Character Skills

"content": "## Character Skills Guide\n\n### Overview\nIn Super Smash Bros. Ultimate, each fighter has a unique moveset composed of standard attacks, tilts, smash attacks, aerials, grabs, throws, and four special moves (Neutral B, Side B, Up B, Down B). This guide details every special move and key unique mechanics for all playable characters. Moves have no traditional cooldown; instead they have startup frames, active frames, and ending lag. Frame data varies by move and character.\n\n### Universal Move Categories\n\n| Category | Description |\n|----------|-------------|\n| Neutral Attack (Jab) | Rapid or single hit with A (no direction). Can often be mashed. |\n| Forward Tilt (F-tilt) | Quick attack while tilting stick forward. |\n| Up Tilt (U-tilt) | Attack upward. |\n| Down Tilt (D-tilt) | Low sweeping attack. |\n| Dash Attack | Performed while dashing. |\n| Forward Smash (F-smash) | Charged powerful forward strike. |\n| Up Smash (U-smash) | Charged upward strike. |\n| Down Smash (D-smash) | Sweeping charged attack on both sides. |\n| Neutral Aerial (Nair) | Attack in air without direction. |\n| Forward Aerial (Fair) | Forward air attack. |\n| Back Aerial (Bair) | Backward air attack (often a powerful kill move). |\n| Up Aerial (Uair) | Upward air attack. |\n| Down Aerial (Dair) | Downward air attack (often a spike). |\n| Grab | Press L/R/Z to grab opponent. Shield + A also works. |\n| Pummel | While grabbing, press A. |\n| Forward Throw (F-throw) | Throw forward. |\n| Back Throw (B-throw) | Throw backward. |\n| Up Throw (U-throw) | Throw upward (often combos into aerials). |\n| Down Throw (D-throw) | Throw downward (often sets up combos). |\n| Neutral Special (B) | Unique move (e.g., projectile). |\n| Side Special (Side B) | Unique move (e.g., dash attack). |\n| Up Special (Up B) | Usually a recovery move. |\n| Down Special (Down B) | Unique move (e.g., counter or charge). |\n\n---\n\n### Character Special Moves & Unique Mechanics\n\nListed for every fighter (base game + all DLC). Special moves are described with typical uses, combos, and synergies.\n\n#### Mario (Fighter #1)\n- Neutral B (Fireball): Shoots a bouncing fireball. Use for zoning, edgeguarding, and interrupting combos. Combos into grab or dash attack at low %.\n- Side B (Cape): Reflects projectiles and flips opponent. Excellent for edgeguarding and gimping recoveries. Can also reverse momentum.\n- Up B (Super Jump Punch): Rising uppercut with a coin hitbox. Main recovery tool; sweetspot at top hits hard. Can be used out of shield.\n- Down B (F.L.U.D.D.): Charge and release a water blast that pushes opponents. Use to push enemies off stage or disrupt approaches. Not a kill move.\n\n#### Donkey Kong (Fighter #2)\n- Neutral B (Giant Punch): Chargeable punch. Fully charged kills early. Use as a read or after a grab setup.\n- Side B (Headbutt): A downward headbutt that can spike if used above stage. Use for edgeguarding or as a mix-up.\n- Up B (Spinning Kong): Spinning multi-hit recovery. Can be used on ground as an out-of-shield option.\n- Down B (Hand Slap): Ground pound that can break shields. Use to pressure shields or as a landing option.\n\n#### Link (Fighter #3)\n- Neutral B (Bow): Chargeable arrow. Can be aimed. Use for zoning and forcing approaches. Remote detonation on fully charged.\n- Side B (Boomerang): Throws a boomerang that returns. Use for stage control and combos. Can be angled.\n- Up B (Spin Attack): Upward spinning slash. Main recovery. Ground version can be charged for more power.\n- Down B (Remote Bomb): Places a bomb that can be detonated. Use for traps, combos, and recovery mix-ups (bomb jump).\n\n#### Samus (Fighter #4)\n- Neutral B (Charge Shot): Chargeable beam projectile. Fully charged deals high damage and knockback. Use to zone and force reactions.\n- Side B (Missile): Fires a slow or super missile. Use for stage control and approaching.\n- Up B (Screw Attack): Upward spinning multi-hit recovery. Good out-of-shield option.\n- Down B (Bomb): Drops a bomb that explodes after a moment. Use for edgeguarding, mind games, and recovery stalling.\n\n#### Dark Samus (Fighter #4e) - Echo of Samus\n- Identical moveset to Samus except visual effects and slightly different properties (e.g., hitboxes). Strategy same as Samus.\n\n#### Yoshi (Fighter #5)\n- Neutral B (Egg Launch): Throws an egg in an arc. Can be used for zoning and edgeguarding. Eggs can be eaten.\n- Side B (Egg Roll): Rolls in a eggshell. Use for mobility, approach, and knockback at high %.\n- Up B (Egg Throw): Throws an egg upward and rides it. Main recovery; can be angled.\n- Down B (Yoshi Bomb): Ground pound that buries opponents. Use as a punish or edgeguard.\n\n#### Kirby (Fighter #6)\n- Neutral B (Inhale): Suck in opponents and copy their Neutral B. Use to acquire copy abilities. Can also swallow items.\n- Side B (Hammer): Swing a hammer. Can be charged for more power. Use for kills and reads.\n- Up B (Final Cutter): Rising slice with a projectile. Recovery move; the projectile can edgeguard.\n- Down B (Stone): Transform into stone and drop. Use to avoid damage and spike. Can be used to break shields.\n\n#### Fox (Fighter #7)\n- Neutral B (Blaster): Fires rapid low-damage shots. Use to rack up damage and force approaches. Very low lag.\n- Side B (Fox Illusion): Quick dash forward. Use for mobility, whiff punishing, and recovery mix-up.\n- Up B (Fire Fox): Charged upward dash. Main recovery, can be angled. Charging allows directional input.\n- Down B (Reflector): Reflects projectiles and deals damage close up. Use to reflect and as a combo starter (reflector cancel).\n\n#### Pikachu (Fighter #8)\n- Neutral B (Thunder Jolt): Shoots a bouncing electric ball. Use for zoning and edgeguarding. Can be angled.\n- Side B (Skull Bash): Chargeable ram attack. Use for recovery mix-up and killing at high %.\n- Up B (Quick Attack): Two-directional teleport. Excellent recovery. Can be used for combos and evasion.\n- Down B (Thunder): Calls lightning from above. Use to edgeguard, kill, and set up traps. Can combo into from up throw.\n\n#### Luigi (Fighter #9)\n- Neutral B (Fireball): Shoots a fireball that stays low. More stalling than Mario's. Use for edgeguarding and stage control.\n- Side B (Green Missile): Chargeable dash. Uncharged can randomly misfire for huge power. Use for recovery and kills.\n- Up B (Super Jump Punch): Similar to Mario but with a sweetspot that deals huge damage and kills. Very strong out of shield.\n- Down B (Luigi Cyclone): Spinning attack that can be mashed to rise in the air. Use for recovery and gimping.\n\n#### Ness (Fighter #10)\n- Neutral B (PK Flash): Chargeable burst projectile. Use for edgeguarding and reads. Can be moved during charge.\n- Side B (PK Fire): Fires a pillar of fire that traps opponents. Use for combo setups and stage control.\n- Up B (PK Thunder): Controls a bolt of electricity. Main recovery; can hit yourself to recover. Use also for edgeguarding and combos.\n- Down B (PSI Magnet): Absorbs energy projectiles and heals. Use to counter zoners and as a landing mix-up.\n\n#### Captain Falcon (Fighter #11)\n- Neutral B (Falcon Punch): Slow, powerful punch. Use for style or reads. Can be reversed.\n- Side B (Raptor Boost): If hits, launches opponent upward. Use as a combo starter and recovery.\n- Up B (Falcon Dive): Grabs opponent and rises. Recovery move; can kill if it connects near top blast zone.\n- Down B (Falcon Kick): Quick downward kick. Use for quick burst movement, edgeguarding, and shield pressure.\n\n#### Jigglypuff (Fighter #12)\n- Neutral B (Rollout): Chargeable rolling attack. Uncharged can be used for recovery mix-up; full charge kills.\n- Side B (Pound): A slap that deals damage and reflects weak projectiles. Use for edgeguarding and spacing.\n- Up B (Sing): Puts opponents to sleep. Use as a punish or after a knockdown. Can be charged for more range.\n- Down B (Rest): A powerful sleeping attack that kills very early but has huge end lag. Use only on sleeping opponents or as a hard read.\n\n#### Peach (Fighter #13) / Daisy (Fighter #13e)\n- Neutral B (Toad): Counter with a mushroom spore. Use to reflect projectiles and counter attacks.\n- Side B (Peach Bomber): Hip-check rush. Can break shields. Use for approach and mix-ups.\n- Up B (Peach Parasol): Opens parasol to float down. Main recovery; can be canceled into other moves.\n- Down B (Vegetable): Plucks a turnip from ground. Random strength (up to Bob-omb). Use for zoning, combos, and edgeguarding.\n\n#### Bowser (Fighter #14)\n- Neutral B (Fire Breath): Flamethrower that becomes weaker over time. Use for racking damage and controlling space.\n- Side B (Flying Slam): Grab and slam into ground. Can be used to carry opponents off stage. Kills early.\n- Up B (Whirling Fortress): Spinning shell. Recovery move; can be used out of shield for a quick punish.\n- Down B (Bowser Bomb): Ground pound that buries. Use as a punish on ledge or shield break.\n\n#### Ice Climbers (Fighter #15)\n- Neutral B (Ice Shot): Shoots an ice block that slides. Use for edgeguarding and zoning.\n- Side B (Squall Hammer): Spinning dash with partner. Use for recovery and combos. Can be used to desync.\n- Up B (Belay): Partner throws the leader upward. If partner is present, recovery height increases. Use to recover.\n- Down B (Blizzard): Summons a snowstorm that hits multiple times. Use for edgeguarding and trapping.\n\n#### Sheik (Fighter #16)\n- Neutral B (Needle Storm): Throws needles (up to 6). Use for zoning, edgeguarding, and combos. Very low lag.\n- Side B (Burst Grenade): Throws a grenade that explodes on contact. Use to create space and break combos.\n- Up B (Vanish): Teleport with explosion. Main recovery; explosion hits opponents.\n- Down B (Bouncing Fish): Aerial flip kick. Use for edgeguarding and combos. Has a bounce that can spike.\n\n#### Zelda (Fighter #17)\n- Neutral B (Nayru's Love): Reflective barrier with multi-hit. Use as a counter and to reflect projectiles.\n- Side B (Din's Fire): Remote-controlled explosion. Use to edgeguard and force reactions.\n- Up B (Farore's Wind): Teleport with small hitbox. Main recovery; can be angled.\n- Down B (Phantom Slash): Summons a phantom knight that can be charged. Use for stage control and combos.\n\n#### Dr. Mario (Fighter #18)\n- Neutral B (Megavitamin): Throws a bouncing pill. Similar to Mario's fireball but slightly different arc.\n- Side B (Super Sheet): Reflects projectiles. Like Mario's cape but doesn't flip; has a hitbox.\n- Up B (Dr. Tornado): Rising tornado. Recovery move; can be mashed for height.\n- Down B (Dr. Mario's F.L.U.D.D.): Actually not present. He has no down special? Wait, Dr. Mario's down B is the same as Mario's but named \"Dr. Tornado\"? Correction: Dr. Mario's down special is actually a tornado (same as Up B? No, his down B is a tornado that rises? I recall he has a down special that is a tornado that can be used on ground. Let's check: Dr. Mario's down special is \"Doctor Tornado\" - a spinning attack that can be used in air to slow descent. Actually, in Ultimate, Dr. Mario's down B is a multihit spin attack that can be used to recover. But he also has a different down B? I think it's called \"Dr. Tornado\" and acts like a down smash? I must be careful. Source: In Ultimate, Dr. Mario's down special is a spin attack that hits multiple times and can be used in the air to stall. It's not a projectile. His up B is Super Jump Punch. So correct: Down B (Dr. Tornado): Spinning attack that can be used to rack damage and recover slightly.\n\n#### Pichu (Fighter #19)\n- Neutral B (Thunder Jolt): Similar to Pikachu but smaller. Self-damages when used.\n- Side B (Skull Bash): Similar to Pikachu, self-damages.\n- Up B (Agility): Teleport like Quick Attack. Self-damages.\n- Down B (Thunder): Similar to Pikachu, self-damages.\n\n#### Falco (Fighter #20)\n- Neutral B (Blaster): Similar to Fox but slower and more powerful. Use for zoning.\n- Side B (Falco Phantasm): Quick dash with a hitbox. Use for recovery and combos.\n- Up B (Fire Bird): Similar to Fire Fox but with a fire hitbox. Recovery.\n- Down B (Reflector): Same as Fox. Use to reflect and as a combo starter.\n\n#### Marth (Fighter #21)\n- Neutral B (Shield Breaker): Chargeable thrust. Fully charged breaks shields. Use as a punish.\n- Side B (Dancing Blade): Multi-hit series (up to 4). Press B repeatedly with directional variations. Use for combos and kills.\n- Up B (Dolphin Slash): Upward slash. Recovery move; has invincibility at start. Can kill.\n- Down B (Counter): Counterattacks with a strong strike. Use to punish aggressive opponents.\n\n#### Lucina (Fighter #21e) - Echo of Marth\n- Same moves as Marth but tipper hitboxes are replaced with consistent damage. Strategy identical.\n\n#### Young Link (Fighter #22)\n- Neutral B (Fire Arrow): Can be charged and aimed. Use for zoning.\n- Side B (Boomerang): Same as Toon Link but faster? Actually similar to Link.\n- Up B (Spin Attack): Same as Link.\n- Down B (Bomb): Same as Link but bomb behaves differently? In Ultimate, Young Link's bomb is similar to Link's remote bomb? Actually Young Link has a standard bomb that can be picked up. Wait: In Ultimate, Young Link's down B is a bomb that he throws and it explodes on contact or after a timer. Not remote. Use for combos and edgeguarding.\n\n#### Ganondorf (Fighter #23)\n- Neutral B (Warlock Punch): Slow powerhouse punch. Can be reversed. Kills very early.\n- Side B (Flame Choke): Grab and slam. Can combo into other moves. Use for kills and edgeguards.\n- Up B (Dark Dive): Grabs opponent and rises. Recovery move; if it hits, deals damage and launches.\n- Down B (Wizard's Foot): Aerial kick that buries. Use for edgeguarding and shield pressure.\n\n#### Mewtwo (Fighter #24)\n- Neutral B (Shadow Ball): Chargeable sphere. Fully charged kills early. Use for zoning and edgeguarding.\n- Side B (Confusion): Telekinetic grab that flips opponent. Use for mix-ups and edgeguards.\n- Up B (Teleport): Teleport recovery. Can be angled. Use for recovery and evasion.\n- Down B (Disable): A close-range stun. Use as a punish; can lead to combos.\n\n#### Roy (Fighter #25)\n- Neutral B (Flare Blade): Chargeable sword thrust. Fully charged kills early and deals recoil damage.\n- Side B (Double-Edge Dance): Multi-hit sword dance (up to 4). Press B with directional variations. Use for combos and kills.\n- Up B (Blazer): Upward slash with fire. Recovery move; can kill.\n- Down B (Counter): Same as Marth but stronger at hilt.\n\n#### Chrom (Fighter #25e) - Echo of Roy\n- Same moves as Roy except neutral B is slightly different? Actually Chrom has a sword thrust similar to Roy but not fire. His up B is Soaring Slash (similar to Ike's Aether) but otherwise same? In Ultimate, Chrom's side B is Double-Edge Dance but with different properties? Actually Chrom has the same special moves as Roy but with different hitboxes. He has Counter as down B. Up B is a jump and slash like Ike's Aether? No, Chrom's up B is \"Soaring Slash\" which is a recovery move that goes straight up with a slash. It's different from Roy's Blazer. So treat as distinct.\n\n#### Mr. Game & Watch (Fighter #26)\n- Neutral B (Chef): Throws food items that bounce. Use for zoning and edgeguarding.\n- Side B (Judge): Random 1-9 hammer swing. 9 is instant kill. Use for fun or risk.\n- Up B (Fire): Opens a parachute and rises. Recovery move; can be turned into an attack.\n- Down B (Oil Panic): Absorbs projectiles and turns into oil spill. Use to counter zoners and deal massive damage.\n\n#### Meta Knight (Fighter #27)\n- Neutral B (Mach Tornado): Spinning tornado that can be moved. Use for racking damage and recovery.\n- Side B (Drill Rush): Drilling dash. Use for recovery and combos.\n- Up B (Shuttle Loop): Upward loop slash that can kill. Recovery move. Has invincibility.\n- Down B (Dimensional Cape): Teleport slash. Use for mix-ups and edgeguarding.\n\n#### Pit (Fighter #28) / Dark Pit (Fighter #28e)\n- Neutral B (Palutena Bow): Arrows that can be aimed. Pit can steer arrows; Dark Pit's arrows are straight.\n- Side B (Upperdash Arm) [Pit] / Electroshock Arm [Dark Pit]: Dash punch. Use for kills and recovery.\n- Up B (Power of Flight): Recovery with wings. Can be angled.\n- Down B (Guardian Orbitars): Shields in front and behind. Use to block projectiles and attacks.\n\n#### Zero Suit Samus (Fighter #29)\n- Neutral B (Paralyzer): Stun projectile. Use to set up combos and kills.\n- Side B (Plasma Whip): Whip that can be angled. Use for edgeguarding and combos.\n- Up B (Boost Kick): Kicking recovery that can kill.\n- Down B (Flip Jump): A flip that can bury opponents. Use for mobility and mix-ups.\n\n#### Wario (Fighter #30)\n- Neutral B (Chomp): Bite that can eat items and heal. Use to disrupt and heal.\n- Side B (Wario Bike): Summons a bike. Use for mobility, combos, and edgeguarding. Can be thrown.\n- Up B (Corkscrew): Spinning recovery. Can be mashed for height.\n- Down B (Wario Waft): Charges over time; releases a powerful fart. Use when fully charged for early kills.\n\n#### Snake (Fighter #31)\n- Neutral B (Grenade): Drop a grenade with timed fuse. Use for stage control and traps.\n- Side B (Nikita): Remote-controlled missile. Use for edgeguarding and chasing.\n- Up B (Cypher): Opens a parachute to recover. Vulnerable during descent.\n- Down B (C4): Places a remote bomb. Use for traps and kills.\n\n#### Ike (Fighter #32)\n- Neutral B (Eruption): Chargeable flame pillar. Use for edgeguarding and reads.\n- Side B (Quick Draw): Chargeable dash slice. Use for approach and recovery.\n- Up B (Aether): Sword swing then an upward slash; recovery move. Can spike at the top.\n- Down B (Counter): Counter with a strong slash. Use to punish.\n\n#### Pokémon Trainer (Fighter #33)\n- Uses Squirtle, Ivysaur, Charizard with down B to switch.\n- Squirtle: Neutral B (Water Gun): Chargeable water push. Side B (Withdraw): Shell roll that reflects. Up B (Hydro Pump): Water jet recovery. Down B: Switch to next.\n- Ivysaur: Neutral B (Bullet Seed): Rapid grass projectiles. Side B (Razor Leaf): Leaves that fly. Up B (Vine Whip): Tether recovery. Down B: Switch.\n- Charizard: Neutral B (Flamethrower): Fire breath. Side B (Flare Blitz): Dive bomb that damages self. Up B (Fly): Upward recovery. Down B: Switch.\n\n#### Diddy Kong (Fighter #34)\n- Neutral B (Peanut Popgun): Chargeable peanut shot. Use for zoning.\n- Side B (Monkey Flip): Grab leap that can lead to a kick. Use for mix-ups and recovery.\n- Up B (Rocketbarrel Boost): Chargeable jetpack recovery. Use for recovery and kills.\n- Down B (Banana Peel): Drops a peel that trips opponents. Use for stage control and combo setups.\n\n#### Lucas (Fighter #35)\n- Neutral B (PK Freeze): Chargeable ice projectile that freezes. Use for edgeguarding.\n- Side B (PK Fire): Similar to Ness but multi-hit. Use for combos.\n- Up B (PK Thunder): Same as Ness but can be aimed differently. Recovery.\n- Down B (PSI Magnet): Same as Ness.\n\n#### Sonic (Fighter #36)\n- Neutral B (Homing Attack): Lock-on spin dash that tracks. Use for approach and edgeguarding.\n- Side B (Spin Dash): Chargeable rolling attack. Use for speed and combos.\n- Up B (Spring): Places a spring for recovery. Use for vertical recovery.\n- Down B (Spin Charge): Similar to Spin Dash but stationary. Use for mix-ups.\n\n#### King Dedede (Fighter #37)\n- Neutral B (Inhale): Suck in opponents and projectiles. Can spit out as a star.\n- Side B (Gordo Throw): Throws a spiky Gordo that bounces. Use for zoning and edgeguarding.\n- Up B (Super Dedede Jump): Ground pound jump. Recovery move; kills on landing.\n- Down B (Jet Hammer): Chargeable hammer that can be swung. Use for kills and reads.\n\n#### Olimar (Fighter #38)\n- Neutral B (Pikmin Pluck): Pluck a Pikmin (up to 3). Different colors have different effects: Red (fire), Yellow (electric), Blue (water), White (poison), Purple (strong).\n- Side B (Pikmin Throw): Throw a Pikmin forward. Use to attack from afar.\n- Up B (Winged Pikmin): Pikmin carry you up. Recovery move.\n- Down B (Pikmin Order): Recalls Pikmin to you. Use to regroup.\n\n#### Lucario (Fighter #39)\n- Neutral B (Aura Sphere): Chargeable projectile. Damage increases with Aura (higher % health). Use for kills at high aura.\n- Side B (Force Palm): Close-range blast that can grab. Use for combos.\n- Up B (Extreme Speed): Teleport-like dash. Recovery move.\n- Down B (Double Team): Counter with a spinning kick. Use to punish.\n\n#### R.O.B. (Fighter #40)\n- Neutral B (Robo Beam): Chargeable laser. Use for zoning.\n- Side B (Arm Rotor): Spinning arms that reflect projectiles and hit. Use for stage control.\n- Up B (Robo Burner): Rocket recovery. Can be angled.\n- Down B (Gyro): Spins a top that can be thrown. Use for zoning and combos.\n\n#### Toon Link (Fighter #41)\n- Neutral B (Fire Arrow): Similar to Young Link but different bow.\n- Side B (Boomerang): Same as other Links.\n- Up B (Spin Attack): Same.\n- Down B (Bomb): Standard bomb, not remote. Use for combos and edgeguarding.\n\n#### Wolf (Fighter #42)\n- Neutral B (Blaster): Semi-auto blaster. Use for zoning.\n- Side B (Wolf Flash): Aerial dash that can spike. Use for recovery and edgeguarding.\n- Up B (Fire Wolf): Charged upward dash. Recovery.\n- Down B (Reflector): Same as Fox, but with a different animation.\n\n#### Villager (Fighter #43)\n- Neutral B (Pocket): Captures projectiles and items. Use to store and later deploy.\n- Side B (Lloid Rocket): Deploys a rocket that can be ridden. Use for recovery and zoning.\n- Up B (Balloon Trip): Balloons that let you float. Recovery. Can be popped.\n- Down B (Timber): Plants a tree that grows over time. Use for stage control and kills.\n\n#### Mega Man (Fighter #44)\n- Neutral B (Metal Blade): Throws a cutting blade that can be aimed. Use for combos and zoning.\n- Side B (Crash Bomber): Sticks a bomb that explodes after delay. Use for traps.\n- Up B (Rush Coil): Summon Rush to jump. Recovery.\n- Down B (Leaf Shield): Leaves that rotate and can be thrown. Use for defense and offense.\n\n#### Wii Fit Trainer (Fighter #45)\n- Neutral B (Sun Salutation): Chargeable ball of light. Use for zoning and healing at full charge? Actually heals 1% when fully charged if you hit yourself? No, it's a projectile.\n- Side B (Header): Head a soccer ball. Use for edgeguarding and combos.\n- **Up B (Super