Pyra (SSBU)/Neutral special

Hitboxes
All hits before the last use three different types of scripts depending on Pyra's vertical speed at the time the hitboxes come out. The scripts below show the hitboxes used for a vertical speed higher than -0.1, with changes for other cases being displayed in headers below.

One rotation
! Hitstun


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 * &mdash;
 * }

Changes to aerial-only hitboxes based on vertical speed

 * ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
 * Between -0.1 and -0.4:
 * Angles:
 * Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/340°/100°/130°/110°/180°
 * Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/250°/230°/270°/210°/150°
 * Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
 * Fixed knockback:
 * Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/40/40
 * Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
 * Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30
 * Lower than or equal to -0.4:
 * Angles:
 * Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/40°/100°/130°/135°/170°
 * Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/40°/230°/130°/210°/170°
 * Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
 * Fixed knockback:
 * Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/60/50
 * Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
 * Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30

Two rotations
! Hitstun


 * +10 frames


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 * &mdash;
 * }

Changes to aerial-only hitboxes based on vertical speed

 * ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
 * Between -0.1 and -0.4:
 * Angles:
 * Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/200°/200°/130°/180°/140°
 * Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/270°/200°/250°/190°/220°
 * Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/230°/220°/220°/190°/220°
 * Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
 * Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
 * Fixed knockback:
 * Front hit 1: 30/10/40/40/40/50 → 60/10/10/40/50/50
 * Back hit 1: 20/40/30/40/30/50 → 70/40/10/40/50/50
 * Front hit 2: 20/40/30/40/30/50 → 60/30/10/40/50/50
 * Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
 * Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50
 * Lower than or equal to -0.4:
 * Angles:
 * Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/40°/200°/130°/180°/170°
 * Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/40°/200°/130°/190°/170°
 * Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
 * Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
 * Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
 * Fixed knockback:
 * Front hit 1: 30/10/40/40/40/50 → 60/10/10/20/50/25
 * Back hit 1: 20/40/30/40/30/50 → 70/10/10/20/50/25
 * Front hit 2: 20/40/30/40/30/50 → 60/10/10/20/50/25
 * Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
 * Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50

Three rotations
! Hitstun


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 * &mdash;
 * }

Changes to aerial-only hitboxes based on vertical speed

 * ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
 * Between -0.1 and -0.4:
 * Angles:
 * Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/340°/200°/210°/180°/190°
 * Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/250°/200°/210°/190°/220°
 * Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/240°/220°/220°/190°/220°
 * Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
 * Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
 * Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
 * Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
 * Fixed knockback:
 * Front hit 1: 40/10/50/40/50/130 → 60/10/10/30/50/50
 * Back hit 1: 30/40/40/40/40/50 → 70/30/10/30/10/10
 * Front hit 2: 30/40/40/40/40/50 → 60/30/10/30/50/50
 * Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
 * Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
 * Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
 * Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50
 * Lower than or equal to -0.4:
 * Angles:
 * Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/40°/200°/130°/180°/170°
 * Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/40°/200°/130°/190°/170°
 * Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
 * Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
 * Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
 * Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
 * Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
 * Fixed knockback:
 * Front hit 1: 40/10/50/40/50/130 → 60/10/10/20/50/25
 * Back hit 1: 30/40/40/40/40/50 → 70/10/10/20/50/25
 * Front hit 2: 30/40/40/40/40/50 → 60/10/10/20/50/25
 * Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
 * Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
 * Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
 * Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50

Timing
The move needs to be charged for at least 12 frames for two rotations, and at least 27 frames for three rotations, with a maximum hold time of 40 frames. The frame strips for two and three rotations take this minimum charge time into account.

Trivia

 * Flame Nova contains 3 unique hitbox scripts for its multi-hits, all possessing 6 variations (3 based on vertical speed, then duplicates with different Y offsets for Kirby), each with 9 hitboxes per hit. In total, this gives it 810 different hitboxes (813 counting the final hits), making it the move with the longest hitbox scripts in the game by a wide margin.