nyuuzyou/wikis huggingface dataset:
Clear

Clear is a transformation in the Super Smash Bros. series that debuted in Super Smash Bros. Melee and has appeared in every subsequent game. A character under the effect of clear has their model be completely transparent. They are invisible to the player, though this is only an aesthetic change and the characters otherwise function normally. Clear characters may occasionally have a distortion effect around them and certain visual effects are unaffected, giving away their location. Except in Super Smash Bros. Melee, if a clear fighter has a name, that name is not displayed. 
An advantage to being invisible is that the opponent cannot see the character, removing the element of telegraphing entirely and allowing an element of stealth and surprise by the player who is unable to easily tell what the invisible character is doing. However, the player is also unable to see their own character, sometimes causing them to lose track of their own character which lead to accidental self-inflicted damage and a self-destruct at worst. Important visual elements being obscured can also cause issues if the player is not paying close attention, especially if they are tied to gameplay changes.
==List of Causes==
===By characters===
Character	Move(s) 	Notes 	Game(s)
 	Command Selection (Hocus Pocus)	One of several random effects of Hocus Pocus. Will turn Hero invisible for several seconds.	
===By Assist Trophies===
Character	Notes 	Game(s)
Skull Kid	Can turn all fighters invisible as one of three potential actions.	
Nightmare	Turns all fighters invisible as he covers the stage with darkness.	
===By items===
Item 	Notes 	Game(s)
Cloaking Device	Will turn user invisible, as well as negate all damage while active, but not hitstun or knockback.	
Boo 	Appears exclusively in Smash Tour, and allows the user to start a battle invisible. 	
===By game modes===
Mode 	Notes 	Game(s)
Invisible Melee	An option in Special Smash that turns all fighters invisible. 	
Clear Brawl 	An option in Special Smash that turns all fighters invisible. 	
Clear Smash 	An option in Special Smash that turns all fighters invisible. 	
Event match 	Event 23: Slippy's Invention: and are invisible. 	
Event match 	Co-Op Event 6: Unwanted Suitors: and are invisible. 	
Spirit Battle 	Select battles have the conditions "Clear [enemy]", "You are invisible", and "All fighters are invisible."	
==Origin==
Invisibility is a common mechanic in video games, particular those with prominent stealth elements to get past enemies undetected. The Cloaking Device in particular hails from the series. Its connection to a franchise Nintendo no longer had the rights to as of the release of Brawl (the series being owned by Rare Ltd., which was purchased by Microsoft in 2002) is likely the reason for its removal.
==Trivia==
*At the start of Melees Event 23: Slippy's Invention, it is stated that Slippy Toad invented the Cloaking Device used in that match.
*The distortion effects that indicate a clear fighter's location bend around Mr. Game & Watch's unflattened 3D model, making it the only way of seeing him in an unflattened state in every game the status appears in. 
Category:Transformations
Cloaking Device

:"Cloaked" redirects here. For the Smasher, see Smasher:Cloaked
The Cloaking Device (, Spy Cloak) is a transformation item exclusively appearing in Super Smash Bros. Melee that renders the user invisible and unable to take damage. 
While the item only appears in Melee, the Clear transformation, which also debuted in Melee and has a similar effect, has appeared in all subsequent games.
==Origin==
The Cloaking Device made its first appearance in Perfect Dark, acting as an item that used a refractive field to make its user invisible. While invaluable if the player wishes to use stealth, using any weapons while using the device causes the player to turn visible again. Contrary to its depiction in Melee, players who are damaged while cloaked will still take damage; in addition, the device's effects are permanent as long as the player does not fire a weapon, although it works for a limited, cumulative time.
==Overview==
The Cloaking Device turns the user invisible. If playing with a name, the tag will also disappear, and any "props" that a character uses, such as 's Cape or 's Hookshot, will also become invisible (though any held items will remain visible). In addition, a cloaked fighter is immune to damage, and recoil damage is negated. However, cloaked fighters still take any hitstun or knockback inflicted on them.
While standing completely still will make the player completely invisible, movement of any sort disrupts the device's powers. While walking or jumping, the background behind the player will appear to "bend" in their shape, and faster movements, such as midair jumps or dashing, will cause the "bends" to become even more visible. While attacking, the player can even become temporarily visible for a brief moment. Regardless of movement, the effects of the cloaking device become more unreliable in the last second of its use.
The cloaking device's effects wear off after ten seconds.
==Trophy==
==Gallery==
Cloaking.jpg|The Cloaking Device in Melee.
CloakingDeviceSSBM.jpg|Kirby and Peach after using a Cloaking Device.
==Trivia==
*In Event 23: Slippy's Invention, it is stated that Slippy Toad invented the device seen in Smash.
Category:Items (SSBM)
Category:Powerup items
Category:Items
Category:Perfect Dark universe
Category:Microsoft
Close-Quarters Combat

Close-Quarters Combat (, 1 on 1 without projectiles! Close-quarters combat Tournament) known as Up Close and Personal in PAL regions, was an Event Tourney based around fighters who lack projectiles attacks. It ran from 6 a.m. on September 18, 2020 to 6 a.m. on September 21, 2020 (). During the event, only characters with who lack projectiles attacks of any sort could be used.
==Description==
:For a limited time, join a 1-on-1 tourney with fighters who don't use projectiles!
:The further you advance, the better the spirit you'll win!North American event page
==Rules==
*Format: 1-on-1
*Rules: Stock
*Stock: 2
*Time Limit: 3:00
*FS Meter: Off
*Items: None
*Stage Form: Ω Form
==Available fighters==
 	 	 	 	 	 	 	 	 	 	 	 	 	
Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters
 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	
==Names in other languages==
==Trivia==
*Close-Quarters Combat is the only Event Tourney to have its banner feature a character (in this case, ) who is not selectable during the Tourney, though the "no" sign indicates how projectiles are not allowed.
*Close-Quarters Combat is the first Event Tourney in which items are completely unavailable.
*The PAL version's name "Up Close and Personal" shares the name as Captain Falcon's Classic Mode Route "Up Close and Personal" where he faces opposing fighters that do not use projectiles, with the exception of and .
==References==
Cloud (SSB4)/Back aerial

==Overview==
An outward slash with the Buster Sword. It sports a mixed bag of attributes, with passable speed, poor activity, high ending lag, solid KO potential, and low landing lag. It autocancels out of a short hop, and its surprisingly low activity (only 2 frames) is made up for with hitboxes much larger than the sword itself. This combination of traits make it a good option for stuffing out aerial approaches, erecting Walls of Pain, or use as a relatively safe kill move when spaced.
While the move has next to no combo potential on its own, it can be confirmed into with a landing up aerial or autocanceled down aerial, the latter doubling as a kill-confirm at high percents.
When cornering and/or ledgetrapping opponents, Cloud's back aerial is also of use in mindgames. Its power and impressive reach force opposing fighters to respect the threat from a distance at which they may not be able to fight back. With the intimidating prospect of a long-range kill move on the table, Cloud can take advantage of a nervous opponent by suddenly opting for an empty hop, grab, or back arials of varying delay to throw off their timing.
Though not his most infamous air attack, Cloud's back aerial is still a respectable and versatile move that a good deal of the cast wouldn't object to having in their own arsenal.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-4
Hitboxes (early, late)	11, 12
Ending autocancel 	37-
Interruptible 	42
Animation length 	56
|-
===Landing lag===
Animation length	14
Category:Cloud (SSB4)
Category:Back aerials (SSB4)
Cloud (SSB4)/Back throw

==Overview==
Cloud turns around with the opponent and reverse roundhouse kicks them away, similar to 's back throw. This throw is capable of tech-chasing alongside Blade Beam or his dash attack, though this is only possible against middleweights and heavyweights until medium percentages.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Hitbox 	13-14
Throw Release 	15
Interruptible 	32
Animation length	47
|-
Category:Cloud (SSB4)
Category:Back throws (SSB4)
Cloud (SSB4)/Down smash

==Overview==
==Update History==
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	8-9
Hit 2 	21-23
Interruptible 	50
Animation length	63
Category:Cloud (SSB4)
Category:Down smashes (SSB4)
Cloud (SSB4)/Down throw

==Overview==
Cloud forcefully slams his opponent on the ground with his left hand. It can lead into various grounded moves if the opponent has a low percent, such as Cross Slash, jab, and forward tilt. When the opponent has a higher percent, Cloud can run behind him and perform a short hop neutral aerial. However, this is only guaranteed for a small percent window without Limit. Surprisingly, this is also his strongest throw at the ledge. However, Cloud must be facing the center of the stage, and it cannot KO middleweights until around 210%.
The animation resembles a simplified version of the Meteor Strike Limit Break used by Tifa Lockhart in Final Fantasy VII.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Cloud (SSB4)
Category:Down throws (SSB4)
Cloud (SSB4)/Down tilt

==Overview==
A baseball slide across the ground. One of the few down tilts in the game that physically moves the user, a notable other one being Mega Man's nearly identical down tilt. A by-product of sending Cloud a bit forward is its impressive horizontal range, able to hit opponents as far as roughly one and a half character lengths in front of him. Additionally useful in combos, leading into up tilt, up aerial, and a reversed Climhazzard at wide damage ranges.
==Hitboxes==
|}
==Timing==
Left leg intangible	7-17
Early hit 	7-8
Late hit 	9-17
Interruptible 	41
Animation length 	53
|-
Category:Cloud (SSB4)
Category:Down tilts (SSB4)
Cloud (SSB4)/Forward aerial

==Overview==
An overhead slash with the Buster Sword. It covers a wide area and deals solid damage, but offers pitiful knockback compared to most comparably slow-but-strong aerials, unable to KO reliably until around 175%. Though slow, its long startup actually has its perks, with it being Cloud's slowest aerial by a significant margin, it can be used interchangeably with his others to attack with unpredictable timing and as a hard punish for an untimely airdodge or shield drop. Its high shieldstun and good coverage give it use as an anti-air and spacing tool, but neutral and back aerial are often preferred for their superior speed and consistency.
In edgeguarding scenarios, forward aerial offers a higher risk, higher reward option over neutral aerial, being a more committal and unreliable alternative, but with a sweetspot capable of spiking opponents and KOing them much earlier than neutral aerial could.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	18-19
Late hit 	20-25
Ending autocancel 	43-
Interruptible 	54
Animation length 	79
|-
===Landing lag===
Animation length	18
Category:Cloud (SSB4)
Category:Forward aerials (SSB4)
Cloud (SSB4)/Forward smash

==Overview==
==Update History==
 1.1.5
*
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hit 1 	19
Hit 2 	24
Hit 3 	28
Interruptible 	64
Animation length	78
Category:Cloud (SSB4)
Category:Forward smashes (SSB4)
Cloud (SSB4)/Forward throw

==Overview==
Cloud dropkicks the opponent away with both legs. It is similar to 's back throw.
The throw's animation is similar to the Somersault Limit Break used by Tifa Lockhart in Final Fantasy VII.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-18
Hitbox 	7-8
Throw Release 	9
Interruptible 	36
Animation length	54
|-
Category:Cloud (SSB4)
Category:Forward throws (SSB4)
Cloud (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	32
Animation length	47
===Dash grab===
Grab 	10-11
Interruptible 	40
Animation length	49
===Pivot grab===
Grab 	11-12
Interruptible 	37
Animation length	50
Category:Cloud (SSB4)
Category:Grabs (SSB4)
Cloud (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	Sliding 	
Dash attack 	 	
Forward smash 	Triple Buster 	
Up smash 	 	
Down smash 	Double Thrust 	
Neutral aerial 	 	
Forward aerial 	Meteor Slash 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (windbox) 	Blade Beam 	
Neutral special (projectile)	Blade Beam 	(unavailable)
Side special 1 	Cross Slash 	
Side special 2 	Cross Slash 	
Side special 3 	Cross Slash 	
Up special 	Climhazzard 	(unavailable)
Up special (falling) 	Climhazzard 	(unavailable)
Up special (landing) 	Climhazzard 	(unavailable)
Down special (limit) 	Finishing Touch	(unavailable)
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Category:Cloud (SSB4)
Category:Hitboxes (SSB4)
Cloud (SSB4)/Neutral aerial

==Overview==
Swings his Buster Sword around himself such that a green circular trail is created. One of his fastest aerial attacks, this move offers greatly varied utility: because it begins behind him, it acts as an out-of-shield option after a short hop when facing away from the opponent (though turning around and inputting a forward tilt can also work); it has the potential to interrupt incoming combos due to its quick start-up and incredible close-combat range; and it is one of the best edgeguarding tools in the game, effectively denying opponents with poor or predictable recoveries the ability to save themselves. Despite Cloud's less-than-impressive recovery options, this edgeguarding tactic is generally safe to use having just run off of the stage, due to its relatively low endlag and the fact that Cloud can wall jump should he need to.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	5-15
Ending autocancel 	31-
Interruptible 	39
Animation length 	52
|-
===Landing lag===
Animation length	15
Category:Cloud (SSB4)
Category:Neutral aerials (SSB4)
Cloud (SSB4)/Neutral attack

==Overview==
Cloud's neutral attack consists of two kicks and a final slash from his Buster Sword.
For the technical data of each individual hit, see:
*Cloud (SSB4)/Neutral attack/Hit 1
*Cloud (SSB4)/Neutral attack/Hit 2
*Cloud (SSB4)/Neutral attack/Hit 3
Category:Cloud (SSB4)
Category:Neutral attacks (SSB4)
Cloud (SSB4)/Up aerial

==Overview==
Cloud leans down, then pushes the Buster Sword directly above him. A moderately strong aerial, it can reliably KO middleweights at around 135% from 's top platform.
Despite its average startup and landing lag, this attack has long disjointed horizontal range, deceptive vertical range, low ending lag, long duration and autocancels immediately after all hitboxes are removed. These traits make it a phenomenal anti-air and a pivotal aspect of Cloud's neutral game. Its clean hit serves as an excellent pressure tool and a good combo starter, as it deals high damage for its speed and landing with it can lead into up tilt, neutral aerial, another up aerial, Cross Slash, and even Finishing Touch. Autocancelling it, on the other hand, is great for denying landings and allows it to combo into itself at least twice without fail. The long-lasting late hit is also a reliable combo extender, having just enough hit advantage to reset and continue combos, and especially shines on outlasting air dodges without requiring particularly accurate predictions.
Its numerous positive traits and lack of serious drawbacks make it a feared, all-purpose move that is widely considered the best up aerial in the game.
==Update history==
When Cloud initially became available, his up aerial dealt 1% more damage with both its clean hit and late hit. Said difference, however, while small, is more significant than it appears to be: as one of Cloud's most used and useful moves even back then, this allowed it to both rack up damage faster with repeated usage in combos, and to KO approximately 13% earlier due to damage being a primary factor in the knockback formula. As such, although the nerf brought by update 1.1.5 barely diminished the move's overall usage, it did noticeably weaken its damage racking ability and KO power.
 1.1.5
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Clean hit 	7-9
Late hit 	10-25
Ending autocancel 	26
Interruptible 	45
Animation length 	67
|-
===Landing lag===
Animation length	15
==Trivia==
*The immediate auto-canceling of this move is a coding error caused by the wrong type of timing function being used. In the move's scripts, the hitboxes are deleted on frame 26, then a timer with a count of 18 is placed in the next line for the auto-cancel window. However, this is an asynchronous timer, which enables the auto-cancel on frame 18, rather than a synchronous timer, which would enable it 18 frames after the hitboxes are deleted (on frame 44). As a result, the auto-cancel is instead enabled on frame 26, as the line is still read after the timer for deleting the hitboxes.
**A very similar error can be seen with Cloud's , as well as 's .
**As this error was not addressed in any updates, it remains unknown whether the move's instant auto-canceling property was intentional or not. However, it was eventually fixed in Ultimate, where the move's auto-cancel properly uses an asynchronous timer on frame 32 (in addition to the hitboxes ending earlier, on frame 24).
Category:Cloud (SSB4)
Category:Up aerials (SSB4)
Cloud (SSB4)/Up throw

==Overview==
Cloud does a butterfly kick that is similar in animation to 's up tilt and 's up smash. Unusually for a throw, it hits three times. It is useful for setting up a juggle situation and is Cloud's strongest throw in the middle of the stage, being able to KO some character around 160% with rage. However, it is still very weak compared to other throws.
The throw's first hit animation looks similar to that of the Waterkick Limit Break used by Tifa Lockhart in Final Fantasy VII.
==Throw and Hitbox Data==
===Throw===
|}
===Collateral===
|}
==Timing==
Invincibility 	1-18
Hitboxes 	8-9, 13-14
Throw Release 	15
Interruptible 	51
Animation length	62
|-
Category:Cloud (SSB4)
Category:Up throws (SSB4)
Cloud (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-4
Hitboxes (early, late)	11, 12
Ending autocancel 	37-
Interruptible 	43
Animation length 	59
|-
===Landing lag===
Interruptible 	9
Animation length	22
Category:Cloud (SSBU)
Category:Back aerials (SSBU)
Cloud (SSBU)/Back throw

Cloud back throw hurtbox and hitbox visualization	Cloud back throw hurtbox and hitbox visualization	Cloud back throw hurtbox and hitbox visualization	Cloud back throw hurtbox and hitbox visualization	Cloud back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	13-14
Turnaround 	15
Throw release 	15
Interruptible 	32
Animation length	55
|-
Category:Cloud (SSBU)
Category:Back throws (SSBU)
Cloud (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	11-13
Late hit 	14-39
Ending autocancel 	46-
Interruptible 	65
Animation length 	77
|-
===Landing lag===
Interruptible 	17
Animation length	29
Category:Cloud (SSBU)
Category:Down aerials (SSBU)
Cloud (SSBU)/Down special

==Overview==
==Update history==
 
*
 
*
 
*
==Hitboxes==
===Finishing Touch (grounded)===
*Because of a frame speed multiplier, the early hit never actually comes out.
|}
===Finishing Touch (aerial)===
|}
==Timing==
===Limit Charge cancel===
Interruptible 	8
Animation length	21
===Finishing Touch (grounded)===
Hitboxes (mid, late, latest)	12, 13, 14
Windbox 	22-26
Interruptible 	85
Animation length 	115
|
===Finishing Touch (aerial)===
Hitboxes (early, mid, late)	14, 15, 17
Windbox 	25-29
Interruptible 	88
Animation length 	117
==Parameters==
===Limit Charge===
Y offset for gauge GFX 	20
Gauge GFX duration after cancel	60
Gauge fill per charge frame 	0.3
Gauge fill per damage taken 	1
Gauge fill per damage inflicted	0.667
Limit Break duration 	900 frames
===Finishing Touch===
Horizontal speed multiplier	0.4
Vertical speed multiplier 	0.4
Gravity 	0.03
Max fall speed 	1
==Trivia==
*Finishing Touch's hitbox does not actually have any gaps between its hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit anything. The hitbox radius is also changed to 0.1.
Category:Cloud (SSBU)
Category:Down special moves (SSBU)
Cloud (SSBU)/Down throw

Cloud down throw hurtbox visualization	Cloud down throw hurtbox visualization	Cloud down throw hurtbox visualization	Cloud down throw hurtbox visualization	Cloud down throw hurtbox visualization
 	 	 	 	
==Overview==
Cloud slams the opponent onto the ground with one arm and launches opponents behind him. It is among the strongest down throws in the game and Cloud's strongest throw when he performs the throw while facing away from the ledge. However, It has low base knockback, making it a very ineffective throw for combos.
Cloud Down Throw KO%s on Battlefield VS w/Optimal DI	Cloud Down Throw KO%s on Battlefield VS w/Optimal DI	Cloud Down Throw KO%s on Battlefield VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	213.46% 	214°
At the ledge (max rage) 	185.7% 	214°
Edge of Side Platform 	215.74% 	241°
Edge of Side Platform (max rage) 	187.78% 	241°
Edge of Top Platform 	219.78% 	289°
Edge of Top Platform (max rage) 	191.44% 	289°
==Throw Data==
|}
==Timing==
During frame 17, the move inflicts 10 frames of hitlag to both Cloud and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-18
Throw Release 	18
Interruptible 	44
Animation length	57
|-
Category:Cloud (SSBU)
Category:Down throws (SSBU)
Cloud (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Left leg intangible	7-17
Early hit 	7-8
Late hit 	9-17
Interruptible 	41
Animation length 	53
!Hitboxes 
|-
!Left leg 
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Cloud (SSBU)
Category:Down tilts (SSBU)
Cloud (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	67
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Cloud (SSBU)
Category:Edge attacks (SSBU)
Cloud (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 78.
Initial autocancel	1-2
Clean hit 	18-19
Late hit 	20-25
Ending autocancel 	43-
Interruptible 	54
Animation length 	79
|-
===Landing lag===
Interruptible 	12
Animation length	27
Category:Cloud (SSBU)
Category:Forward aerials (SSBU)