Aerial":{"character_key":"king-dedede","key":"Neutral Aerial","description":"A splash. Dedede's fastest aerial, coming out on frame 7. Has a lingering hitbox. When coupled with a fast fall, its late hit has follow-up potential, such as an up tilt at low percents, neutral, forward or back air at mid percents, and up air at higher percents.","video_file_url":""},"Neutral Attack":{"character_key":"king-dedede","key":"Neutral Attack","description":"A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. Is much faster than it was in Smash 4, more reliably comboing into itself.","video_file_url":""},"Neutral Special":{"character_key":"king-dedede","key":"Neutral Special","description":"Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. Can also can also be used to swallow items and spit back projectiles, acting as a reflector. Can also be a good landing mix-up to catch sidesteps and shields.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"king-dedede","key":"Side Special","description":"Hits a bouncing Gordo with his hammer. Its trajectory can be angled upward, forward, or downward. An upward-angled gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows wall jumping, and is much consistent than it was in Smash 4. They can also be reflected by any attack dealing at least 2%. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also inhale his own Gordo and spit it out at a considerable speed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"king-dedede","key":"Up Aerial","description":"Thrusts his hammer upward while twirling its head. Has tremendous reach above Dedede beating out many down airs. It is quite strong for a multiple hitting move, being able to KO below 130%. Like his Forward Air, it can hit edgeguarding opponents through ledges.","video_file_url":""},"Up Smash":{"character_key":"king-dedede","key":"Up Smash","description":"An upward hammer swing. A decent anti-air option with great vertical knockback, KOing at middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in Smash 4. It also has transcendent priority.","video_file_url":""},"Up Special":{"character_key":"king-dedede","key":"Up Special","description":"His signature jump. It concludes with a diving double foot stomp that buries grounded opponents and meteor smashes aerial ones. Like Yoshi Bomb, it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.","video_file_url":""},"Up Throw":{"character_key":"king-dedede","key":"Up Throw","description":"A jump set, a technique used in volleyball. Can lead into up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo.","video_file_url":""},"Up Tilt":{"character_key":"king-dedede","key":"Up Tilt","description":"An upward headbutt. King Dedede's head and upper body are intangible while its hitbox is active. Can combo into itself at low percents and has regained a lot of the power lost in Smash 4.","video_file_url":""}},"featured_moves":{"Side Special":{"character_key":"king-dedede","key":"Side Special","description":"Hits a bouncing Gordo with his hammer. Its trajectory can be angled upward, forward, or downward. An upward-angled gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows wall jumping, and is much consistent than it was in Smash 4. They can also be reflected by any attack dealing at least 2%. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also inhale his own Gordo and spit it out at a considerable speed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Side%20Special.m4v"},"Neutral Special":{"character_key":"king-dedede","key":"Neutral Special","description":"Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. Can also can also be used to swallow items and spit back projectiles, acting as a reflector. Can also be a good landing mix-up to catch sidesteps and shields.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Neutral%20Special.m4v"},"Down Throw":{"character_key":"king-dedede","key":"Down Throw","description":"A one-handed body slam. King Dedede's best combo starter that can initiate true combos into a neutral or forward air at very low percents and back air at low to mid percents. At medium percentages, down throw to up air is a KO combo if the opponent DI's incorrectly.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20Dedede%20-%20Down%20Throw.m4v"}},"advantages":["Many strong attacks","Good recovery","Powerful projectile"],"disadvantages":["Slow attacks and movement","Easily caught in combos"]},"46":{"id":46,"key":"lucario","name":"Lucario","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Lucario%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":4,"Speed":3,"Neutral":4,"Taunt":2,"Weight":3,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"lucario","key":"Back Aerial","description":"The sou choui (a sweeping punch in Shaolin Kung Fu).","video_file_url":""},"Back Throw":{"character_key":"lucario","key":"Back Throw","description":"Throws the opponent at the ground behind it, sending them a short distance.","video_file_url":""},"Dash Attack":{"character_key":"lucario","key":"Dash Attack","description":"a flying kick.","video_file_url":""},"Down Aerial":{"character_key":"lucario","key":"Down Aerial","description":"Stomps twice, emitting blasts of Aura with each stomp.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"lucario","key":"Down Smash","description":"Thrusts its palms in front and behind, while emitting blasts of Aura. Hits on both of its sides","video_file_url":""},"Down Special":{"character_key":"lucario","key":"Down Special","description":"Performs a kata. If Lucario is attacked, it will disappear while emitting afterimages and then counterattacks with a flying kick. The direction Lucario kicks in can be controlled. Lucario will also aim above or below if it is hit accordingly.","video_file_url":""},"Down Throw":{"character_key":"lucario","key":"Down Throw","description":"Holds the opponent over its head and then slams them into the ground. Can combo into 3 forward aerials at low to mid percents.","video_file_url":""},"Down Tilt":{"character_key":"lucario","key":"Down Tilt","description":"Lucario kneels and does a low, quick kick","video_file_url":""},"Final Smash":{"character_key":"lucario","key":"Final Smash","description":"Mega Evolves into Mega Lucario, then leaps up above the center of the stage, and firing a huge stream of Aura. Increases in power depending on Lucario's Aura and can achieve OHKO power at max aura if all hitboxes connect.","video_file_url":""},"Forward Aerial":{"character_key":"lucario","key":"Forward Aerial","description":"A stretch kick.","video_file_url":""},"Forward Smash":{"character_key":"lucario","key":"Forward Smash","description":"A double palm thrust, which emits a burst of Aura.","video_file_url":""},"Forward Throw":{"character_key":"lucario","key":"Forward Throw","description":"Shoves the opponent away.","video_file_url":""},"Forward Tilt":{"character_key":"lucario","key":"Forward Tilt","description":"A punching attack that hits twice.","video_file_url":""},"Grab":{"character_key":"lucario","key":"Grab","description":"Clinches the opponent.","video_file_url":""},"Neutral Aerial":{"character_key":"lucario","key":"Neutral Aerial","description":"Spins while emitting Aura from its paws.","video_file_url":""},"Neutral Attack":{"character_key":"lucario","key":"Neutral Attack","description":"Two quick punches followed by a kick.","video_file_url":""},"Neutral Special":{"character_key":"lucario","key":"Neutral Special","description":"A chargeable, condensed sphere of Aura. Pressing the special button again will make Lucario fire the sphere. Its size scales with Aura. The charge can be cancelled into tilts, smash attacks, and aerials. It can also cancel into a dodge, and be jump-cancelled.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"lucario","key":"Side Special","description":"Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then striking them with a palm thrust at point-blank range. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"lucario","key":"Up Aerial","description":"An upward front kick, with Lucario backflipping.","video_file_url":""},"Up Smash":{"character_key":"lucario","key":"Up Smash","description":"A two-hit uppercut that emits a blast of his aura.","video_file_url":""},"Up Special":{"character_key":"lucario","key":"Up Special","description":"Propels itself in a predetermined direction by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation, and upon crashing directly into a wall or the ground. Extreme Speed's distance scales with Aura.","video_file_url":""},"Up Throw":{"character_key":"lucario","key":"Up Throw","description":"Throws the opponent directly upward a moderate distance.","video_file_url":""},"Up Tilt":{"character_key":"lucario","key":"Up Tilt","description":"An outside crescent kick above itself. Covers a lot of area around Lucario.","video_file_url":""}},"featured_moves":{"Neutral Special":{"character_key":"lucario","key":"Neutral Special","description":"A chargeable, condensed sphere of Aura. Pressing the special button again will make Lucario fire the sphere. Its size scales with Aura. The charge can be cancelled into tilts, smash attacks, and aerials. It can also cancel into a dodge, and be jump-cancelled.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"lucario","key":"Side Special","description":"Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then striking them with a palm thrust at point-blank range. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Side%20Special.m4v"},"Down Aerial":{"character_key":"lucario","key":"Down Aerial","description":"Stomps twice, emitting blasts of Aura with each stomp.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Lucario%20-%20Down%20Aerial.m4v"}},"advantages":["Extremely powerful at high percents","Strong projectile"],"disadvantages":["Slow movement and attacks","Melee moves lack range"]},"60":{"id":60,"key":"bowser-jr","name":"Bowser Jr.","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Bowser%20Jr.%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Easy","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":2,"Defense":2,"Speed":2,"Neutral":1,"Taunt":2,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"bowser-jr","key":"Back Aerial","description":"The Junior Clown Car thrusts a wrecking ball backward. Like his forward aerial, landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground. Useful for edge-guarding and a viable KOing option due to its high knockback.","video_file_url":""},"Back Throw":{"character_key":"bowser-jr","key":"Back Throw","description":"The Junior Clown Car spins and then throws the opponent backward. Bowser Jr.'s most powerful throw, as it can KO most middleweights starting around 160% without rage.","video_file_url":""},"Dash Attack":{"character_key":"bowser-jr","key":"Dash Attack","description":"The Junior Clown Car opens its mouth to swing a Grinder twice. Its loop hits do not connect together very well at high percentages.","video_file_url":""},"Down Aerial":{"character_key":"bowser-jr","key":"Down Aerial","description":"The Junior Clown Car extends a drill from its underside hatch to pierce opponents. Its high ending lag is compensated by the hitbox it produces upon landing, which grants it follow-up potential. If the attack hits an opponent, it can cancel quickly into other moves; if not, Bowser Jr. suffers from moderate ending lag.","video_file_url":""},"Down Smash":{"character_key":"bowser-jr","key":"Down Smash","description":"The Junior Clown Car slams wrecking balls on both sides. It is Bowser Jr.'s most powerful smash attack, and is the third strongest down smash in the game, making it deadly for punishment. However, it has high ending lag unlike his other smash attacks, making it equally as punishable.","video_file_url":""},"Down Special":{"character_key":"bowser-jr","key":"Down Special","description":"The Junior Clown Car drops a Mechakoopa from its underside hatch. Once the Mechakoopa lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction, and it will do so until it makes contact with an opponent or a certain period of time has passed. They can be picked up and thrown as items either by Bowser Jr. or his opponent.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"bowser-jr","key":"Down Throw","description":"The Junior Clown Car throws the opponent onto the ground and then extends a drill from its underside hatch to pierce opponents. It can be used to pressure the opponent into his Clown Kart Dash.","video_file_url":""},"Down Tilt":{"character_key":"bowser-jr","key":"Down Tilt","description":"The Junior Clown Car uses its tongue to lick forward three times. It has a fair amount of utility, as it is efficient at warding off rushdowns, can act as a set-up for a dash attack, or interfere with an opponent attempting to grab an edge due to its undulating hitbox.","video_file_url":""},"Final Smash":{"character_key":"bowser-jr","key":"Final Smash","description":"Bowser Jr. transforms into Shadow Mario and uses the Magic Paintbrush to paint a giant, orange X on the screen. Anyone caught in the X's hitbox will be damaged, with the X pulling opponents into it once they are hit. The X will clear away with an explosion after some time. The sheer size of the X makes avoiding damage from this Final Smash difficult, similarly to Iceberg.","video_file_url":""},"Forward Aerial":{"character_key":"bowser-jr","key":"Forward Aerial","description":"The Junior Clown Car swings a wrecking ball forward in a circling motion. Landing while the wrecking ball is still out produces another hitbox, which can lead to more follow-ups on the ground, as well as compensate for its high landing lag. Useful for edge-guarding and spacing, as well as a viable KOing option.","video_file_url":""},"Forward Smash":{"character_key":"bowser-jr","key":"Forward Smash","description":"The Junior Clown Car uses two drills to drill the opponent in place. The final hit is a powerful KOing option, while the whole move has low ending lag and it can be angled.","video_file_url":""},"Forward Throw":{"character_key":"bowser-jr","key":"Forward Throw","description":"The Junior Clown Car throws an uppercut. It is fairly good for launching opponents at the edge for an edge-guard.","video_file_url":""},"Forward Tilt":{"character_key":"bowser-jr","key":"Forward Tilt","description":"The Junior Clown Car thrusts a pitchfork forward. It can be angled and is very useful for spacing.","video_file_url":""},"Grab":{"character_key":"bowser-jr","key":"Grab","description":"The Junior Clown Car extends a claw to grab the opponent. A slow grab overall.","video_file_url":""},"Neutral Aerial":{"character_key":"bowser-jr","key":"Neutral Aerial","description":"The Junior Clown Car spins around with the boxing glove arms extended. It is a weak but useful aerial, which combos reliably from Clown Kart Dash and is effective as a anti-pressure and edgeguarding option.","video_file_url":""},"Neutral Attack":{"character_key":"bowser-jr","key":"Neutral Attack","description":"The Junior Clown Car performs a one-two combo, followed by a flurry of punches, followed by a jab. It has impressive damage racking potential, as it can easily deal around 20%. Its first hit is quite useful for jab locks due to its minimal ending lag, whereas its last hit's extremely high knockback growth can KO around 130%-150% while near the edge. However, its neutral infinite is quite easy to escape, even with minimal SDI, while its last hit is punishable. As a result, it is best used against off-stage opponents that are attempting to grab the edge.","video_file_url":""},"Neutral Special":{"character_key":"bowser-jr","key":"Neutral Special","description":"The Junior Clown Car opens its mouth and fires a cannonball. It can be charged to increase the cannonball's speed and power. At the end of its path, the cannonball will drop to the ground, which can hit opponents attempting to recover if it is spaced properly. However, it has high overall lag.","video_file_url":""},"Side Special":{"character_key":"bowser-jr","key":"Side Special","description":"The Junior Clown Car transforms into a go-kart that speeds forward. Tilting the control stick\/circle pad in the opposite direction or pressing the attack\/special button will cause the Junior Clown Car to perform a doughnut, which deals more damage and has higher knockback to opponents on contact compared to simply charging into them. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be jump canceled, even right after hitting an opponent, which can lead into combos and mix-ups.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"bowser-jr","key":"Up Aerial","description":"Swings a hammer above himself. It has little lag and is a useful juggling option.","video_file_url":""},"Up Smash":{"character_key":"bowser-jr","key":"Up Smash","description":"Bowser Jr. performs a handstand to attack with the Junior Clown Car's spinning propeller. It is Bowser Jr.'s fastest smash attack, with its multiple hits being useful for pressuring shields or denying aerial approaches.","video_file_url":""},"Up Special":{"character_key":"bowser-jr","key":"Up Special","description":"Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"bowser-jr","key":"Up Throw","description":"The Junior Clown Car flings the opponent upward. It can lead into up aerial at low percentages.","video_file_url":""},"Up Tilt":{"character_key":"bowser-jr","key":"Up Tilt","description":"The Junior Clown Car thrusts a pitchfork upward. It can combo into itself beginning at 0% and juggle at medium percentages, but has a blind spot between the fork's prongs and the Junior Clown Car.","video_file_url":""}},"featured_moves":{"Side Special":{"character_key":"bowser-jr","key":"Side Special","description":"The Junior Clown Car transforms into a go-kart that speeds forward. Tilting the control stick\/circle pad in the opposite direction or pressing the attack\/special button will cause the Junior Clown Car to perform a doughnut, which deals more damage and has higher knockback to opponents on contact compared to simply charging into them. Spinning out in the air can produce horizontal movement, after which it can be used again. All versions of the move can be jump canceled, even right after hitting an opponent, which can lead into combos and mix-ups.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Side%20Special.m4v"},"Down Special":{"character_key":"bowser-jr","key":"Down Special","description":"The Junior Clown Car drops a Mechakoopa from its underside hatch. Once the Mechakoopa lands, it starts walking around. If it reaches a wall or dead end, it will turn around and walk in the opposite direction, and it will do so until it makes contact with an opponent or a certain period of time has passed. They can be picked up and thrown as items either by Bowser Jr. or his opponent.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Down%20Special.m4v"},"Up Special":{"character_key":"bowser-jr","key":"Up Special","description":"Bowser Jr. ejects himself from the Junior Clown Car. The Junior Clown Car slowly falls to the ground and then explodes with high power when the move is used in midair, whereas it will simply explode after a brief period when used on the ground. When Bowser Jr. is out of the Junior Clown Car, he is not rendered helpless and can still attack with a hammer (or in the case of the Koopalings, their respective wands), which is powerful enough to KO at medium to high percentages. However, taking any weak hit while out of the Junior Clown Car prevents another use of the move without button mashing or landing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Bowser%20Jr.%20-%20Up%20Special.m4v"}},"advantages":["Has some good disjoints and hitboxes","Has solid grab combos"],"disadvantages":["You have to play as one of Bowser's terrible children","Bad neutral"]},"69":{"id":69,"key":"simon","name":"Simon","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Simon%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Castlevania.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":4,"Speed":2,"Neutral":3,"Taunt":4,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"simon","key":"Back Aerial","description":"Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Simon can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination.","video_file_url":""},"Back Throw":{"character_key":"simon","key":"Back Throw","description":"Flings the opponent backwards with both arms. Has the same combos as forward throw, but it is weaker for KOing, as it does so from 145% at the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"simon","key":"Dash Attack","description":"A dashing attack while twirling the Vampire Killer beside himself. Based on Richter Belmont's Blade Dash from Symphony of the Night. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. This move is also one of a handful of attacks that can cross-up in Ultimate.","video_file_url":""},"Down Aerial":{"character_key":"simon","key":"Down Aerial","description":"A stall-then-fall divekick. Goes downward at a diagonal angle, with the first two frames being a meteor smash. If hit, Simon will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"simon","key":"Down Smash","description":"Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not sweetspotted, the move is punishable.","video_file_url":""},"Down Special":{"character_key":"simon","key":"Down Special","description":"Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of red flames. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an item that opponents can use against Simon. It can also be reflected, perfect shielded or hit back to affect the Simon who threw it. Has similar functionality as PK Fire, keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"simon","key":"Down Throw","description":"A chokeslam. Like forward and back throws, it can follow up with forward smash or forward tilt at 0%, or cover tech rolls with Axe.","video_file_url":""},"Down Tilt":{"character_key":"simon","key":"Down Tilt","description":"A slide kick based on Richter Belmont's Slide and Jumping Slide from Castlevania: Symphony of the Night. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Simon does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Simon to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination.","video_file_url":""},"Final Smash":{"character_key":"simon","key":"Final Smash","description":"Summons a large coffin in front of him, which traps opponents that touch it the moment it appears. If successful, Simon grabs the coffin with the Vampire Killer's chain, swings it in a wide arc and hauls it skywards, then unleashes the devastating Grand Cross technique while flexing, blasting the coffin with magical crosses and sending the victims flying. Extremely powerful, able to KO as early as 25%.","video_file_url":""},"Forward Aerial":{"character_key":"simon","key":"Forward Aerial","description":"Rears back and performs a long-ranged whip crack. It can be angled slightly upward and downward at roughly a 20 degree angle; if angled down, the move can hit grounded opponents. Excellent range, allowing it to hit distant targets easily. However, the hitboxes are slim and have a short duration, while the move has some startup, requiring precise use. Has low ending lag, allowing Simon to double jump and perform another aerial if done from a short hop. Also can be used as a tether recovery, which is useful as Simon has no horizontal recovery options otherwise. The sweetspot can KO from 125% at the edge of Final Destination.","video_file_url":""},"Forward Smash":{"character_key":"simon","key":"Forward Smash","description":"Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. Has tremendous reach, being the longest non-projectile forward smash in the game (outperforming Corrin, Mii Gunner, and Shulk). Deals the most damage at the tip of the chain, and less when up close. The sweetspot can KO as early as 57% from the edge of Final Destination, is safe on shield due to its sheer distance, and deals respectable damage to shields. The rest of the move is punishable on shield, and opponents can crouch under the chain. If angled down, the sweetspot can hit ledge hanging opponents.","video_file_url":""},"Forward Throw":{"character_key":"simon","key":"Forward Throw","description":"Spins once and flings the opponent forward. If the opponent misses a tech, it can be followed up with forward smash, forward tilt or dash attack at 0%. Tech rolls can be caught with Axe. Simon's strongest throw, capable of KO'ing from 125% at the edge of Final Destination.","video_file_url":""},"Forward Tilt":{"character_key":"simon","key":"Forward Tilt","description":"Simon's iconic whip strike, first introduced in the original Castlevania. It has high range for its speed, and low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of Final Destination. If the attack button is held, Simon will transition into the Whip Twirl, identical to his neutral attack.","video_file_url":""},"Grab":{"character_key":"simon","key":"Grab","description":"Reaches with his left arm. Notably, while Simon can use his whip as a tether recovery, he does not use it to grab opponents.","video_file_url":""},"Neutral Aerial":{"character_key":"simon","key":"Neutral Aerial","description":"Twirls the Vampire Killer around his body. Lacks the range of his usual moves, but deals multiple hits and can protect Simon from being pursued aerially. Has slightly deceptive range due to the twirling graphic, and only covers one character length around him. The looping hits send at the autolink angle, allowing a falling neutral aerial to combo into a grab, neutral attack, or other moves.","video_file_url":""},"Neutral Attack":{"character_key":"simon","key":"Neutral Attack","description":"Swings the Vampire Killer twice while holding it lengthwise, with his left hand holding its chain. Mashing the attack button quickly will cause Simon to rapidly spin the whip to damage opponents, with a final uppercut that sends opponents away. If not done quickly enough, Simon will cancel the first two hits, ending the attack and leaving him vulnerable. This move is Simon's fastest option up close.\r If the attack button is held down instead, Simon will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on his Whip Twirl from Super Castlevania IV, and it is functionally similar to Sheik's Chain in Melee and Brawl. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away.","video_file_url":""},"Neutral Special":{"character_key":"simon","key":"Neutral Special","description":"Throws an axe projectile that travels at a high parabolic arc. The angle can be changed by holding forward or back before throwing. Simon's aerial momentum is stopped once he throws the axe. Extremely high startup lag, with the axe's angle making it ineffective to use conventionally. However, it deals high damage and knockback while also going through solid terrain, giving it powerful edgeguarding capabilities. Its high freeze frames also give it very limited followup ability. The axe can KO grounded opponents from 140% on Final Destination.","video_file_url":""},"Side Special":{"character_key":"simon","key":"Side Special","description":"Flings a silver cross projectile that functions similarly to Boomerang, including the ability to be smash-thrown to fly further and deal more damage. Unlike Boomerang, the Cross makes no attempt to return to Simon, and only flies straight forward and back. The Cross reaches the edge of Final Destination if thrown from the middle, and will travel to the other edge if left uncaught. Only one Cross can be out, and Simon can catch it upon returning. This is generally Simon's main stage-control tool to interrupt approaches and initiate combos. Simon may occasionally say \"Begone!\"","video_file_url":""},"Up Aerial":{"character_key":"simon","key":"Up Aerial","description":"Rears back and performs a long-ranged whip crack directly above him. Functionally identical to forward and back aerials in all aspects apart from attack direction and the inability to be angled. Like forward and up aerials, Simon can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery, covering around the same distance as Uppercut. The sweetspot KOs from 100% while in the air.","video_file_url":""},"Up Smash":{"character_key":"simon","key":"Up Smash","description":"A vertical whip crack. It has immense vertical range, being able to reach as high as the top platform of Battlefield, but its hitbox is incapable of hitting anyone directly beside Simon or the chain. Due to its high ending lag, this makes the move suited solely for aerial targets. While hard to hit, the sweetspot can KO as early as 67% on Final Destination. It can combo from up throw at 0-30%, though opponents can DI away from this.","video_file_url":""},"Up Special":{"character_key":"simon","key":"Up Special","description":"A rising uppercut . Simon's main recovery move, though its poor height and Simon's limited air mobility makes it difficult to use as a recovery. Functions better as an attack, as it starts up quickly, can punish aerial opponents, and combos reliably from down aerial. KOs rather late on the ground, though it can KO much earlier as an aerial combo finisher as early as 120%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"simon","key":"Up Throw","description":"Heaves the opponent into the air before lashing at them with the Vampire Killer. One of Simon's most useful throws due to its setup ability and damage, being the most damaging throw in his moveset. Can initiate combos at 0% such as into up smash, or start aerial juggles. At higher percents, it can set up into up aerial for a KO.","video_file_url":""},"Up Tilt":{"character_key":"simon","key":"Up Tilt","description":"A quick whip twirl in a lasso-like fashion that covers above his head. The earliest hitbox starts slightly above Simon's face, and moves left and right once. Provides excellent coverage above Simon, granting it good pressuring capabilities against aerial opponents. It can also potentially chain into itself more than once at low percents. However, it has no grounded hitboxes beside him whatsoever, making it risky against grounded opponents. The move also has a very weak hitbox when the chain first comes out, though it has no typical use.","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"simon","key":"Down Aerial","description":"A stall-then-fall divekick. Goes downward at a diagonal angle, with the first two frames being a meteor smash. If hit, Simon will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"simon","key":"Down Special","description":"Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of red flames. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an item that opponents can use against Simon. It can also be reflected, perfect shielded or hit back to affect the Simon who threw it. Has similar functionality as PK Fire, keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Down%20Special.m4v"},"Up Special":{"character_key":"simon","key":"Up Special","description":"A rising uppercut . Simon's main recovery move, though its poor height and Simon's limited air mobility makes it difficult to use as a recovery. Functions better as an attack, as it starts up quickly, can punish aerial opponents, and combos reliably from down aerial. KOs rather late on the ground, though it can KO much earlier as an aerial combo finisher as early as 120%. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Simon%20-%20Up%20Special.m4v"}},"advantages":["Great zoning ability","Good kill setups"],"disadvantages":["Bad recovery"]},"70":{"id":70,"key":"richter","name":"Richter","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Richter%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Castlevania.svg","difficulty":"Hard","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":4,"Kill Power":3,"Defense":4,"Speed":2,"Neutral":3,"Taunt":4,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"richter","key":"Back Aerial","description":"Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination.\r ","video_file_url":""},"Back Throw":{"character_key":"richter","key":"Back Throw","description":"","video_file_url":""},"Dash Attack":{"character_key":"richter","key":"Dash Attack","description":"A dashing attack while twirling the Vampire Killer beside himself. Based on his Blade Dash from Symphony of the Night. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. The move is also one of the few attacks that can still cross-up in Ultimate.\r ","video_file_url":""},"Down Aerial":{"character_key":"richter","key":"Down Aerial","description":"A stall-then-fall divekick. Goes downward at a diagonal angle, with the early frames being a meteor smash. If hit, Richter will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Down%20Aerial.m4v"},"Down Smash":{"character_key":"richter","key":"Down Smash","description":"Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not sweetspotted, the move is punishable.\r ","video_file_url":""},"Down Special":{"character_key":"richter","key":"Down Special","description":"Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of blue flames. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an item that opponents can use against Richter. It can also be reflected or perfect shielded to affect the Richter who threw it. Has similar functionality as PK Fire, keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit. This is the only functionally different attack Richter has compared to Simon's; Richter's version does not deal flame damage, which is due to it using blue \"fire\" particles as opposed to Simon's red ones. Instead, it deals aura damage, but its damage output does not scale with Richter's damage percentage unlike any of Lucario's aura-based moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"richter","key":"Down Throw","description":"","video_file_url":""},"Down Tilt":{"character_key":"richter","key":"Down Tilt","description":"A slide kick based on his Slide and Jumping Slide abilities from Castlevania: Symphony of the Night. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Richter does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Richter to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination.\r ","video_file_url":""},"Final Smash":{"character_key":"richter","key":"Final Smash","description":"Summons a large coffin in front of him, which traps opponents that touch it the moment it appears. If successful, Richter grabs the coffin with the Vampire Killer's chain, swings it in a wide arc and hauls it skywards, then unleashes the devastating Grand Cross technique while flexing, blasting the coffin with crosses made of light, and sending the victims flying. Extremely powerful, able to KO as early as 25%.","video_file_url":""},"Forward Aerial":{"character_key":"richter","key":"Forward Aerial","description":"Rears back and performs a long-ranged whip crack. It can be angled slightly upward and downward at roughly a 20 degree angle; if angled down, the move can hit grounded opponents. Excellent range, allowing it to hit distant targets easily. However, the hitboxes are slim and have a short duration, while the move has some startup, requiring precise use. Has low ending lag, allowing Richter to double jump and perform another aerial if done from a short hop. Also can be used as a tether recovery, which is useful as Richter has no horizontal recovery options otherwise. The sweetspot can KO from 125% at the edge of Final Destination.","video_file_url":""},"Forward Smash":{"character_key":"richter","key":"Forward Smash","description":"Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. Has tremendous reach, being the longest non-projectile forward smash in the game (outperforming Corrin, Mii Gunner, and Shulk). Deals the most damage at the tip of the chain, and less when up close. The sweetspot can KO as early as 57% from the edge of Final Destination, is safe on shield due to its sheer distance, and deals respectable damage to shields. The rest of the move is punishable on shield, and opponents can crouch under the chain. If angled down, the sweetspot can hit ledge hanging opponents.\r ","video_file_url":""},"Forward Throw":{"character_key":"richter","key":"Forward Throw","description":"","video_file_url":""},"Forward Tilt":{"character_key":"richter","key":"Forward Tilt","description":"The iconic whip strike from the original Castlevania. It has high range for its speed, and low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of Final Destination. If the attack button is held, Richter will transition into the Whip Twirl, identical to his held neutral attack.","video_file_url":""},"Grab":{"character_key":"richter","key":"Grab","description":"","video_file_url":""},"Neutral Aerial":{"character_key":"richter","key":"Neutral Aerial","description":"Twirls the Vampire Killer around his body. Lacks the range of his usual moves, but deals multiple hits and can protect Richter from being pursued aerially. Has slightly deceptive range due to the twirling graphic, and only covers one character length around him. The looping hits send at the autolink angle, allowing a falling neutral aerial to combo into a grab, neutral attack, or other moves.\r ","video_file_url":""},"Neutral Attack":{"character_key":"richter","key":"Neutral Attack","description":"Swings the Vampire Killer twice while holding it lengthwise, with his left hand holding its chain. Mashing the attack button quickly will cause Richter to rapidly spin the whip to damage opponents, with a final uppercut that sends opponents away. If not done quickly enough, Richter will cancel the first two hits, ending the attack and leaving him vulnerable. This move is Richter's fastest option up close.\r If the attack button is held down instead, Richter will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on Simon's Whip Twirl from Super Castlevania IV (and was also used by Richter himself in Symphony of the Night), and it is functionally similar to Sheik's Chain in Melee and Brawl. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away.\r \r ","video_file_url":""},"Neutral Special":{"character_key":"richter","key":"Neutral Special","description":"","video_file_url":""},"Side Special":{"character_key":"richter","key":"Side Special","description":"","video_file_url":""},"Up Aerial":{"character_key":"richter","key":"Up Aerial","description":"Rears back and performs a long-ranged whip crack directly above him. Functionally identical to forward and back aerials in all aspects apart from attack direction and the inability to be angled. Like forward and up aerials, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery, covering around the same distance as Uppercut. The sweetspot KOs from 100% while in the air.\r ","video_file_url":""},"Up Smash":{"character_key":"richter","key":"Up Smash","description":"A vertical whip crack. It has immense vertical range, but its hitbox is incapable of hitting anyone directly beside Richter or the chain. Due to its high ending lag, this makes the move suited solely for aerial targets. While hard to hit, the sweetspot can KO as early as 67% on Final Destination. It can combo from up throw at 0-30%, though opponents can DI away from this.\r ","video_file_url":""},"Up Special":{"character_key":"richter","key":"Up Special","description":"A rising uppercut with the Vampire Killer in hand. Richter's main recovery move, though its poor height and Richter's limited air mobility makes it difficult to use as a recovery. Functions better as an attack, as it starts up quickly, can punish aerial opponents, and combos reliably from down aerial. KOs rather late on the ground, though it can KO much earlier as an aerial combo finisher as early as 120%. However, it has significantly lower range compared to Richter's other attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"richter","key":"Up Throw","description":"","video_file_url":""},"Up Tilt":{"character_key":"richter","key":"Up Tilt","description":"A quick whip twirl in a lasso-like fashion that covers above his head. The earliest hitbox starts slightly above Richter's face, and moves left and right once. Provides excellent coverage above Richter, granting it good pressuring capabilities against aerial opponents. It can also potentially chain into itself more than once at low percents. However, it has no grounded hitboxes beside him whatsoever, making it risky against grounded opponents. The move also has a very weak hitbox when the chain first comes out, though it has no typical use.\r ","video_file_url":""}},"featured_moves":{"Down Aerial":{"character_key":"richter","key":"Down Aerial","description":"A stall-then-fall divekick. Goes downward at a diagonal angle, with the early frames being a meteor smash. If hit, Richter will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Down%20Aerial.m4v"},"Down Special":{"character_key":"richter","key":"Down Special","description":"Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of blue flames. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an item that opponents can use against Richter. It can also be reflected or perfect shielded to affect the Richter who threw it. Has similar functionality as PK Fire, keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit. This is the only functionally different attack Richter has compared to Simon's; Richter's version does not deal flame damage, which is due to it using blue \"fire\" particles as opposed to Simon's red ones. Instead, it deals aura damage, but its damage output does not scale with Richter's damage percentage unlike any of Lucario's aura-based moves.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Down%20Special.m4v"},"Up Special":{"character_key":"richter","key":"Up Special","description":"A rising uppercut with the Vampire Killer in hand. Richter's main recovery move, though its poor height and Richter's limited air mobility makes it difficult to use as a recovery. Functions better as an attack, as it starts up quickly, can punish aerial opponents, and combos reliably from down aerial. KOs rather late on the ground, though it can KO much earlier as an aerial combo finisher as early as 120%. However, it has significantly lower range compared to Richter's other attacks.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Richter%20-%20Up%20Special.m4v"}},"advantages":["Great zoning ability","Good kill setups"],"disadvantages":["Bad recovery"]},"71":{"id":71,"key":"king-k-rool","name":"King K. Rool","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/King%20K.%20Rool%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Donkey%20Kong.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":3,"Speed":1,"Neutral":2,"Taunt":4,"Weight":5,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"king-k-rool","key":"Back Aerial","description":"Turns around and does a delayed downward punch behind him, similar to Mario's forward aerial. It is very slow (comes out on frame 18), but it powerfully meteor smashes opponents if K. Rool's fist hits. It has noticeable landing lag. It also has a slightly lingering hitbox, making it an important tool in neutral when full hopped. There is a disjoint on the fist, being much larger than it actually is, although the hitboxes are not as strong.","video_file_url":""},"Back Throw":{"character_key":"king-k-rool","key":"Back Throw","description":"Drags the opponent on the ground and throws them behind him. KOs at 124% at the edge of Final Destination.","video_file_url":""},"Dash Attack":{"character_key":"king-k-rool","key":"Dash Attack","description":"A belly-first lunge based on an attack from Donkey Kong Land. It covers a good distance and has incredible start-up (comes out on frame 7) for its power, but has very high ending lag. It also deals much less damage later into the attack. Has Belly Super Armor and can KO, allowing it to tank opposing hits (especially projectiles) as a risky approach. KOs at 102% at the edge of Final Destination, making it a very good move to use out of down throw through Instant Dash Attack, as it kills larger characters earlier than forward tilt.","video_file_url":""},"Down Aerial":{"character_key":"king-k-rool","key":"Down Aerial","description":"Does a quick flip before performing a double foot stomp in a Superman pose. The hitbox is situated on K. Rool's legs. Decently fast (comes out on frame 14) and meteor smashes if sweetspotted, although the meteor smash is rather weak. Has Belly Super Armor after K. Rool stretches his feet out. If the opponent \"staggers\" on-stage against this move, it confirms a wide variety of attacks.","video_file_url":""},"Down Smash":{"character_key":"king-k-rool","key":"Down Smash","description":"A leaping belly flop, which causes a quake. Has Belly Super Armor during the leap, and deals heavy shield damage. As K. Rool physically leaves the ground when using the move, his hitbox gets shifted into the air, allowing it to dodge ground or belly-level attacks to deal a hard punish. It is extremely powerful, being one of the strongest down smashes in the game, KOing at 50% at the edge of Final Destination. However, the move is very laggy overall, with its strongest hitbox coming out on frame 22. This makes it punishable if it is used poorly. The quake is extremely weak, but can occasionally lead to a forward tilt.","video_file_url":""},"Down Special":{"character_key":"king-k-rool","key":"Down Special","description":"Puffs out his stomach and retaliates against attacks. It works like a counterattack and can also reflect projectiles. However, the counter hitbox is centered on K.Rool's stomach, making the rest of his body vulnerable (most notably his face), much like the Melee and Brawl versions of Toad. It has a damage multiplier of 1.5x, making it tied with Counter Throw for the highest damage multiplier out of any counterattack in Ultimate. When reflecting, the stomach has a lingering hitbox that deals the minimum damage (12%) and can actually land a KO in niche situations. This is usually seen when projectiles are reflected from close range.","video_file_url":""},"Down Throw":{"character_key":"king-k-rool","key":"Down Throw","description":"Lifts the opponent overhead before slamming them into the ground head-first, burying them. K. Rool's most versatile throw overall, as well as one of his most versatile tools in general. Down throw follows up to numerous moves depending on the opponent's percent, including jab, up tilt, and up air at lower to mid percents, as well as forward tilt, forward and down smash at higher percents. However, most followups can be avoided if the opponent mashes out, making its kill setups unreliable at much higher percents. Only dash attack, forward and up tilts are able to follow up at 125% and kill reliably. However, up smash and up aerial can be used to discourage mashing and create 50\/50 situations at lower percents, as the prior kills at 100% most of the time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"king-k-rool","key":"Down Tilt","description":"A delayed sumo-esque stomp. K. Rool's foot buries grounded opponents, though it cannot do damage to an already-buried enemy. Much stronger on aerial opponents, and can KO at 104% at the edge of Final Destination. The stomp causes a shockwave near his foot. This deals weak vertical knockback to nearby opponents and allowing for moves like forward aerial to be used out of it. Starts with the non-bury hitbox on Frame 13, before the bury comes out at Frame 14. Forward smash is true out of this from around 70%, and kills a lot of the time as well. The hitboxes can hit some opponents below low platforms (such as the left and right platforms on Battlefield). Due to how buries work in Ultimate, it is possible to \"store\" knockback on a buried opponent using a weak attack, forcing them to get unburied over time and sent at the angle of the weak attack; this can create long combo strings at low percents.","video_file_url":""},"Final Smash":{"character_key":"king-k-rool","key":"Final Smash","description":"K. Rool stomps, stunning any nearby opponents, and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne on Crocodile Isle before firing a massive laser from his Blast-o-Matic cannon. The laser then fires through Donkey Kong Island, destroying the island and dealing massive damage on the victims.","video_file_url":""},"Forward Aerial":{"character_key":"king-k-rool","key":"Forward Aerial","description":"A dropkick, similar to Bowser's back aerial. Its sweetspot is at K. Rool's feet. Also acts as a sex kick, allowing it to be used for approaching or edgeguarding. The sweetspot KOs at around 100% near the edge of Final Destination. Hitbox comes out on frame 11. If King K. Rool's body hits at lower percents, it can lead to combos into neutral attack, or down tilt on big body characters like Donkey Kong. The sourspot on this move lies around the torso, and can be used well with Down Tilt.","video_file_url":""},"Forward Smash":{"character_key":"king-k-rool","key":"Forward Smash","description":"Dons a boxing glove, referencing his \"King Krusha K. Rool\" persona from Donkey Kong 64, and throws a strong, straight punch. The sweetspot is located at the boxing glove, with massive knockback. Can be angled and deals more damage if angled up or down, which gives it some versatility. It is somewhat slow with a short-lasting hitbox (comes out on frame 19, ending on frame 20), but is extremely powerful, KOing at 53% at the edge of Final Destination. It has also has a disjoint on the boxing glove, which can be used to hard punish short hop approaches in niche circumstance.","video_file_url":""},"Forward Throw":{"character_key":"king-k-rool","key":"Forward Throw","description":"Lifts the opponent over his head before slamming them into the ground, sending the opponent flying forwards. The slam damages nearby opponents. Decent knockback. This combos into dash attack or a pivot cancelled forward tilt at 0%.","video_file_url":""},"Forward Tilt":{"character_key":"king-k-rool","key":"Forward Tilt","description":"Rears back and performs a forceful clap, similar to his archnemesis Donkey Kong's forward smash. Gains Belly Super Armor when he rears back to clap, making it a highly effective approach option with pivot cancelling. Sends at a semi-spike angle and is decently fast for its power (comes out on frame 12), KOing at 107% at the edge of Final Destination. This move is also extremely disjointed, with the hands as a whole being said disjoint.","video_file_url":""},"Grab":{"character_key":"king-k-rool","key":"Grab","description":"Reaches out quickly with great range. However, his dash and pivot grabs are slower than his standing grab.","video_file_url":""},"Neutral Aerial":{"character_key":"king-k-rool","key":"Neutral Aerial","description":"Inflates his stomach and performs a splash based on an attack from Donkey Kong Land like his dash attack. Very fast (comes out on frame 7), acts as a sex kick and has Belly Super Armor, making it excellent for contesting with aerials or approaching. This is also his fastest out of shield option next to his neutral attack.","video_file_url":""},"Neutral Attack":{"character_key":"king-k-rool","key":"Neutral Attack","description":"A three hit combo consisting of a sumo-esque palm strike (comes out on frame 4), a claw swipe (frame 3), then a front kick (frame 5). The first hit can jab reset on big body characters specifically, allowing for some interesting situations. The second hit resembles King K. Rool's standard attack from Donkey Kong Barrel Blast.","video_file_url":""},"Neutral Special":{"character_key":"king-k-rool","key":"Neutral Special","description":"Pulls out a blunderbuss and fires a Kannonball forward. Only one Kannonball can be in play at one time, with another being usable after around 2.5 seconds. After a Kannonball is fired, the special button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself (though the move will eventually cancel after several seconds). K. Rool can drop through soft platforms while vacuuming with his blunderbuss, and he also can move left and right as well while airborne, which is very useful for ledgetrapping. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss \"throw\" KOs at 100% near the edge of Final Destination, though it deals lower knockback upwards or if reversed. A launched Fighter or re-launched Kannonball is capable of KOing as early as 70%, with the Kannonball lingering while doing minor damage after the first hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"king-k-rool","key":"Side Special","description":"Takes off his crown and flings it forward. Has normal, non-belly armor while K. Rool is throwing his crown. Deals less damage when returning. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after 12 seconds or if K. Rool touches it again. The pickup animation can be cancelled through using a move or \"unavoidable\" animations such as jumpsquat when coming into contact. If an initial dash is performed when coming into contact, King K. Rool will \"slide\" a short distance, giving a minor movement option as well as a 40.8% combo into Down Smash at 0% if the crown hits both times.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"king-k-rool","key":"Up Aerial","description":"A headbutt that goes straight upward. Causes K. Rool to float slightly, giving it more reach. It is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit slightly later. However, it has extremely high ending lag, preventing K. Rool from acting even if performed out of a double jump, making it risky to use offstage, and unsuitable to use for recovery. The hitbox also doesn't extend beside K. Rool's head. The early hitbox KOs at around 120%. The move has Belly Super Armor while K. Rool stretches his head out, but only for a very limited period of time. When short hopped, this move can allow K. Rool to move onto a platform, allowing for some niche movement options. Like up smash, there intangibility frames on K. Rool's head during the attack.","video_file_url":""},"Up Smash":{"character_key":"king-k-rool","key":"Up Smash","description":"A quick upward headbutt followed by a comical plank. The headbutt has a small hitbox, but has very fast start-up (frame 6) and can KO from medium to high percents. This is facilitated by a small hitbox on the crown that - while it doesn't deal more damage - has around 10 more units of knockback growth. The plank comes out much later and has a bigger hitbox, but deals much less damage and knockback, making it more suited for covering the headbutt or ledgetrapping at best. The plank animation weakly meteor smashes opponents, though this is ineffective for edgeguarding due to its low knockback. In fact, it is the weakest meteor smash in the game. Additionally, the move has extremely high ending lag, with the first actionable frame being 72 and the last hit being on Frame 23. The headbutt and plank KO at 100% and 162% at the edge of Final Destination, respectively. This move has Belly Super Armor shortly after K. Rool hops and before he flops onto the ground. There are intangibility frames on K. Rool's head when the sweetspot comes out. ","video_file_url":""},"Up Special":{"character_key":"king-k-rool","key":"Up Special","description":"Equips the Propellerpack and flies upward. Even for a heavyweight, this recovery covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down while flapping his arms. Pressing down will make K. Rool enter his helpless animation, falling faster and having less landing lag The propellers above K. Rool deal multiple weak hits, protecting him from edgeguards while even allowing him to drag opponents to the top blast line, though this can be DI'd out of if it hits more than 3 times.","video_file_url":""},"Up Throw":{"character_key":"king-k-rool","key":"Up Throw","description":"Heaves the opponent over his head, leaps high into the air, and performs an Argentine backbreaker upon landing, blasting the opponent upwards. It is the most damaging up throw and also the most damaging throw in the game, but KOs late at around 180%. Stages with low upper blast lines and\/or high platforms help mitigate this issue, as it carries opponents up in a similar fashion to Charizard's up throw. Can follow up with up tilt or aerials at low percents. With the assistance of soft platforms, this throw is notorious for leading into Propellerpack, which is lethal with incorrect DI.","video_file_url":""},"Up Tilt":{"character_key":"king-k-rool","key":"Up Tilt","description":"An uppercut. Has a wide hitbox, covering the front of K. Rool, and starts low enough to reach prone enemies. Almost as fast as his neutral attack. Loses power the longer it is out, with the sweetspot dealing diagonal knockback, and the sourspot dealing mostly vertical knockback while giving combo opportunities. Like his forward tilt, it is decently fast for its power (comes out on frame 5). This move works well out of down throw.","video_file_url":""}},"featured_moves":{"Neutral Special":{"character_key":"king-k-rool","key":"Neutral Special","description":"Pulls out a blunderbuss and fires a Kannonball forward. Only one Kannonball can be in play at one time, with another being usable after around 2.5 seconds. After a Kannonball is fired, the special button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself (though the move will eventually cancel after several seconds). K. Rool can drop through soft platforms while vacuuming with his blunderbuss, and he also can move left and right as well while airborne, which is very useful for ledgetrapping. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss \"throw\" KOs at 100% near the edge of Final Destination, though it deals lower knockback upwards or if reversed. A launched Fighter or re-launched Kannonball is capable of KOing as early as 70%, with the Kannonball lingering while doing minor damage after the first hit.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Neutral%20Special.m4v"},"Down Throw":{"character_key":"king-k-rool","key":"Down Throw","description":"Lifts the opponent overhead before slamming them into the ground head-first, burying them. K. Rool's most versatile throw overall, as well as one of his most versatile tools in general. Down throw follows up to numerous moves depending on the opponent's percent, including jab, up tilt, and up air at lower to mid percents, as well as forward tilt, forward and down smash at higher percents. However, most followups can be avoided if the opponent mashes out, making its kill setups unreliable at much higher percents. Only dash attack, forward and up tilts are able to follow up at 125% and kill reliably. However, up smash and up aerial can be used to discourage mashing and create 50\/50 situations at lower percents, as the prior kills at 100% most of the time.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Down%20Throw.m4v"},"Side Special":{"character_key":"king-k-rool","key":"Side Special","description":"Takes off his crown and flings it forward. Has normal, non-belly armor while K. Rool is throwing his crown. Deals less damage when returning. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after 12 seconds or if K. Rool touches it again. The pickup animation can be cancelled through using a move or \"unavoidable\" animations such as jumpsquat when coming into contact. If an initial dash is performed when coming into contact, King K. Rool will \"slide\" a short distance, giving a minor movement option as well as a 40.8% combo into Down Smash at 0% if the crown hits both times.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/King%20K.%20Rool%20-%20Side%20Special.m4v"}},"advantages":["Extremely powerful attacks","Great projectile game","A lot of moves have Belly Super Armor"],"disadvantages":["Very laggy moves","Combo food"]},"72":{"id":72,"key":"isabelle","name":"Isabelle","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Isabelle%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Animal%20Crossing.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":2,"Kill Power":2,"Defense":3,"Speed":3,"Neutral":3,"Taunt":5,"Weight":2,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"isabelle","key":"Back Aerial","description":"Fires a pellet from a slingshot behind her. Sends at a slightly steeper angle compared to Villager's. Compared to forward aerial, has more startup, more knockback, and less endlag.","video_file_url":""},"Back Throw":{"character_key":"isabelle","key":"Back Throw","description":"Turns around, tossing the opponent out of the net with a horizontal swing. Can kill at high percents.","video_file_url":""},"Dash Attack":{"character_key":"isabelle","key":"Dash Attack","description":"Similar to Villager's, but with a brown pot instead of a potted sapling. As such, the pot will either break or bounce off the ground after hitting it. The hitbox on the pot disappears after bouncing off the ground. When used near a ledge, will fall off and continue to have a hitbox. Compared to Villager's, the pot doesn't travel as far, but the move has less ending lag.","video_file_url":""},"Down Aerial":{"character_key":"isabelle","key":"Down Aerial","description":"Swings turnips below her body. Similar to her up air, she will always swing two turnips, making it more consistent than Villager but removing the chance of getting more knockback with three turnips. Hitting clean with the ends of the turnips will meteor smash opponents; any other part of the turnips will launch opponents horizontally.","video_file_url":""},"Down Smash":{"character_key":"isabelle","key":"Down Smash","description":"Splashes a pail of water back and forth, similar to Inkling's Slosher, but considerably faster and with less range. Sends opponents at a very low angle.","video_file_url":""},"Down Special":{"character_key":"isabelle","key":"Down Special","description":"Plants the Gyroid Lloid into the ground. When someone steps over him, or when the down special is inputted again, Lloid shoots out vertically, dragging the opponent with him. If nothing happens for 10 seconds, the trap will disappear.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"isabelle","key":"Down Throw","description":"Turns her net horizontally and slams it on the ground. Can combo into aerials at low to mid percents.","video_file_url":""},"Down Tilt":{"character_key":"isabelle","key":"Down Tilt","description":"Pulls a weed out of the ground, much like Villager. Compared to Villager, this move's sweetspot deals slightly more damage, while the sourspot deals considerably lower damage. It also has marginally less ending lag than Villager's.","video_file_url":""},"Final Smash":{"character_key":"isabelle","key":"Final Smash","description":"When activated, Tom Nook and the Nooklings come and build a town hall, trapping opponents that got caught in the Final Smash. Once the town hall is completed, it explodes, dealing high knockback and damage. While similar to Villager's variant, it deals more knockback and damage. The final hit is also faster.","video_file_url":""},"Forward Aerial":{"character_key":"isabelle","key":"Forward Aerial","description":"Fires a pellet from a slingshot in front of her. Sends at a slightly steeper angle compared to Villager's.","video_file_url":""},"Forward Smash":{"character_key":"isabelle","key":"Forward Smash","description":"Fires a party popper forward. Strong, but has considerable recovery frames and poor range.","video_file_url":""},"Forward Throw":{"character_key":"isabelle","key":"Forward Throw","description":"Tosses the opponent out of the net with an overhead swing. Has very poor knockback.","video_file_url":""},"Forward Tilt":{"character_key":"isabelle","key":"Forward Tilt","description":"Swings a Candy Umbrella horizontally, much like Villager. Compared to Villager's, it has slightly more range and knockback, but more ending lag.","video_file_url":""},"Grab":{"character_key":"isabelle","key":"Grab","description":"Swings a net down in front of her, much like Villager. As such, using her grab on an item will cause her to pocket it.","video_file_url":""},"Neutral Aerial":{"character_key":"isabelle","key":"Neutral Aerial","description":"Twirls around twice in the air while holding pom-poms. The weak hit can lock at low percents.","video_file_url":""},"Neutral Attack":{"character_key":"isabelle","key":"Neutral Attack","description":"Whacks the opponent with a toy hammer. This move is a single-hit jab with very low knockback. At low percent, the move can hit multiple times due to its speed and low endlag. Can lock. At high percents, it can combo into tilts, down smash, or pocket.","video_file_url":""},"Neutral Special":{"character_key":"isabelle","key":"Neutral Special","description":"Pockets projectiles and items, similar to Villager. After pocketing a projectile, using the neutral special input will produce and use the projectile. Using neutral special with a pocketed item will put the item in Isabelle's hand.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"isabelle","key":"Side Special","description":"Casts out a fishing rod. The distance it is cast depends on whether or not it was inputted while flicking the stick. It can be left out for a period of time, before Isabelle will automatically begin to slowly reel it in. Pressing the special or attack button will automatically reel it in completely at any time. When an opponent is captured by the fishing rod, she reels them in and can throw the opponent in one of 4 directions. The forward and up variants can kill at high percents, while the down variant can combo until high percents. The fishing rod can also be used as a tether recovery and can also grab items. Unlike normal grabs, it cannot grab opponents through shield, even when reeled in.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"isabelle","key":"Up Aerial","description":"Swings turnips above her head. Unlike Villager's, she will always swing two turnips, making it more consistent but removing the chance of getting more knockback with three turnips.","video_file_url":""},"Up Smash":{"character_key":"isabelle","key":"Up Smash","description":"Blows her whistle, causing a sign with the No Symbol to spring up from the ground in front of her. Has 2 hits that connect into each other. Can combo into up aerial at low percents.","video_file_url":""},"Up Special":{"character_key":"isabelle","key":"Up Special","description":"Sits on a swing with two bunny balloons. Nearly identical to Villager's variant, and grants a lot of distance, though it travels a shorter distance than Villager's. Pressing or holding the special button will cause Isabelle to rise. Pressing the attack button will cancel the move while propelling her slightly upwards. If cancelled with the attack button, the next use will only have one balloon until landing on stage.","video_file_url":""},"Up Throw":{"character_key":"isabelle","key":"Up Throw","description":"Flips the net over and tosses the opponent upward.","video_file_url":""},"Up Tilt":{"character_key":"isabelle","key":"Up Tilt","description":"Swings a broom in an arc over her head, starting behind her. Fast and can combo into itself or aerials.","video_file_url":""}},"featured_moves":{"Side Special":{"character_key":"isabelle","key":"Side Special","description":"Casts out a fishing rod. The distance it is cast depends on whether or not it was inputted while flicking the stick. It can be left out for a period of time, before Isabelle will automatically begin to slowly reel it in. Pressing the special or attack button will automatically reel it in completely at any time. When an opponent is captured by the fishing rod, she reels them in and can throw the opponent in one of 4 directions. The forward and up variants can kill at high percents, while the down variant can combo until high percents. The fishing rod can also be used as a tether recovery and can also grab items. Unlike normal grabs, it cannot grab opponents through shield, even when reeled in.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Side%20Special.m4v"},"Neutral Special":{"character_key":"isabelle","key":"Neutral Special","description":"Pockets projectiles and items, similar to Villager. After pocketing a projectile, using the neutral special input will produce and use the projectile. Using neutral special with a pocketed item will put the item in Isabelle's hand.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Neutral%20Special.m4v"},"Down Special":{"character_key":"isabelle","key":"Down Special","description":"Plants the Gyroid Lloid into the ground. When someone steps over him, or when the down special is inputted again, Lloid shoots out vertically, dragging the opponent with him. If nothing happens for 10 seconds, the trap will disappear.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Isabelle%20-%20Down%20Special.m4v"}},"advantages":["Good edgeguarding"],"disadvantages":["Attacks are easy to beat"]},"74":{"id":74,"key":"piranha-plant","name":"Piranha Plant","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Piranha%20Plant%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":3,"Defense":1,"Speed":2,"Neutral":3,"Taunt":4,"Weight":5,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"piranha-plant","key":"Back Aerial","description":"The Piranha Plant turns around and spits out a burst of fire. Its slowest aerial, but it is also its strongest, KOing middleweights at around 86% from the edge of Final Destination. It has a high amount of end lag, making it potentially risky to use to stage spike. Fire Piranha Plants originated in Super Mario Bros. 3.","video_file_url":""},"Back Throw":{"character_key":"piranha-plant","key":"Back Throw","description":"Chomps the opponent, launching them backwards. It can KO middleweights from the edge of Final Destination at around 148%.","video_file_url":""},"Dash Attack":{"character_key":"piranha-plant","key":"Dash Attack","description":"Performs a \"dropkick\" using its pot\/pipe. Usually used to tech-chase opponents.","video_file_url":""},"Down Aerial":{"character_key":"piranha-plant","key":"Down Aerial","description":"The Piranha Plant flips then stomps below itself with its pot\/pipe. Sweetspots at the bottom of the pot, which will meteor smash rather powerfully. Has very fast startup compared to most meteor smashes, coming out on frame 9.","video_file_url":""},"Down Smash":{"character_key":"piranha-plant","key":"Down Smash","description":"The Piranha Plant sweeps its pot\/pipe in front, and then behind itself. Both the front and back hits can KO middleweights from the edge of Final Destination at around 95% and 82% respectively. Due to it being Piranha Plant's fastest smash attack and launching at a strong semi-spike angle, it makes it a versatile edgeguarding move.","video_file_url":""},"Down Special":{"character_key":"piranha-plant","key":"Down Special","description":"The Piranha Plant retreats into its pot\/pipe, and extends outward to bite opponents in the direction aimed. Piranha Plant gains super armor during the charge, and intangibility on its head during the bite. A deadly edgeguarding tool due to its aforementioned absurdly high reach and power, notably when fully charged. However, the full extension significantly extends Piranha Plant's hurtbox, making it possible to hit it from afar when timed correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"piranha-plant","key":"Down Throw","description":"Throws the opponent to the ground and bites them twice. Can combo into an aerial at low percents, or into a dash attack if the opponent DIs outward.","video_file_url":""},"Down Tilt":{"character_key":"piranha-plant","key":"Down Tilt","description":"A swipe with its leaf. Piranha Plant's slowest tilt, but it has great combo potential into forward tilt at low percents, and can lead into a neutral aerial or forward aerial up to middling percents.","video_file_url":""},"Final Smash":{"character_key":"piranha-plant","key":"Final Smash","description":"The Piranha Plant summons Petey Piranha, who stomps around the stage with his cages from his boss fight in The Subspace Emissary. Opponents that get too close will get trapped in his cages. When the Final Smash is nearly over, Petey Piranha will breathe fire at both of the cages, then slam both of the cages to the ground, dealing heavy damage and knockback to the opponents who were trapped in the cages as well as anyone too close when he slams them. It is possible for Petey Piranha to fall off stage, taking any trapped opponents with him, though is not a guaranteed KO if the opponent has leftover jumps, a strong recovery or both.","video_file_url":""},"Forward Aerial":{"character_key":"piranha-plant","key":"Forward Aerial","description":"The Piranha Plant swings its pot\/pipe upwards in front of itself. A useful edgeguarding tool, as it has wide range and respectable damage and knockback when sweetspotted.","video_file_url":""},"Forward Smash":{"character_key":"piranha-plant","key":"Forward Smash","description":"The Piranha Plant turns into a Prickly Piranha Plant from Super Mario Galaxy and headbutts forward. Its head is intangible for as long as the hitboxes are out. Has a sweetspot on its head. While its startup is rather slow, it is respectively powerful, with the sweetspot KOing middleweights at the edge of Final Destination at around 65%, while the sourspot can KO at around 84%.","video_file_url":""},"Forward Throw":{"character_key":"piranha-plant","key":"Forward Throw","description":"Headbutts the opponent away.","video_file_url":""},"Forward Tilt":{"character_key":"piranha-plant","key":"Forward Tilt","description":"Two forward bites. Pressing the attack button a second time will have the Piranha Plant perform its following bite. It is Piranha Plant's fastest and most damaging tilt, and possesses the longest horizontal range out of all its tilts. Piranha Plant's jaws on the first hit are intangible for as long as the hitboxes are out. It can KO middleweights from the edge of Final Destination at around 144%. Resembles the attacks Piranha Plants make in Super Mario 64.","video_file_url":""},"Grab":{"character_key":"piranha-plant","key":"Grab","description":"The Piranha Plant reaches out with its leaves. Among the fastest grabs in the game.","video_file_url":""},"Neutral Aerial":{"character_key":"piranha-plant","key":"Neutral Aerial","description":"The Piranha Plant spins rapidly with its leaves extended, hitting multiple times. Resembles Ivysaur's neutral aerial. Due to its looping hits using an auto-link angle, it can be used to drag opponents down to start grounded combos.","video_file_url":""},"Neutral Attack":{"character_key":"piranha-plant","key":"Neutral Attack","description":"A leaf jab, followed by a swipe with the opposite leaf, followed by a headbutt. Alternatively, the leaf swipes can be followed by a flurry of bites, ending in a more powerful bite; similar to Corrin's rapid jab. Holding the attack button will have Piranha Plant perform the first jab repeatedly.","video_file_url":""},"Neutral Special":{"character_key":"piranha-plant","key":"Neutral Special","description":"The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. The spiky ball has transcendent priority, and the move stalls Piranha Plant's descent if used in the air, making it a deadly edgeguarding tool. It is also capable of punishing opponents that attack Piranha Plant out of the move, as the ball will likely drop on their heads and act as a punish. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"piranha-plant","key":"Side Special","description":"The Piranha Plant spews a damaging cloud of poison in front of it. If all hits connect, it will deal a great amount of damage. The cloud itself has no knockback and deals no hitstun, but it can be countered\/reflected and shielded. If an opponent attempts to shield against this attack, it will do detrimental damage to the shield itself. The move is chargeable, and it can be saved for later use. During execution, Piranha Plant changes its color to match the Putrid Piranha enemy from the Paper Mario series.","video_file_url":""},"Up Aerial":{"character_key":"piranha-plant","key":"Up Aerial","description":"An upwards headbutt. It is Piranha Plant's fastest aerial, and the only one that can autocancel in a short hop, which makes it a decent juggler with the assistance of platforms. However, due to Piranha Plant's head veering into the Z axis during the latter portion of the move, it is very likely to whiff against characters with small or thin frames.","video_file_url":""},"Up Smash":{"character_key":"piranha-plant","key":"Up Smash","description":"The Piranha Plant lunges upward and bites. Like its up tilt and forward smash, its head is intangible for as long as the hitboxes are out, and thanks to its seven active frames, up smash works as a potent anti-air. It can KO middleweights at around 91%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Up%20Smash.m4v"},"Up Special":{"character_key":"piranha-plant","key":"Up Special","description":"The Piranha Plant spins its leaves in a fashion akin to a propeller, causing it to rise upward. It can be angled to the left and right during the ascent. Covers excellent distance, being able to successfully recover from near the bottom blast zone. Its looping hits can potentially drag opponents to a blast zone for early KOs. Based on the Jumping Piranha Plants from Super Mario World.","video_file_url":""},"Up Throw":{"character_key":"piranha-plant","key":"Up Throw","description":"Tosses the opponent upward, and launches them with a bite. A reliable KO throw, being capable of KOing middleweights at around 151%.","video_file_url":""},"Up Tilt":{"character_key":"piranha-plant","key":"Up Tilt","description":"Piranha Plant flails its head upward. Its head is intangible for as long as the hitboxes are out. Due to its poor horizontal range and good vertical range, it works best as an anti-air tool, and can KO middleweights at around 147%.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"piranha-plant","key":"Down Special","description":"The Piranha Plant retreats into its pot\/pipe, and extends outward to bite opponents in the direction aimed. Piranha Plant gains super armor during the charge, and intangibility on its head during the bite. A deadly edgeguarding tool due to its aforementioned absurdly high reach and power, notably when fully charged. However, the full extension significantly extends Piranha Plant's hurtbox, making it possible to hit it from afar when timed correctly. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"piranha-plant","key":"Neutral Special","description":"The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. The spiky ball has transcendent priority, and the move stalls Piranha Plant's descent if used in the air, making it a deadly edgeguarding tool. It is also capable of punishing opponents that attack Piranha Plant out of the move, as the ball will likely drop on their heads and act as a punish. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Neutral%20Special.m4v"},"Up Smash":{"character_key":"piranha-plant","key":"Up Smash","description":"The Piranha Plant lunges upward and bites. Like its up tilt and forward smash, its head is intangible for as long as the hitboxes are out, and thanks to its seven active frames, up smash works as a potent anti-air. It can KO middleweights at around 91%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Piranha%20Plant%20-%20Up%20Smash.m4v"}},"advantages":["Interesting moves and mix-ups","Solid special moves"],"disadvantages":["Super laggy moves","Difficult to land hits and strings"]},"77":{"id":77,"key":"mii-swordfighter","name":"Mii Swordfighter","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mii%20Swordfighter%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Super%20Smash%20Bros..svg","difficulty":"Easy","primary_fighting_style":"Sword","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":4,"Speed":3,"Neutral":4,"Taunt":3,"Weight":3,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"mii-swordfighter","key":"Back Aerial","description":"Spins to perform an extremely fast backwards slash. One of the Mii Swordfighter's more reliable finishers, especially in the air.","video_file_url":""},"Back Throw":{"character_key":"mii-swordfighter","key":"Back Throw","description":"Knocks the opponent away with a roundhouse kick.","video_file_url":""},"Dash Attack":{"character_key":"mii-swordfighter","key":"Dash Attack","description":"Performs an outward swipe while sliding forward.","video_file_url":""},"Down Aerial":{"character_key":"mii-swordfighter","key":"Down Aerial","description":"Spins while holding their sword beneath themselves, hitting multiple times like a drill. Upon landing, the landing impact will create a shockwave that launches opponents away.","video_file_url":""},"Down Smash":{"character_key":"mii-swordfighter","key":"Down Smash","description":"Crouches and slashes low to the ground: first in front, and then behind.","video_file_url":""},"Down Special":{"character_key":"mii-swordfighter","key":"Down Special","description":"Default - Blade Counter: The Swordfighter holds their sword in a reverse grip behind them. If hit, the Swordfighter retaliates with an upward slash, knocking opponents upward. This move has low endlag, and can be used to initiate combos at low percents (provided the countered move doesn't launch the opponent too high).\r Custom 1 - Reversal Slash: The Swordfighter performs a slash, leaving an S-shaped rainbow-coloured swirl. The slash reflects projectiles and flips nearby opponents, similar to Mario's Cape.\r Custom 2 - Power Thrust: The Swordfighter dashes forward quickly, stabbing with the sword. When used in the air, the Swordfighter launches at a downwards diagonal direction. The tip of the sword deals more damage.","video_file_url":""},"Down Throw":{"character_key":"mii-swordfighter","key":"Down Throw","description":"Slams the opponent on the ground. One of Mii Swordfighter's best throws since it can combo into neutral aerial, forward aerial and up aerial at low to mid percents. Notably, it can confirm a KO into an up aerial at high percents making it a strong kill confirm.","video_file_url":""},"Down Tilt":{"character_key":"mii-swordfighter","key":"Down Tilt","description":"A low sword thrust along the ground, similar to Marth's down tilt. Has low ending lag, and launches opponents slightly upward. Great for starting combos.","video_file_url":""},"Final Smash":{"character_key":"mii-swordfighter","key":"Final Smash","description":"The Swordfighter gets into a stance, and then proceeds to perform a series of rapid slashes, releasing multicolored shockwaves. The shockwaves deal more damage as they reach their maximum distance. The range of the Final Smash covers all of Final Destination if used at the edge.","video_file_url":""},"Forward Aerial":{"character_key":"mii-swordfighter","key":"Forward Aerial","description":"Stabs forward three times, each stab at a slightly higher angle than the last. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes can be used to start ground combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"mii-swordfighter","key":"Forward Smash","description":"Steps forward and, with both arms, swings their sword downwards and inwards. Deals good knockback and has surprisingly high range, but suffers from high lag on both ends.","video_file_url":""},"Forward Throw":{"character_key":"mii-swordfighter","key":"Forward Throw","description":"Front kicks the opponent away.","video_file_url":""},"Forward Tilt":{"character_key":"mii-swordfighter","key":"Forward Tilt","description":"A horizontal swipe.","video_file_url":""},"Grab":{"character_key":"mii-swordfighter","key":"Grab","description":"Reaches in front on them with their free hand.","video_file_url":""},"Neutral Aerial":{"character_key":"mii-swordfighter","key":"Neutral Aerial","description":"Slashes in a circle while doing a corkscrew in the air. A good spacing and approach move that can be used to initiate combos when used close to the ground.","video_file_url":""},"Neutral Attack":{"character_key":"mii-swordfighter","key":"Neutral Attack","description":"Performs an inward slash, followed by an outward slash, and concluded with an upwards-arching slash. The first 2 hits can lock.","video_file_url":""},"Neutral Special":{"character_key":"mii-swordfighter","key":"Neutral Special","description":"Default - Gale Strike: Creates a small tornado and sends it forwards. The tornado travels half the length of Final Destination, dealing less damage as it travels. The projectile is unique as it deals set knockback, and as such retains the old knockback physics, giving it increased hitstun. This makes it a potent combo initiator, allowing aerial followups at any percent range. Custom 1 - Shuriken of Light: Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping. Custom 2 - Blurring Blade: The Swordfighter charges their sword, with the blade aflame, briefly before stabbing with the sword forward multiple times and finishing in a high-knockback upwards slash. The move can be reversed just before the attack is initiated.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"mii-swordfighter","key":"Side Special","description":"Default - Airborne Assault: Gets into a charge-like stance, then launches at the enemy, somersaulting with the blade. Travels a set distance in a light arc, allowing then to hit downed and low crouching opponents. If used on any kind of platform, the Swordfighter will stop at the edge. The Swordfighter will perform a high-arc frontflip upon clean contact, or a high backflip if hitting a shield, making approaching safe. If used in midair, there is a period after the move concludes where the Swordfighter will be able to perform an additional action. However, if nothing is done during this period, the Swordfighter will enter the helpless state.\r Custom 1 - Gale Stab:The Swordfighter rushes forward, holding out their sword to stab. This move can be charged.\r Custom 2 - Chakram: Throws a chakram as a projectile that can be angled and sent upwards, downwards, or straight forward. If inputted like a smash attack, it will fly faster with increased range and damage. Otherwise, it will fly in front of the Mii Swordfighter and slowly return towards the position from which it was thrown (much like a boomerang), hitting multiple times. The chakram can be lodged into the floor and walls, but cannot be picked up. This move is good for walling out approaches and initiating combos, and also for ledge trapping and edgeguarding.","video_file_url":""},"Up Aerial":{"character_key":"mii-swordfighter","key":"Up Aerial","description":"Points the sword above their head and spins. Very powerful when hitting clean, and the late hit can be used to initiate ground combos.","video_file_url":""},"Up Smash":{"character_key":"mii-swordfighter","key":"Up Smash","description":"Jumps and performs two corkscrewing slashes over their head before touching the ground. There is a hitbox in front of the Swordfighter just before the first slash comes out, which will hit opponents in front of the Swordfighter a total of three times. Anyone touching the back of the Swordfighter will only be hit twice.","video_file_url":""},"Up Special":{"character_key":"mii-swordfighter","key":"Up Special","description":"Default - Stone Scabbard: Slashes upwards while jumping and then stabs downwards while falling. The second hit is a powerful meteor smash. The landing hit forces the Mii's sword through thin platforms, which damages opponents underneath. The Mii Swordfighter will not stop until it hits ground as soon as the second portion of the attack begins, making it easy to self-destruct off-stage with the move if not aimed carefully. Custom 1 - Skyward Slash Dash: After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick. Custom 2 - Hero's Spin: When used on the ground, the Swordfighter spins with their sword. If used in the air, the Mii will rise, doing multiple hits. The ground variant can be charged to deal even more damage. It is able to KO middleweights from as low as 50% when initiated from the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"mii-swordfighter","key":"Up Throw","description":"Tosses the enemy up and then performs a midair spinning slash to knock them away.","video_file_url":""},"Up Tilt":{"character_key":"mii-swordfighter","key":"Up Tilt","description":"Slashes in an arc above their heads. This covers the Swordfighter's entire body.","video_file_url":""}},"featured_moves":{"Forward Aerial":{"character_key":"mii-swordfighter","key":"Forward Aerial","description":"Stabs forward three times, each stab at a slightly higher angle than the last. The first two hits trap opponents into the final hit, which deals good knockback. The first two slashes can be used to start ground combos.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Forward%20Aerial.m4v"},"Neutral Special":{"character_key":"mii-swordfighter","key":"Neutral Special","description":"Default - Gale Strike: Creates a small tornado and sends it forwards. The tornado travels half the length of Final Destination, dealing less damage as it travels. The projectile is unique as it deals set knockback, and as such retains the old knockback physics, giving it increased hitstun. This makes it a potent combo initiator, allowing aerial followups at any percent range. Custom 1 - Shuriken of Light: Throws a bright, translucent shuriken forwards. The shuriken gains more damaging power as it travels, unable to flinch opponents at point-blank range but doing more knockback at maximum range. The distance it covers, coupled with its spammability, makes it useful for camping. Custom 2 - Blurring Blade: The Swordfighter charges their sword, with the blade aflame, briefly before stabbing with the sword forward multiple times and finishing in a high-knockback upwards slash. The move can be reversed just before the attack is initiated.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Neutral%20Special.m4v"},"Up Special":{"character_key":"mii-swordfighter","key":"Up Special","description":"Default - Stone Scabbard: Slashes upwards while jumping and then stabs downwards while falling. The second hit is a powerful meteor smash. The landing hit forces the Mii's sword through thin platforms, which damages opponents underneath. The Mii Swordfighter will not stop until it hits ground as soon as the second portion of the attack begins, making it easy to self-destruct off-stage with the move if not aimed carefully. Custom 1 - Skyward Slash Dash: After a brief charge, the Mii performs a series of sword strikes while dashing in a straight line, which can be aimed in any direction using the control stick. Custom 2 - Hero's Spin: When used on the ground, the Swordfighter spins with their sword. If used in the air, the Mii will rise, doing multiple hits. The ground variant can be charged to deal even more damage. It is able to KO middleweights from as low as 50% when initiated from the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Swordfighter%20-%20Up%20Special.m4v"}},"advantages":[],"disadvantages":[]},"78":{"id":78,"key":"mii-gunner","name":"Mii Gunner","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Mii%20Gunner%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Super%20Smash%20Bros..svg","difficulty":"Easy","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":2,"Kill Power":3,"Defense":3,"Speed":2,"Neutral":3,"Taunt":2,"Weight":4,"Recovery":3},"move_set":{"Back Aerial":{"character_key":"mii-gunner","key":"Back Aerial","description":"Releases a burst of flames from the arm cannon behind themself. The Gunner's most reliable aerial finisher, able to KO middleweights from centerstage at around 130%. It is also the Gunner's second fastest aerial (frame 9), though it will miss short characters if performed out of a short hop.","video_file_url":""},"Back Throw":{"character_key":"mii-gunner","key":"Back Throw","description":"Tosses the opponent behind themself, then fires a single energy pellet at the foe. It can KO at extremely high percentages, but the laser can be avoided with DI.","video_file_url":""},"Dash Attack":{"character_key":"mii-gunner","key":"Dash Attack","description":"Performs a swinging punch with the arm cannon, blasting the enemy with flames. Grants a lot of forward momentum overall, allowing it to punish distant foes. Starts on frame 10 and has good knockback, KOing Mario from the edge of Final Destination at 115%, but it has punishable ending lag.","video_file_url":""},"Down Aerial":{"character_key":"mii-gunner","key":"Down Aerial","description":"The Gunner pauses, then fires a single burst of flame below themself. The burst itself deals more damage and is a very strong, aerial-only meteor smash. However, the meteor hitbox only lasts for one frame, and turns into a weaker non-meteor smashing hitbox one frame later. As a result, it is difficult to land.","video_file_url":""},"Down Smash":{"character_key":"mii-gunner","key":"Down Smash","description":"Fires two bursts of flame onto the ground, first in front then behind of themself. Each flame burst launches opponents away, though the second one has significantly more knockback than the first. The first hit starts on frame 9, making it the Gunner's fastest smash attack. Both hits have deceptively high range, especially the second hit. The second hit uses the combined damage of the Gunner's previous down smash, which connected into each other; as a result, it has very high KO power, KOing Mario from the edge of Final Destination at 66%.","video_file_url":""},"Down Special":{"character_key":"mii-gunner","key":"Down Special","description":"Default - Echo Reflector: Activates an energy shield composed of two yellow hexagons that rotate around the Mii Gunner. Reflects projectiles at 1.5x their original strength. Despite its appearance, projectiles from above will also be reflected.\r Custom 2 - Bomb Drop: Drops a small bomb that bounces off the ground and explodes either upon contact with an enemy, or after a set time (134 frames, or roughly 1.6 seconds). Functions similarly to Samus's Bombs, but with more damage and knockback. Inputting the move again causes the bomb to automatically detonate while dropping another bomb, making it difficult for opponents to approach the Gunner. It is overall a useful stage control move, as it can block opposing projectiles, trap opponents at ledges, and can even KO at around 170%. However, opponents can knock the bomb away with their own attacks, and the bomb will harm the Mii Gunner while it is knocked around.\r Custom 3 - Absorbing Vortex: Covers themself with a glowing energy shield that absorbs energy projectiles and converts its damage to healing, similarly to Ness's PSI Magnet. Heals 1.4x the damage the Gunner would have taken. Upon activation, as well as when absorbing projectiles, any nearby opponents will take slight damage. This hitbox is capable of locking.","video_file_url":""},"Down Throw":{"character_key":"mii-gunner","key":"Down Throw","description":"Slams the enemy onto the ground, launching them upward. Can start combos into aerials till mid percents, though it quickly loses effectiveness. Unlike in SSB4, down throw is no longer completely identical in function to Marth's equivalent move.","video_file_url":""},"Down Tilt":{"character_key":"mii-gunner","key":"Down Tilt","description":"Fires a burst of flame onto the ground in front of themself, similarly to Samus's down tilt. Like up tilt, it is fast for its damage (frame 8) and is the Gunner's most damaging tilt, but has such high ending lag that it has no followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite its higher damage, it KOs slightly later than up tilt, doing so only at 141%.","video_file_url":""},"Final Smash":{"character_key":"mii-gunner","key":"Final Smash","description":"The Gunner shoots a strong laser, with two small laser cannons firing smaller lasers that circle the main laser. Can be angled during the move. The middle of the laser does slightly more damage than the beginning. The Final Smash also does more damage if angled (as the opponent will be hit by both the big and small lasers).","video_file_url":""},"Forward Aerial":{"character_key":"mii-gunner","key":"Forward Aerial","description":"Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. Though its range was shortened from Smash 4, it has reduced ending lag, which makes it better for performing combos. If used while close to the ground (the energy projectile hitting the opponent just before the Gunner lands), the Gunner will be able to act almost immediately upon landing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"mii-gunner","key":"Forward Smash","description":"Unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 7 times and has tremendous range, being one of the longest forward smashes in the game (surpassed only by the Belmonts and Corrin). Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. It is safe on shield at max distance due to its decently low ending lag. For its strengths, it also has reliable KO potential, KOing at center-stage from 122%. However, it is the Gunner's slowest smash attack (frame 17).","video_file_url":""},"Forward Throw":{"character_key":"mii-gunner","key":"Forward Throw","description":"Punches the enemy away with the arm cannon.","video_file_url":""},"Forward Tilt":{"character_key":"mii-gunner","key":"Forward Tilt","description":"Fires a short range energy burst. The burst deals more damage up close. The Mii Gunner's fastest ground move, and is much faster in comparison to the version in Smash 4. However, it is also weak, as it KOs Mario on the edge of Final Destination at around 143%. As such, it is more effective as a spacing or \"get-off-me\" option.","video_file_url":""},"Grab":{"character_key":"mii-gunner","key":"Grab","description":"The Gunner reaches in front of themself with their left hand.","video_file_url":""},"Neutral Aerial":{"character_key":"mii-gunner","key":"Neutral Aerial","description":"Sweeps their arm cannon downward in an arc around themself. It is the Gunner's fastest aerial (frame 8), and has a high amount of active frames alongside good coverage. At low percents (especially against super heavyweight characters), a neutral aerial on grounded opponents can lead to a neutral combo, forward tilt, dash attack, forward smash, and up smash. However, its high base knockback makes followups almost impossible at mid-percents unless it is a projectile. As a result, it is mostly an aerial \"get-off-me\" option, and is useful for landing since it has 11 frames of landing lag.","video_file_url":""},"Neutral Attack":{"character_key":"mii-gunner","key":"Neutral Attack","description":"A jab with their left hand, followed by a spin kick, and an explosion from their arm cannon. Holding the attack button will have the Gunner repeat the jab. The first two hits can lock floored opponents. The third hit consists of two hits, one from the cannon and one from the explosion; both hits easily lead into each other, unlike the version in Smash 4.","video_file_url":""},"Neutral Special":{"character_key":"mii-gunner","key":"Neutral Special","description":"Default - Charge Blast: Charges and fires a large energy sphere. The Mii Gunner can charge the blast in midair, and charge cancel by jumping or using an air dodge. Pressing any attack button while charging will fire the sphere. It is the Gunner's strongest projectile special move, with a fully-charged shot being capable of KOing from center-stage at 105%. Uncharged versions can lock floored opponents.\r Custom 1 - Laser Blaze: Fires spammable green energy pellets that cause flinching. Similar to Falco's Blaster, but fires at a slightly slower rate while inflicting slightly more damage. It does not lose strength while traveling, making it a useful damage racker. The lasers can also lock floored opponents.\r Custom 2 - Grenade Launch: After a pause, the Mii Gunner fires a grenade from their arm cannon. The grenade travels in an arc and will weakly bounce once on the ground, traveling almost half the distance of Final Destination. The grenade will explode around one second after launch, or detonate on impact with enemies, dealing multiple hits with a final launching hit. The grenade does a lot of damage if it all hits connect (12.2%) and can KO at around 138%. The Mii Gunner can maneuver in the air while preparing to fire the grenade. It is overall a useful move for covering and limiting movement options, or edgeguarding recovering opponents; coupled with its low ending lag, it can start low percent combos or constantly deter approaches.","video_file_url":""},"Side Special":{"character_key":"mii-gunner","key":"Side Special","description":"Default - Flame Pillar: Fires an energy shot diagonally down that erupts into a pillar of flame that lingers for a few moments. The pillar, similar to Robin's Arcfire, hits multiple times, with the last hit launching opponents away. If used in midair, the projectile's angle is more diagonal and travels further. The pillar will slowly drift downwards if it hits an aerial opponent, allowing it to function as an edgeguard if it hits an enemy near a ledge. It is otherwise a useful deterring tool, and can start combos from careless approaches.\r Custom 1 - Stealth Burst: Fires a small shining energy shot that detonates when the button is released, similarly to Zelda's Din's Fire but only traveling straight. As the name suggests, Stealth Burst is very hard to telegraph due to how small its particle effect is, making it useful for mindgames and edgeguarding. Holding the button gives the shot more distance and power before detonating. Using it in the air will slow the Gunner's fall speed momentarily. All charge levels have KO potential, with no-charge\/fully-charged Stealth Bursts KOing at around 133%\/110%. However, its hitbox is rather small, especially if uncharged.\r Custom 2 - Gunner Missile: Functions like Samus's Missile: holding the button will fire a homing missile, and inputting like a smash attack fires a super missile. Each missile travels a different distance, with the homing variant traveling more than half of Final Destination, and the super variant traveling almost the stage's full length. The homing missiles have decent homing capabilities, while the super missiles speed up after an initial pause and have good KO potential, able to KO Mario at the edge of Final Destination from 120%. The super missile can combo into Charge Blast if both are fired one after another against an opponent at medium distance. Due to the super missile's high shield damage and shieldstun, this combo performed with a fully charged Charge Blast will break a full shield if the initial super missile is shielded.","video_file_url":""},"Up Aerial":{"character_key":"mii-gunner","key":"Up Aerial","description":"Unleashes a series of energy bursts upwards in quick succession, followed by a stronger burst. Acts like the Gunner's forward smash aimed vertically upwards. Unlike in Smash 4, it now deals less hits but more damage, and can complete in a short hop, making it less awkward to use. However, the attack still cuts off abruptly if the Gunner lands before the final shot is used. A good juggling tool and KO move if the final hit connects at height, and can limit the aerial options of opponents or force them to air dodge. Up aerial's looping hits can also combo into other moves when landing, such as into up tilt as a KO combo.","video_file_url":""},"Up Smash":{"character_key":"mii-gunner","key":"Up Smash","description":"Releases five bursts of fire in an arc above her head, similarly to Samus's up smash. Starts on frame 11 and deals good damage. Due to the Gunner's height, it is more consistent with hitting grounded opponents compared to Samus's up smash. Like in Smash 4, opponents may fall out of the looping hits if they are at an extremely high percent, are hit by the sides of the explosion's hitboxes, or while they are standing on a platform above the Gunner. KOs Mario on Final Destination at 122%.","video_file_url":""},"Up Special":{"character_key":"mii-gunner","key":"Up Special","description":"Default - Lunar Missile: The Gunner fires a flaming projectile beneath itself, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%. Custom 1 - Cannon Jump Kick: Fires a concussive blast, then propels themselves with the arm cannon while kicking into the air. A sweetspotted concussive blast can meteor smash midair opponents. The kick itself is extremely powerful and the clean hit lasts for most of the move; coupled with it starting on frame 6 and granting intangibility on the same frame, it is an excellent out of shield option. KOs as early as 115% onstage. However, it is extremely ineffective for recovery, as it covers the lowest vertical distance out of all the Mii Gunner's up specials. Custom 2 - Arm Rocket: Propels themself with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move grants the most distance and maneuverability out of all the Gunner's up specials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Up%20Special.m4v"},"Up Throw":{"character_key":"mii-gunner","key":"Up Throw","description":"Tosses the enemy above themselves, then fires 2 energy pellets at the foe. The Gunner's most damaging throw, dealing 13%; it is the second most damaging up throw if both hits connect, surpassed only by King K. Rool. It is thus useful for racking up damage and refreshing the staleness of the Gunner's other moves.","video_file_url":""},"Up Tilt":{"character_key":"mii-gunner","key":"Up Tilt","description":"Uppercuts with their arm cannon, releasing a discharge of flames. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside her, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Up%20Tilt.m4v"}},"featured_moves":{"Forward Aerial":{"character_key":"mii-gunner","key":"Forward Aerial","description":"Fires a single weak energy shot projectile; the force of the shot pushes the Mii Gunner backward. Though its range was shortened from Smash 4, it has reduced ending lag, which makes it better for performing combos. If used while close to the ground (the energy projectile hitting the opponent just before the Gunner lands), the Gunner will be able to act almost immediately upon landing.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Forward%20Aerial.m4v"},"Up Special":{"character_key":"mii-gunner","key":"Up Special","description":"Default - Lunar Missile: The Gunner fires a flaming projectile beneath itself, launching into the air from the recoil. Grants excellent vertical height but passable horizontal momentum. The projectile itself explodes on contact with solid ground and other opponents, and launches foes in the opposite direction from where the Gunner is facing. The projectile is able to KO at the edge of Final Destination from 130%. Custom 1 - Cannon Jump Kick: Fires a concussive blast, then propels themselves with the arm cannon while kicking into the air. A sweetspotted concussive blast can meteor smash midair opponents. The kick itself is extremely powerful and the clean hit lasts for most of the move; coupled with it starting on frame 6 and granting intangibility on the same frame, it is an excellent out of shield option. KOs as early as 115% onstage. However, it is extremely ineffective for recovery, as it covers the lowest vertical distance out of all the Mii Gunner's up specials. Custom 2 - Arm Rocket: Propels themself with a stream of flames from their arm cannon. By holding the Control Stick in a direction, the Mii Gunner can travel more horizontally. During flight, tilting left or right will adjust the Mii's flight angle. Overall, the move grants the most distance and maneuverability out of all the Gunner's up specials.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Up%20Special.m4v"},"Up Tilt":{"character_key":"mii-gunner","key":"Up Tilt","description":"Uppercuts with their arm cannon, releasing a discharge of flames. A damaging move with very fast startup (frame 5) but very high ending lag, giving it no followups. Its vertical range covers space right above the Mii Gunner's head and half a character length beside her, making it an effective anti-air attack. The clean hit KOs Mario on Final Destination at 139%.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Mii%20Gunner%20-%20Up%20Tilt.m4v"}},"advantages":[],"disadvantages":[]},"309":{"id":309,"key":"banjo-kazooie","name":"Banjo & Kazooie","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Banjo%20%26%20Kazooie%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Banjo-Kazooie.svg","difficulty":"Intermediate","primary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":3,"Speed":3,"Neutral":4,"Taunt":4,"Weight":4,"Recovery":4},"move_set":{"Back Aerial":{"character_key":"banjo-kazooie","key":"Back Aerial","description":"Kazooie does a triple hit peck behind the duo.","video_file_url":""},"Back Throw":{"character_key":"banjo-kazooie","key":"Back Throw","description":"Banjo swings the opponent around three times before flinging them backwards.","video_file_url":""},"Dash Attack":{"character_key":"banjo-kazooie","key":"Dash Attack","description":"Banjo lunges forward with a roll.","video_file_url":""},"Down Aerial":{"character_key":"banjo-kazooie","key":"Down Aerial","description":"Banjo and Kazooie lunge down at the ground beak first.","video_file_url":""},"Down Smash":{"character_key":"banjo-kazooie","key":"Down Smash","description":"Kazooie flaps both wings downwards attacking both sides of Banjo.","video_file_url":""},"Down Special":{"character_key":"banjo-kazooie","key":"Down Special","description":"Kazooie drops a small explosive egg behind the duo. This item has a short fuse but may be picked up and tossed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"banjo-kazooie","key":"Down Throw","description":"Banjo slams the opponent in the ground, briefly burrying them.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Down%20Throw.m4v"},"Down Tilt":{"character_key":"banjo-kazooie","key":"Down Tilt","description":"Banjo stabs Kazooie downwards. This move is slower but has great range.","video_file_url":""},"Final Smash":{"character_key":"banjo-kazooie","key":"Final Smash","description":"Banjo calls upon The Mighty Jinjonater to deliver a single large hit to any opponent within range.","video_file_url":""},"Forward Aerial":{"character_key":"banjo-kazooie","key":"Forward Aerial","description":"Banjo swings his fist in front of him in a large arc with great power.","video_file_url":""},"Forward Smash":{"character_key":"banjo-kazooie","key":"Forward Smash","description":"Banjo smacks Kazooie on the ground in front of him for a long range and powerful Smash.","video_file_url":""},"Forward Throw":{"character_key":"banjo-kazooie","key":"Forward Throw","description":"Kazooie kicks the opponent forward.","video_file_url":""},"Forward Tilt":{"character_key":"banjo-kazooie","key":"Forward Tilt","description":"Banjo quickly stabs Kazooie forward in a ranged poke.","video_file_url":""},"Grab":{"character_key":"banjo-kazooie","key":"Grab","description":"Reaches out.","video_file_url":""},"Neutral Aerial":{"character_key":"banjo-kazooie","key":"Neutral Aerial","description":"Kazooie whirls her wings around creating a large repeating hitbox that can drag opponents down to the ground.","video_file_url":""},"Neutral Attack":{"character_key":"banjo-kazooie","key":"Neutral Attack","description":"Banjo performs a three hit claw swipe. If you hold the attack button, you can cancel the second hit into a flurry attack.","video_file_url":""},"Neutral Special":{"character_key":"banjo-kazooie","key":"Neutral Special","description":"Banjo uses Kazooie to fire egg projectiles forward. The eggs obey gravity and can bounce on the ground. Holding the button puts you into a rapid fire mode.","video_file_url":""},"Side Special":{"character_key":"banjo-kazooie","key":"Side Special","description":"Banjo and Kazooie perform an invincible dash forward. The move may still be grabbed. This technique can only be used 5 times per stock before it fails.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"banjo-kazooie","key":"Up Aerial","description":"Kazooie flaps her wings upwards quickly with great range. The move has two separate hitboxes.","video_file_url":""},"Up Smash":{"character_key":"banjo-kazooie","key":"Up Smash","description":"Banjo and Kazooie twirl upwards for their fastest Smash attack.","video_file_url":""},"Up Special":{"character_key":"banjo-kazooie","key":"Up Special","description":"Banjo springs upwards leaving behind a small boost platform that is a projectile. You may both multi-jump and air dodge after using this.","video_file_url":""},"Up Throw":{"character_key":"banjo-kazooie","key":"Up Throw","description":"Kazooie pecks the opponent upwards.","video_file_url":""},"Up Tilt":{"character_key":"banjo-kazooie","key":"Up Tilt","description":"Banjo punches upwards to juggle and combo opponents.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"banjo-kazooie","key":"Down Special","description":"Kazooie drops a small explosive egg behind the duo. This item has a short fuse but may be picked up and tossed.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Down%20Special.m4v"},"Side Special":{"character_key":"banjo-kazooie","key":"Side Special","description":"Banjo and Kazooie perform an invincible dash forward. The move may still be grabbed. This technique can only be used 5 times per stock before it fails.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Side%20Special.m4v"},"Down Throw":{"character_key":"banjo-kazooie","key":"Down Throw","description":"Banjo slams the opponent in the ground, briefly burrying them.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Banjo%20%26%20Kazooie%20-%20Down%20Throw.m4v"}},"advantages":["Has an excellent keep away game with numerous projectiles.","Still packs a strong punch so finding kills won't be too difficult.","They're a Duck Hunt character that's actually fun."],"disadvantages":["Poor disadvantage state to regain neutral.","Wonderwing side special can only be used a limited amount of times per stock."]}},"E":{},"F":{"20":{"id":20,"key":"dr-mario","name":"Dr. Mario","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Dr.%20Mario%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Mario.svg","difficulty":"Intermediate","primary_fighting_style":"Rushdown","secondary_fighting_style":"Projectile","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":4,"Speed":2,"Neutral":3,"Taunt":2,"Weight":4,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"dr-mario","key":"Back Aerial","description":"","video_file_url":""},"Back Throw":{"character_key":"dr-mario","key":"Back Throw","description":"Dr. Mario heaves the opponent over him and then throws them diagonally. Combined with its high damage and knockback, it is one of the strongest back throws in the game, having potential to even surpass Ness's back throw by a small margin when at the ledge. Can KO middleweights at around 90% near the edge.","video_file_url":""},"Dash Attack":{"character_key":"dr-mario","key":"Dash Attack","description":"A baseball slide. Launches opponents vertically unlike Mario's version, which can potentially make it a combo starter.","video_file_url":""},"Down Aerial":{"character_key":"dr-mario","key":"Down Aerial","description":"A bicycle kick. The move oddly launches diagonally unlike most up aerials, which can be ideal for edgeguarding mixups. However, this renders it unusable for juggling and lengthy combos.","video_file_url":""},"Down Smash":{"character_key":"dr-mario","key":"Down Smash","description":"A 360\u00ba breakdance sweep kick. Dr. Mario's fastest smash attack, making it a rather useful defensive option. Its back hit is stronger.","video_file_url":""},"Down Special":{"character_key":"dr-mario","key":"Down Special","description":"A series of clothesline spins. Can hit up to 7 times, with the final hit sending opponents diagonally up. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. When combining this along with its last hit's very high knockback and heavy armor on startup, it makes it a viable edgeguarding and KO option and a good, safe recovery option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"dr-mario","key":"Down Throw","description":"Throws the opponent down to the ground. As it launches opponents directly upward unlike Mario's version, it is one of Dr. Mario's best combo starters, being useful for setting up aerial combos and can even has KO setups into forward aerial and Super Jump Punch, although both require a read. It can KO at percentages as low as 60% if followed up with Dr. Tornado at the sides of the stage, though this is also reliant on reads.","video_file_url":""},"Down Tilt":{"character_key":"dr-mario","key":"Down Tilt","description":"A legsweep. Dr. Mario's best combo starter, as it can lead into most of his attacks, notably moves like another down tilt, smash attacks, aerials, a grab, and even special attacks.","video_file_url":""},"Final Smash":{"character_key":"dr-mario","key":"Final Smash","description":"Similar to Mario Finale, but the fireballs are replaced with huge Megavitamins with their respective sounds, and their trails consist of red, yellow, and blue pixelated streaks and circles. Slightly stronger than Mario Finale.","video_file_url":""},"Forward Aerial":{"character_key":"dr-mario","key":"Forward Aerial","description":"Throws an overhand punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (the slowest of his other aerials), but is extremely powerful at its sweetspot, making one of the strongest forward aerials in the game. It can KO middleweights as low as 70% near the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"dr-mario","key":"Forward Smash","description":"Steps back, then does a palm thrust that produces electricity. It deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"dr-mario","key":"Forward Throw","description":"Spins and throws the opponent away. Can be used to set up an edgeguard. Decently quick.","video_file_url":""},"Forward Tilt":{"character_key":"dr-mario","key":"Forward Tilt","description":"A wheel kick. Like neutral attack, it is useful for spacing. Can be angled.","video_file_url":""},"Grab":{"character_key":"dr-mario","key":"Grab","description":"Reaches out. Has average range and above average speed.","video_file_url":""},"Neutral Aerial":{"character_key":"dr-mario","key":"Neutral Aerial","description":"A sex kick that has the rare property of having its late hit being stronger than its clean hit. Its clean hit can jab lock and start combos, and its late hit has good edgeguarding potential.","video_file_url":""},"Neutral Attack":{"character_key":"dr-mario","key":"Neutral Attack","description":"Two punches, followed up by a kick. Useful for spacing and comes out quickly. The first hit can jab lock.","video_file_url":""},"Neutral Special":{"character_key":"dr-mario","key":"Neutral Special","description":"Throws a Megavitamin. Useful approach and pressure option. Unlike Fireball, it cannot be absorbed, bounces on a different trajectory, and does not have a flame effect. At higher percentages, it launches opponents slightly upward, which potentially can make it a combo starter, and even opens up into KO setups.","video_file_url":""},"Side Special":{"character_key":"dr-mario","key":"Side Special","description":"Flips his white sheet upward. Can turn opponents around (which also reverses their controls and aerial momentum) and can function as a reflector which deals more damage than Mario's variant due to Dr. Mario's attack multipliers. However, it does not stall Dr. Mario's descent in midair, making it useless for recovery unlike Cape.","video_file_url":""},"Up Aerial":{"character_key":"dr-mario","key":"Up Aerial","description":"A dropkick. Comes out quickly and has above-average knockback, which makes it a viable edgeguarding and KO move and a reverse aerial rushoption.","video_file_url":""},"Up Smash":{"character_key":"dr-mario","key":"Up Smash","description":"An upward arcing headbutt. Unlike most up smashes, this one launches opponents horizontally in the opposite direction he is facing. Renders Dr. Mario's head intangible for a short time.","video_file_url":""},"Up Special":{"character_key":"dr-mario","key":"Up Special","description":"A jumping uppercut. It functions better as an attack than a recovery option, as it has great KO potential and fast startup. However, it travels a short distance compared to Mario's version.","video_file_url":""},"Up Throw":{"character_key":"dr-mario","key":"Up Throw","description":"Heaves the opponent upward, much like Mario's. Can put the opponent into a juggling situation. Can combo into up aerial and Dr. Tornado at low percentages.","video_file_url":""},"Up Tilt":{"character_key":"dr-mario","key":"Up Tilt","description":"A spinning uppercut. Can combo into itself at low percentages, and into aerials at higher percentages. At high percentages (around 140-150%), it can serve as a KO option.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"dr-mario","key":"Down Special","description":"A series of clothesline spins. Can hit up to 7 times, with the final hit sending opponents diagonally up. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up. When combining this along with its last hit's very high knockback and heavy armor on startup, it makes it a viable edgeguarding and KO option and a good, safe recovery option.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Down%20Special.m4v"},"Forward Aerial":{"character_key":"dr-mario","key":"Forward Aerial","description":"Throws an overhand punch. Unlike Mario's version, it does not have a meteor smash hitbox. It has slow startup (the slowest of his other aerials), but is extremely powerful at its sweetspot, making one of the strongest forward aerials in the game. It can KO middleweights as low as 70% near the edge.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"dr-mario","key":"Forward Smash","description":"Steps back, then does a palm thrust that produces electricity. It deals immense damage and knockback, giving it great KO potential. Its sweetspot is located on Dr. Mario's arm. One of the stronger forward smashes in the game, and one of Dr. Mario's most viable KOing options.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Dr.%20Mario%20-%20Forward%20Smash.m4v"}},"advantages":["A lot of KO potential","Megavitamins stronger than Mario's Fireball"],"disadvantages":["Bad recovery"]},"26":{"id":26,"key":"ganondorf","name":"Ganondorf","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Ganondorf%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/The%20Legend%20of%20Zelda.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":2,"Speed":2,"Neutral":2,"Taunt":3,"Weight":5,"Recovery":2},"move_set":{"Back Aerial":{"character_key":"ganondorf","key":"Back Aerial","description":"A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, and low ending lag, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 102% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching.\r ","video_file_url":""},"Back Throw":{"character_key":"ganondorf","key":"Back Throw","description":"Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.\r ","video_file_url":""},"Dash Attack":{"character_key":"ganondorf","key":"Dash Attack","description":"A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke.\r ","video_file_url":""},"Down Aerial":{"character_key":"ganondorf","key":"Down Aerial","description":"A double foot stomp. It discharges electricity upon landing and is the most powerful meteor smash in the game if hit with the lower half of his body, with grounded opponents being KO'd under 115% while being unable to tech the move, and can KO any character starting at around 15% offstage. There is a sourspot on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. It does not meteor smash until 10%, although Ganondorf can follow this with a jab.\r ","video_file_url":""},"Down Smash":{"character_key":"ganondorf","key":"Down Smash","description":"Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself in a similar manner to Cloud's down smash. The first hit launches opponents into the second, though it is possible to tech or DI after the first hit, causing the second to miss. The first hit can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack. The second hit by itself KOs around 67% near the edge.\r ","video_file_url":""},"Down Special":{"character_key":"ganondorf","key":"Down Special","description":"A dark magic-infused flying kick. On the ground it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has moderate ending lag, very high landing lag, and is extremely risky to use off-stage.\r ","video_file_url":""},"Down Throw":{"character_key":"ganondorf","key":"Down Throw","description":"A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, forward aerial, reverse aerial rush back aerial, up aerial, or Wizard's Foot at 0% to medium percentages.\r ","video_file_url":""},"Down Tilt":{"character_key":"ganondorf","key":"Down Tilt","description":"A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback on the toe, allowing it to KO around 133%. Also a reliable follow-up and tech-chase out of grounded Flame Choke.\r ","video_file_url":""},"Final Smash":{"character_key":"ganondorf","key":"Final Smash","description":"Ganondorf transforms into his mighty Demon King form (a big ol' hog), slashes his opponent downwards with his swords and charges straight ahead.\r ","video_file_url":""},"Forward Aerial":{"character_key":"ganondorf","key":"Forward Aerial","description":"An overhand. Good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only cancelling when used from a double jump. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"ganondorf","key":"Forward Smash","description":"A lunging, two-handed downward sword slash. The third strongest forward smash in the game, behind King Dedede's and Max Aura Lucario's, KOing at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledgehangs. However, it is Ganondorf's slowest smash, coming out at frame 29. Deals more than half shield health uncharged and can nearly break them if fully charged. While it has rather noticeable ending lag, its immense range and damage output allow it to be safe on shield if spaced. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"ganondorf","key":"Forward Throw","description":"Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game, and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.\r ","video_file_url":""},"Forward Tilt":{"character_key":"ganondorf","key":"Forward Tilt","description":"A front kick. Good start-up with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess.\r ","video_file_url":""},"Grab":{"character_key":"ganondorf","key":"Grab","description":"Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is below average.\r ","video_file_url":""},"Neutral Aerial":{"character_key":"ganondorf","key":"Neutral Aerial","description":"A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as sex kicks, and the late hits can cause opponents to trip. Has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox misses some smaller characters on the ground. The first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance. Starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%.\r ","video_file_url":""},"Neutral Attack":{"character_key":"ganondorf","key":"Neutral Attack","description":"A palm thrust that discharges electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from center. A decent out of shield option. However it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.\r ","video_file_url":""},"Neutral Special":{"character_key":"ganondorf","key":"Neutral Special","description":"Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180\u00b0 by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180\u00b0, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not even if he lands.\r ","video_file_url":""},"Side Special":{"character_key":"ganondorf","key":"Side Special","description":"Lunges forward with his hand extended out. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has super armor as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can tech and enforce tech-chases. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage, but Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"ganondorf","key":"Up Aerial","description":"A bicycle kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second fastest aerial attack, and can autocancel from a short hop. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.\r ","video_file_url":""},"Up Smash":{"character_key":"ganondorf","key":"Up Smash","description":"An overhead 180\u00b0 arcing sword slash from front to back. Has some start-up, but has deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledgehangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged.\r ","video_file_url":""},"Up Special":{"character_key":"ganondorf","key":"Up Special","description":"Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered helpless and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that deals weak knockback. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. The move also has very high endlag, enough for a opponent that is thrown onto the stage to tech and punish Ganondorf.\r ","video_file_url":""},"Up Throw":{"character_key":"ganondorf","key":"Up Throw","description":"Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback, but low knockback growth prevents it from KOing until 240%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles.\r ","video_file_url":""},"Up Tilt":{"character_key":"ganondorf","key":"Up Tilt","description":"A delayed axe kick that produces an explosion. Has vacuum properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full shields and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's best edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag, making it an extreme \"high risk, high reward\" move. The move has a late hibox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination.\r ","video_file_url":""}},"featured_moves":{"Side Special":{"character_key":"ganondorf","key":"Side Special","description":"Lunges forward with his hand extended out. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has super armor as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can tech and enforce tech-chases. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage, but Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Side%20Special.m4v"},"Forward Aerial":{"character_key":"ganondorf","key":"Forward Aerial","description":"An overhand. Good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only cancelling when used from a double jump. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Forward%20Aerial.m4v"},"Forward Smash":{"character_key":"ganondorf","key":"Forward Smash","description":"A lunging, two-handed downward sword slash. The third strongest forward smash in the game, behind King Dedede's and Max Aura Lucario's, KOing at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledgehangs. However, it is Ganondorf's slowest smash, coming out at frame 29. Deals more than half shield health uncharged and can nearly break them if fully charged. While it has rather noticeable ending lag, its immense range and damage output allow it to be safe on shield if spaced. ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Ganondorf%20-%20Forward%20Smash.m4v"}},"advantages":["Super powerful moves and good aerials","Extreme KO potential"],"disadvantages":["Terrible recovery","Easily comboed"]},"54":{"id":54,"key":"little-mac","name":"Little Mac","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Little%20Mac%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Punch-Out%21%21.svg","difficulty":"Very Easy","primary_fighting_style":"Rushdown","attribute_ratings":{"Damage":3,"Kill Power":4,"Defense":2,"Speed":4,"Neutral":2,"Taunt":2,"Weight":2,"Recovery":0},"move_set":{"Back Aerial":{"character_key":"little-mac","key":"Back Aerial","description":"A backfist. Like his forward aerial, it has a low damage output and hits at a semi-spike angle, but comes out slightly faster and deals 1% more damage.","video_file_url":""},"Back Throw":{"character_key":"little-mac","key":"Back Throw","description":"Spins the opponent around and throws an uppercut. The most damaging out of all of Little Mac's throws, as well as the highest knockback scaling. This is the only move with any KO potential, although it is unimpressive as a KOing option as it KOs Mario starting at 140% from the very edge of Final Destination. Nearby opponents will be launched at a near-perfect vertical trajectory.","video_file_url":""},"Dash Attack":{"character_key":"little-mac","key":"Dash Attack","description":"A lunging overhand. It is extremely fast for a dash attack (frame 7), travels a long distance, and acts as a situational KO option, doing so on Mario at 136% from the edge of Final Destination. However, it is notoriously punishable on shield, and is easily punished with a grab and throw, which puts Little Mac at a severe disadvantage due to his abysmal air game. The first frame has an early hitbox that deals the same damage, but KOs much later.","video_file_url":""},"Down Aerial":{"character_key":"little-mac","key":"Down Aerial","description":"A downwards palm thrust. The fist hitbox acts as a meteor smash. It is one of the quickest meteor smashes in the game, but is extremely situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. However, it can lock floored opponents, allowing Mac to finish them with any of his strongest attacks.","video_file_url":""},"Down Smash":{"character_key":"little-mac","key":"Down Smash","description":"Spins 180\u00b0 to throw a quick, downward angled right hook in each direction. It is very fast and acts as a powerful semi-spike which hits on both sides. Coupled with its long range, it is one of Little Mac's only edgeguarding options. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Down%20Smash.m4v"},"Down Special":{"character_key":"little-mac","key":"Down Special","description":"Assumes a full crouch stance and, if hit, immediately counterattacks by slipping inside to throw an uppercut. It shoots Little Mac forward during the counterattack, allowing it to hit distant opponents and act as a recovery extended offstage, albeit with high risk. It has one of the fastest startups of any counter, making it an effective defensive option, though it has relatively high ending lag. It appears to be based on Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of Punch-Out!!","video_file_url":""},"Down Throw":{"character_key":"little-mac","key":"Down Throw","description":"A double axe handle. Its knockback was increased from the previous installment, which makes it much more difficult to lead into combos. Nearby opponents will be launched at a near-perfect vertical trajectory.","video_file_url":""},"Down Tilt":{"character_key":"little-mac","key":"Down Tilt","description":"A crouching short straight-punch. Like his neutral attack and tilts, it has anti-rebounding priority and has very fast startup. However, it has lost its formidable combo potential from Smash 4 due to its higher ending lag and altered knockback angle, which sends opponents diagonally in front of Little Mac. As a result, it can only combo into tilts at 0%, and its only consistent combos at higher percents are Jolt Haymaker, forward aerial, dashing Rising Uppercut, or KO Uppercut on heavyweights. Otherwise, it is mainly used to force opponents into a landing situation for Mac to capitalize on.","video_file_url":""},"Final Smash":{"character_key":"little-mac","key":"Final Smash","description":"Little Mac transforms into his Giga Mac form and rushes forward, attacking any caught opponents with an uppercut. He then proceeds to unleash a rush of punches that concludes with an uppercut. For a Final Smash, it deals a massive amount of damage, and the initial dash can be used as a niche recovery option.","video_file_url":""},"Forward Aerial":{"character_key":"little-mac","key":"Forward Aerial","description":"A hook. It has slight start-up and low damage output, but hits at a semi-spike angle, allowing it to act as a niche gimp. It can combo out of several of Little Mac's moves, though this is offset by its meager damage. It can combo into Jolt Uppercut, though this is extremely situational.","video_file_url":""},"Forward Smash":{"character_key":"little-mac","key":"Forward Smash","description":" Steps forward and throws one of three right-handed punch variations, depending on which angle the control stick is tilted. Up: An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect while also being a decent anti-air. It deals powerful vertical knockback that KOs Mario at 102%, allowing it to finish off fighters with poor vertical endurance. It also grants super armor on frames 8-15. Forward: A cross. It has the highest knockback scaling out of all three punch variations, KOing Mario from center-stage at 89%. This makes it the most reliable out of the three in regard to KOing. It also grants super armor on frames 8-15. Down: A body hook. It deals the most damage out of all three punch variations, but its extremely low knockback scaling makes it unusable for KOing. Its high shieldstun makes it safer on shield than the other two punch variations, and it deals heavy shield damage, allowing it to deplete more than half a shield. It also grants super armor on frames 9-15.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Forward%20Smash.m4v"},"Forward Throw":{"character_key":"little-mac","key":"Forward Throw","description":"Rears his arm back and throws an overhand. Its low knockback scaling and slight endlag makes this move virtually impossible to lead into any combos: its only other utility is dealing damage. Nearby opponents will be launched at a near-perfect vertical trajectory.","video_file_url":""},"Forward Tilt":{"character_key":"little-mac","key":"Forward Tilt","description":"A one-two combo. The first hit leads into the second hit, which deals excellent knockback that can KO Mario from the edge of Final Destination at 90%. It also has anti-rebounding priority and the longest range of his tilts, making it useful out of a dash. However, the first hit's angle can cause airborne, light or extremely damaged fighters to be knocked away from the second hit, making the move whiff.","video_file_url":""},"Grab":{"character_key":"little-mac","key":"Grab","description":"Clinches the opponent. In addition to having average range, Little Mac possesses one of the slowest non-tether grabs in the game. Its range can be increased by performing a roll cancel boost grab and it can even be used to cross-up opponents, although this is difficult to pull off.","video_file_url":""},"Neutral Aerial":{"character_key":"little-mac","key":"Neutral Aerial","description":"A downward angled straight jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. However, it has extremely low range, making it risky and difficult to use.","video_file_url":""},"Neutral Attack":{"character_key":"little-mac","key":"Neutral Attack","description":"A left jab, followed by a right hook, followed by a left uppercut. If the button is mashed, Little Mac will perform an extremely fast flurry of alternating punches, followed by a right uppercut. Holding the attack button will have Little Mac repeat the first hit rapidly. Like in Smash 4, it is one of the fastest attacks in the game, with the first hit coming out on frame 1. As it offers anti-rebounding priority, it can also beat out most weak attacks. As a result, it is an excellent point-blank interrupting tool. The first two hits can lock floored characters, although this is difficult to perform on most characters due to the move's height.","video_file_url":""},"Neutral Special":{"character_key":"little-mac","key":"Neutral Special","description":"Rears his arm back and then throws a dashing cross. It is chargeable, grants 8% heavy armor while charging, can be reversed upon release, and moves Little Mac forward. The charge can be cancelled by pressing the shield button. When fully charged, it deals consistent damage throughout the move, lacking a weaker late hit. If the Power Meter is fully charged, it becomes the KO Uppercut, a fast and extremely powerful leaping uppercut, with the ability to pierce shields and also has enough range to reach through the bottom platform of Battlefield. Despite the name, however, it is not a true one-hit KO, but instead KOs at low to mid percentages (KO's the lightest character starting at 12%, and the heaviest starting at 36%), while also granting super armor on frames 8-9. However, KO Uppercut possesses a considerable amount of ending lag, making it punishable regardless if it hits or not, and the Uppercut is immediately lost if Little Mac holds it for 4 seconds and is then hit by any move that causes tumbling. A midair KO Uppercut, although weaker and blockable\/counterable, can also be used as a recovery option.","video_file_url":""},"Side Special":{"character_key":"little-mac","key":"Side Special","description":"An overhand version of the Superman punch. It can be used almost instantly by pressing the special button immediately after first pressing it. Grants brief intangibility on the ground during startup, and its long hitbox duration allows it to punish moves effectively. It does not render him helpless if used in midair, making it a good horizontal recovery option. However, it can only be used once before landing, making it extremely risky to use predictably due to Little Mac's mediocre recovery.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"little-mac","key":"Up Aerial","description":"An upward arcing hook. It is extremely fast for an up aerial (frame 5), though this is significantly offset by its short range, low hitbox duration, and high ending lag. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of Punch-Out!!","video_file_url":""},"Up Smash":{"character_key":"little-mac","key":"Up Smash","description":"A wide uppercut. Its first frame is highlighted by a spark, which acts as a sweetspot that possesses a flame effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement. However, it has the highest amount of ending lag out of his grounded moves. Despite its appearance, it also only hits in front of Little Mac, but it reaches high enough to challenge opponents standing on the bottom platforms of Battlefield. It also grants super armor on frames 8-11.","video_file_url":""},"Up Special":{"character_key":"little-mac","key":"Up Special","description":"A right-handed, jumping corkscrew uppercut, followed immediately by a left-handed uppercut. The first uppercut hits multiple times, whereas the second uppercut hits once and has extremely high knockback. Thanks to Little Mac's excellent traction, it is a very potent out of shield option, and is also one of his only reliable aerial finishers aside from Jolt Haymaker. It also grants 3 frames of intangibility on start-up, while the grounded version covers a decent amount of vertical distance. Conversely, the aerial version is half as effective at covering vertical distance and granting maneuverability compared to the grounded version, which make it extremely ineffective for recovery. It appears to be based on Little Mac's Three-Star Punch in the Wii version of Punch-Out!!","video_file_url":""},"Up Throw":{"character_key":"little-mac","key":"Up Throw","description":"An uppercut. Nearby opponents will be launched at a near-perfect vertical trajectory. Due to Mac's weak aerial presence, this throw has little use apart from mixups involving forcing opponents to land.","video_file_url":""},"Up Tilt":{"character_key":"little-mac","key":"Up Tilt","description":"An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It is Little Mac's best combo initiator in general due to its anti-rebounding priority, low knockback and speed. The back hit combos better due to Mac having less endlag after. Combos include itself at low percents, and Rising Uppercut or KO Uppercut at low\/mid percents if the opponent is close to him. It can also lead into tilts or smash attacks depending on an opponent's reaction. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of Punch-Out!!, albeit performed vertically instead of horizontally.","video_file_url":""}},"featured_moves":{"Down Smash":{"character_key":"little-mac","key":"Down Smash","description":"Spins 180\u00b0 to throw a quick, downward angled right hook in each direction. It is very fast and acts as a powerful semi-spike which hits on both sides. Coupled with its long range, it is one of Little Mac's only edgeguarding options. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). ","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Down%20Smash.m4v"},"Side Special":{"character_key":"little-mac","key":"Side Special","description":"An overhand version of the Superman punch. It can be used almost instantly by pressing the special button immediately after first pressing it. Grants brief intangibility on the ground during startup, and its long hitbox duration allows it to punish moves effectively. It does not render him helpless if used in midair, making it a good horizontal recovery option. However, it can only be used once before landing, making it extremely risky to use predictably due to Little Mac's mediocre recovery.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Side%20Special.m4v"},"Forward Smash":{"character_key":"little-mac","key":"Forward Smash","description":" Steps forward and throws one of three right-handed punch variations, depending on which angle the control stick is tilted. Up: An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect while also being a decent anti-air. It deals powerful vertical knockback that KOs Mario at 102%, allowing it to finish off fighters with poor vertical endurance. It also grants super armor on frames 8-15. Forward: A cross. It has the highest knockback scaling out of all three punch variations, KOing Mario from center-stage at 89%. This makes it the most reliable out of the three in regard to KOing. It also grants super armor on frames 8-15. Down: A body hook. It deals the most damage out of all three punch variations, but its extremely low knockback scaling makes it unusable for KOing. Its high shieldstun makes it safer on shield than the other two punch variations, and it deals heavy shield damage, allowing it to deplete more than half a shield. It also grants super armor on frames 9-15.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Little%20Mac%20-%20Forward%20Smash.m4v"}},"advantages":["Strong ground game","Quick run speed"],"disadvantages":["Recovery is awful","Surpisingly light weight","Very bad aerials"]},"73":{"id":73,"key":"incineroar","name":"Incineroar","portrait_image":"","thumbnail_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-thumbnails\/Incineroar%20-%20Thumbnail.png","series_image":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-series\/Pok%C3%A9mon.svg","difficulty":"Easy","primary_fighting_style":"Heavy","secondary_fighting_style":"Rushdown","attribute_ratings":{"Damage":5,"Kill Power":5,"Defense":2,"Speed":1,"Neutral":3,"Taunt":4,"Weight":5,"Recovery":1},"move_set":{"Back Aerial":{"character_key":"incineroar","key":"Back Aerial","description":"A back kick. Like forward aerial, it deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto cancels from a full hop.","video_file_url":""},"Back Throw":{"character_key":"incineroar","key":"Back Throw","description":"Incineroar suplexes his opponent. When used right at the edge, it is potentially even stronger than Ness' back throw, being capable of KOing at 90% from the edge of Final Destination. It can even OHKO the lightest characters at the edge of stages while under the influence of Revenge. However, further away from the edge Ness' back throw is still stronger. The slam affects bystanders, launches them at a lower angle, and KOs even earlier (at 75%).","video_file_url":""},"Dash Attack":{"character_key":"incineroar","key":"Dash Attack","description":"A dashing knee strike, similar to Zero Suit Samus' dash attack. Deals less damage when late. The clean hit KOs at 102% from the edge of Final Destination. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.","video_file_url":""},"Down Aerial":{"character_key":"incineroar","key":"Down Aerial","description":"A double foot stomp. Rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox sends opponents diagonally.","video_file_url":""},"Down Smash":{"character_key":"incineroar","key":"Down Smash","description":"A jumping splash, similar to King K. Rool's down smash. If it lands, Incineroar will point its finger upwards while on the floor, and it will pound its fist on the ground angrily if it misses. As Incineroar leaves the ground while using the move, it can dodge ground attacks and act as a hard punish. Sends at a semi-spike angle, deals high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However it has heavy startup and ending lag.","video_file_url":""},"Down Special":{"character_key":"incineroar","key":"Down Special","description":"Points its chest outward, retaliating against incoming attacks or projectiles. Incineroar counters with a weak burst of flame, takes significantly reduced damage from the retaliated attack, and its next move is powered up. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (around 60 seconds), though it is reduced slightly each time Incineroar uses an attack and misses, and it is lost entirely if it is grabbed. Once a powered up move lands, the buff is removed as well. At maximum stacks, Incineroar is able to deal an excess of 70% with just a single smash attack, giving it the strongest possible attacks in standard matches. The flame attack also grants intangibility (frames 1-19).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Down%20Special.m4v"},"Down Throw":{"character_key":"incineroar","key":"Down Throw","description":"A chokeslam. Incineroar pumps its fist upon completion. Unlike its other throws, it lacks damage and knockback and works poorly as a combo starter at high percents, due to Incineroar's slow speed. However, it has good combo potential at low percents, with true follow-ups including forward smash or running up smash at 0%, and forward aerial or Darkest Lariat at medium percents.","video_file_url":""},"Down Tilt":{"character_key":"incineroar","key":"Down Tilt","description":"A legsweep. Has impressive combo potential, allowing followups into neutral attack or grab at 0%, up tilt from 18-90%, up smash from 50-69%, forward aerial from 30-145%, back aerial from 40-170%, and up aerial at percentages as high as 210%. Despite only using one leg for the attack, both of Incineroars legs become intangible during the move (the intangibility for the attacking leg lasts on frames 8-11, while the other leg lasts on frames 9-11).","video_file_url":""},"Final Smash":{"character_key":"incineroar","key":"Final Smash","description":"Activates its Incinium Z and lunges forward. Upon grabbing the first victim it comes in contact with, the victim is thrown against the ropes of a wrestling ring. Incineroar then uppercuts the victim upward, dropkicks them even further upward, uppercuts them again, and then finishes with a diving battering ram that sends it and the victim crashing into the ring to generate an explosion within the ring as a boxing bell chimes. The victim is sent flying alongside any bystanders. Can KO as early as 20%.","video_file_url":""},"Forward Aerial":{"character_key":"incineroar","key":"Forward Aerial","description":"A dropkick. Deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. Auto cancels if Incineroar lands before the hitbox appears, allowing it to cancel tumbling. Sends at a semi-spike angle, and can KO at 110% from the edge of Final Destination.","video_file_url":""},"Forward Smash":{"character_key":"incineroar","key":"Forward Smash","description":"An enzuigiri. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt. It has decent range and has a sweetspot on Incineroar's foot, which deals high shield damage. Extremely damaging and powerful without sacrificing in speed, KOing at 39% from the edge of Final Destination.","video_file_url":""},"Forward Throw":{"character_key":"incineroar","key":"Forward Throw","description":"A giant swing, similar to Mario and Wario's back throws. Deals collateral damage to bystanders, with the back hit dealing less damage. Sends too far for any follow-ups apart from dash attack at 0% if the opponent misses a tech. Powerful for a throw, KOing at 133% from the edge of Final Destination.","video_file_url":""},"Forward Tilt":{"character_key":"incineroar","key":"Forward Tilt","description":"A knifehand thrust. It is a semi-spike angle and deals high damage for a tilt attack of its speed. These traits make it capable of KOing at 80% from the edge of Final Destination.","video_file_url":""},"Grab":{"character_key":"incineroar","key":"Grab","description":"Reaches out with both arms.","video_file_url":""},"Neutral Aerial":{"character_key":"incineroar","key":"Neutral Aerial","description":"A splash, similar to down smash. Very fast start-up, has a hitbox with a long duration, and also sends at a semi-spike angle. Useful for breaking out of combos. Auto cancels from a full hop.","video_file_url":""},"Neutral Attack":{"character_key":"incineroar","key":"Neutral Attack","description":"A knifehand strike, followed by a knee lift, followed by an uppercut. If the third hit lands, Incineroar will taunt by pointing its finger towards the ground. Unlike many neutral attacks, holding the attack button only causes Incineroar to do a single attack unless it connects. The second hit usually fails to connect into the third, as it can knock grounded opponents off edges or send aerial opponents too far. The first hit can jab reset, and appears almost identical to the Pok\u00e9mon anime's depiction of Throat Chop.","video_file_url":""},"Neutral Special":{"character_key":"incineroar","key":"Neutral Special","description":"Spins rapidly to perform a series of discus lariats. Loses strength as the move goes on. Incineroar gains invincibility during the move (frames 5 and 6 on its whole body; frame 7 on its head and arms; frames 8-57 on just its arms). Starts extremely quickly, and the entire move possesses transcendent priority, allowing it to break through opposing attacks (and weaker projectiles) apart from moves with sufficient reach. The early hit KOs at 108% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"incineroar","key":"Side Special","description":"A command grab involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against wrestling ropes that appears after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a lariat that launches the opponent the direction Incineroar is facing; a back body drop that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to crash against Incineroar's head, dealing 4% to both (too early\/no input). The lariat deals 20% and can KO at 72% from the edge of Final Destination, the back body drop deals 12% and can KO at 159% (or earlier with a low ceiling), while the failed version cannot KO at all (outside of extremely situational gimps). During the throw, Incineroar is granted super armor. Does not cause helplessness, which allows Incineroar to use it to extend its recovery.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Side%20Special.m4v"},"Up Aerial":{"character_key":"incineroar","key":"Up Aerial","description":"An upward arcing hook kick, similar to the Mii Brawler's up aerial. Has a wide arc, covering above Incineroar, but cannot hit opponents directly next to it. Auto cancels from a short hop, allowing it to be spammed. Can juggle into itself, but opponents can react out of it. Generally useful for combo chains.","video_file_url":""},"Up Smash":{"character_key":"incineroar","key":"Up Smash","description":"An upward double axe handle. If it lands, Incineroar will look to the sky and point upward, and it will clench its fists in dismay if it misses. Starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it, all while having intangibility on its arms and hands (frames 13-18). Keeps consistent power throughout the move, and can KO at 116% on Final Destination.","video_file_url":""},"Up Special":{"character_key":"incineroar","key":"Up Special","description":"Leaps upward while engulfed in flames before descending diagonally to perform a cross chop. Incineroar gains super armor a few frames after its initial ascent (frames 4-15), and Incineroar can change its direction right before starting the move. Causes an explosion once Incineroar lands. The rising and descending hits have set knockback, with the descending hit having extremely high base knockback; this is capable of gimping opponents even at 0% for a sacrificial KO, with Incineroar always being KO'd after its opponent. Incineroar's descending body hitbox is similarly powerful, KOing at 75% from the edge of Final Destination, with the explosion being almost as powerful. However, the move has high ending lag. Unlike most up specials, Cross Chop does not put Incineroar into helplessness (unless Incineroar lands during its descent and does not touch solid ground), though its awkward angle requires it to be used extremely high for recovery, as it is a self-destruct any other way.","video_file_url":""},"Up Throw":{"character_key":"incineroar","key":"Up Throw","description":"An Argentine backbreaker rack drop. Incineroar poses with its arms raised and fists clenched upon completion. Has too much ending lag to combo into anything, but can follow up into an up aerial or Cross Chop if the opponent does not react in a sufficient amount of time. Like its other throws, it is extremely powerful, KOing at 147% on Final Destination, and KOs significantly earlier with low ceilings.","video_file_url":""},"Up Tilt":{"character_key":"incineroar","key":"Up Tilt","description":"An upward arcing headbutt. Has a wide hitbox above Incineroar and grants Incineroar's head intangibility (frames 6-11), allowing it to fend off aerial approaches. Combos into itself at 0%, or a neutral aerial or up aerial from 25% to 75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies.","video_file_url":""}},"featured_moves":{"Down Special":{"character_key":"incineroar","key":"Down Special","description":"Points its chest outward, retaliating against incoming attacks or projectiles. Incineroar counters with a weak burst of flame, takes significantly reduced damage from the retaliated attack, and its next move is powered up. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (around 60 seconds), though it is reduced slightly each time Incineroar uses an attack and misses, and it is lost entirely if it is grabbed. Once a powered up move lands, the buff is removed as well. At maximum stacks, Incineroar is able to deal an excess of 70% with just a single smash attack, giving it the strongest possible attacks in standard matches. The flame attack also grants intangibility (frames 1-19).","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Down%20Special.m4v"},"Neutral Special":{"character_key":"incineroar","key":"Neutral Special","description":"Spins rapidly to perform a series of discus lariats. Loses strength as the move goes on. Incineroar gains invincibility during the move (frames 5 and 6 on its whole body; frame 7 on its head and arms; frames 8-57 on just its arms). Starts extremely quickly, and the entire move possesses transcendent priority, allowing it to break through opposing attacks (and weaker projectiles) apart from moves with sufficient reach. The early hit KOs at 108% from the edge of Final Destination.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Neutral%20Special.m4v"},"Side Special":{"character_key":"incineroar","key":"Side Special","description":"A command grab involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against wrestling ropes that appears after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a lariat that launches the opponent the direction Incineroar is facing; a back body drop that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to crash against Incineroar's head, dealing 4% to both (too early\/no input). The lariat deals 20% and can KO at 72% from the edge of Final Destination, the back body drop deals 12% and can KO at 159% (or earlier with a low ceiling), while the failed version cannot KO at all (outside of extremely situational gimps). During the throw, Incineroar is granted super armor. Does not cause helplessness, which allows Incineroar to use it to extend its recovery.","video_file_url":"https:\/\/d17galhwha3ary.cloudfront.net\/assets\/games\/super-smash-bros-ultimate\/character-moves\/Incineroar%20-%20Side%20Special.m4v"}},"advantages":["Powerful attacks","KO early with Revenge"],"disadvantages":["Terrible recovery","Slow attacks and slow moving"]}}}