nyuuzyou/wikis huggingface dataset:
Marth (SSBU)/Neutral aerial

==Overview==
Marth's neutral aerial can essentially be used anytime and lead to results. In the neutral game, Marth can short hop and fast fall during neutral air to safely cover space while slowly advancing. When approaching, neutral aerial is also Marth's safest move in that it has the lowest ending lag. When the latest active frame of the fast falled second hit strikes an opponent's shield at maximum range, it is essentially impossible to shield grab Marth, especially if Marth buffers a defensive roll away. Better players, however, avoid using shield grab, and know their best out of shield option(s). Even in these scenarios, Marth's neutral aerial is so safe that if spaced and timed perfectly, very few characters can hope to even tie Marth's fastest follow-ups if they attempt to attack after defending against Marth's neutral air, either because they lack the speed or because these moves lack the range. On the other hand, it is precisely for this reason opponents will often continuously shield. In these scenarios, do not lose patience and continue to look for safe ways to poke at their shield such as down tilt or additional neutral aerials before committing to a grab or resorting to shield breaker. The safest shield pressure after falling neutral air is another (instant, rising, retreating) neutral air. 
As a grounded combo starter, fast falling before the second hit comes out (such that only a single hit of neutral air is used) produces one of Marth's few ways of comboing into forward smash. Otherwise, dancing blade is still a fine followup. Alternatively, drifting out with Marth's neutral aerial so the first (non-tipper) hit of neutral air combos into the second (tipper) hit of neutral air provides a more reliable setup than simply fishing for stray tippers.
As an edgeguarding tool, Marth's neutral aerial can be used to catch opponents who are trying to return to laterally to the ledge at ground elevation. This type of recovery does not appear naturally, but should be forced by threatening a forward air earlier in the game. Neutral air can also be used to catch opponents who are attempting to land on middle height platforms as a low risk, medium reward option. Characters with teleport recoveries such as Mewtwo and Palutena are common examples here. Neutral aerial is also one of Marth's best ledgetrapping tools, as it has sufficient range to avoid being hit by many ledge getup attacks, while possessing enough active frames to potentially punish neutral getup.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	6-7
Hit 2 	15-21
Ending autocancel 	47-
Interruptible 	50
Animation length 	49
|-
===Landing lag===
Interruptible 	8
Animation length	27
Category:Marth (SSBU)
Category:Neutral aerials (SSBU)
Marth (SSBU)/Neutral attack

==Overview==
Marth's neutral attacks consist of two slashes from the Exalted Falchion. It deals between 7.0% and 11.0% in total, depending on spacing.
For the technical data of each individual hit, see:
*Marth (SSBU)/Neutral attack/Hit 1
*Marth (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-6
Jab 2 	14-15
Interruptible 	26, 39
Animation lengths	49, 54
|-
Category:Marth (SSBU)
Category:Neutral attacks (SSBU)
Marth (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	5-9
Ending autocancel 	38-
Interruptible 	46
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	24
Category:Marth (SSBU)
Category:Up aerials (SSBU)
Marth (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Sword hitboxes 	13-17
Launcher hitbox 	13-14
Interruptible 	59
Animation length	79
!Sword 
|-
!Launcher 
Category:Marth (SSBU)
Category:Up smashes (SSBU)
Marth (SSBU)/Up special

Marth Up Special Hitbox Visualizations.	Marth Up Special Hitbox Visualizations.
Grounded 	Aerial
 	
==Overview==
Although relatively situational, Dolphin Slash is a highly rewarding move with a strong surprise factor if timed intelligently. The move's active hitboxes start on frame 5 where they hit the strongest and end on frame 10 where they are more disjointed but are much weaker. With its considerable disjoint, speed (faster than a grab), kill potential, and its frames of intangibility (frames 4-5 on the ground, 1-5 in the air), it is also Marth's best out of shield move but is his riskiest.
The move's biggest drawback is how punishable it is when whiffed. The slow falling speed afterwards as well as the move's landing lag leaves him wide open. It is safer to use on stages like where he can land on the top platform if angled high. 
As a recovery option, Dolphin Slash is considered subpar. Its speed makes it difficult to hit Marth out of without ledge intangibility and has a disjointed hitbox above Marth's head which can hit through the stage and punish people standing near the ledge. However the move doesn't travel far horizontally and, although it can be angled, the extra horizontal distanced gained often isn't enough. 
As an edgeguarding option, Dolphin Slash can be used to punish opponents who ride the wall towards the ledge by testing their ability to tech. This is preferable to using a move such as forward air or back air for stage spiking, since Marth will almost always be at the ledge by the time the opponent is actionable after the stage tech, and can subsequently be hit by another back air. On the other hand, the player opts to use a Dolphin Slash faced away from the ledge to try and swat opponents away. However, this requires Marth to be very close to the ledge, otherwise he may not grab it and fall into the blast line.
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Marth cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
Intangible (grounded)	4-5
Intangible (aerial) 	1-5
Clean hit 	5
Mid hit 	6
Late hit 	7-11
Animation length 	39
!Hitboxes 
|-
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	25
Animation length	34
==Parameters==
Horizontal speed multiplier on startup	0.66
Stick sensitivity to angle 	0.5
Maximum angle deviation 	20°
Gravity after jump 	0.06
Aerial height multiplier 	1.1
Helplessness air speed multiplier 	0.4
Landing lag 	24 frames
Category:Marth (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Marth (SSBU)/Up throw

Marth up throw hurtbox visualization	Marth up throw hurtbox visualization	Marth up throw hurtbox visualization	Marth up throw hurtbox visualization	Marth up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	45
Animation length	44
|-
Category:Marth (SSBU)
Category:Up throws (SSBU)
Marth (SSBU)/Up tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Clean hit (early, late)	6, 7-8
Late hit 	9-12
Interruptible 	34
Animation length 	52
==Trivia==
*Due to a programming oversight, the late hit plays the tipper sound effect (labeled "Marth Sword" in the scripts) even if it hits with a sourspot.
Category:Marth (SSBU)
Category:Up tilts (SSBU)
Marth killer

The Marth killer is an advanced technique in Super Smash Bros. Melee used when edgeguarding certain characters with linear recoveries, most notably (hence its name). It is performed by lightshielding and angling the shield away from the stage. Upon the shield being hit by the recovering character's up special, the shielding character may slide off the stage and instantly grab the edge before the recovering character can, resulting in an instant edgehog.
The reason the Marth killer works is that players can ASDI during shieldstun.https://smashboards.com/threads/how-to-wreck-es-with-ganon-linguini-q-a-thread.215432/page-16#post-7442776 Therefore, contrarily to popular belief, it doesn't matter which part of one's shield Marth's sword hits, as the shielding player will perform a Marth killer nonetheless.
The common counter-strategy to a Marth killer is for the victim to recover higher than the ledge instead of aiming for the sweetspot. While it is easy to punish Marth, or the other potential victims of this technique during their landing lag after their recovery move, it is generally a bad idea to let them touch the ground, since this gives them back their double jumps, and in Marth's case, it gives his side special (Dancing Blade) the ability to air stall again. Recovering opponents can also potentially ASDI down which reduces the player's odds of getting a KO. Thus, while doing a Marth killer every time can set up for a free hit, this would still be less rewarding than choosing a riskier option that would actually result in Marth's death, such as a shine spike.
Here is a list of the characters against whom one can perform a Marth killer.
* (Spin Attack)
* (Peach Parasol)
* (Dolphin Slash)
* (Blazer)
* (Spin Attack)
* (Luigi Cyclone) (Fireball)
==References==
Category:Techniques (SSBM)
Martial Artist

The Martial Artist (, Martial Artist), previously known as Fighter, is a class and are reoccurring characters in the Dragon Quest series.
==Origin==
In Dragon Quest III, the idea of a customizable party system was introduced to the series. This system allowed the player to choose what vocations they wanted to help fight alongside them. Among those vocations was the Martial Artist, a class that possesses low magic capability, but compensates with high Strength, Agility, and Resilience. In games such as and , the player gains the ability to change an established character's vocation, the Martial Artist being one of the basic ones. 
In some games, specific characters fit the archetype of a Martial Artist, such as Jade from , from , and Carver from . Additionally, Martial Artists can be found as NPCs in some of the games.
==In Super Smash Bros. Ultimate==
===As a costume===
Both the male and female versions of the Martial Artist appear as a DLC Mii Costume for the , released in the second wave of DLC costumes along with Hero on July 31, 2019. The costumes, as well as the Miis used to showcase them in promotional material, are based on the designs from the class's debut appearance in , with some details modeled in particular after the artwork from the game's Super Famicom remake.
Throughout the costume's reveal trailer, both the male and female Martial Artists are seen attacking opponents with moves inspired from other attacks, seen in the franchise. When first showcased, the male Martial Artist uses Counter Throw against Bowser. Later, the female Martial Artist uses down tilt followed by Thrust Uppercut for her up special towards Mario. They are referencing both Leg Sweep and Multifists, two moves appearing for the first time in Dragon Quest VI and obtained by learning the first rank, and by mastering the Martial Artist vocation respectively.
==Names in other languages==
==Trivia==
*Due to the Martial Artist being designed by , his production company Bird Studio is credited for designing the Mii costume. Toriyama is also credited by name in the credits.
**Production company Armor Project is also credited for the Mii costume. Founder Yuji Horii, creator of Dragon Quest, is also credited by name.
Category:Dragon Quest universe
Category:Square Enix
Category:Third-party characters
Massachusetts Power Rankings

The Massachusetts Power Rankings is a list which ranks the best players in the US state of Massachusetts.
==Super Smash Bros. Melee rankings==
===Fall 2024===
Announcement tweet
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Honorable Mentions: 
Panelists: , , , , , , 
===Spring 2024===
Announcement tweet
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Honorable Mentions: 
Panelists: , , , , , , 
===Fall 2023===
Announcement tweet
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Honorable Mentions: , , 
Panelists: , , , , , , 
===Spring 2023===
Announcement tweet
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Honorable Mentions: , 
Panelists: , , , , , , 
===Fall 2022===
Announcement tweet
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Honorable Mentions: 
Panelists: , , , , , , 
===Spring and Summer 2022===
Announcement tweet
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Honorable Mentions: , 
Panelists: , , , , , , 
===Spring and Summer 2020===
Announcement tweet
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Honorable Mention: 
Inactive: , , , , 
Panelists: , , , , , , 
===Fall and Winter 2019===
Announcement tweet
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Honorable Mention: 
===Spring and Summer 2019===
Announcement tweet
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===Fall and Winter 2018===
Announcement tweet
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===Spring and Summer 2018===
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===Fall/Winter 2017-18===
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===Spring and Summer 2017===
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==Super Smash Bros. for Wii U rankings==
===Summer 2018===
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===Winter 2018===
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===Fall 2017===
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====Honorable Mentions====
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====Honorable Mentions====
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===Spring 2016===
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====Honorable Mentions====
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==Super Smash Bros. Ultimate rankings==
===Summer 2024https://x.com/NewEnglandSmash/status/1845201664921260528/===
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===Spring 2024https://x.com/NewEnglandSmash/status/1811556652123918816/===
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===Winter 2024https://twitter.com/NewEnglandSmash/status/1778879088976871777===
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===Fall 2023https://twitter.com/NewEnglandSmash/status/1750346638793613325===
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===Summer 2023https://twitter.com/NewEnglandSmash/status/1712950963642753401===
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===Spring 2023https://twitter.com/NewEnglandSmash/status/1678925785791430656===
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===Winter 2023https://twitter.com/NewEnglandSmash/status/1665180714654920704===
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===Fall 2022===
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===Fall 2021===
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===Winter 2020===
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===Fall 2019===
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===Spring 2019===
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==Project M rankings==
===Beginning of 2019===
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====Inactives====
* 
* 
*nova 
===End of 2018===
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====Inactives====
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* 
===Summer 2018===
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====Inactives====
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===Second Half of 2017===
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====Inactives====
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===Spring 2017===
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====Inactives====
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*
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===Winter 2016===
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==References==
==External links==
*Winter 2019 Graphic
*Spring 2019 Graphic
*Summer 2019 Graphic
*Fall 2019 Graphic
Category:American Power Rankings
Master Belch (disambiguation)

Master Belch is an antagonist from , appearing as:
*a sticker in Super Smash Bros. Brawl
*the inspiration of one of Ness's alternate costumes in Super Smash Bros. 4 and Super Smash Bros. Ultimate
*a spirit in Super Smash Bros. Ultimate.
Category:EarthBound universe
Category:Stickers
Category:Spirits
Master Hand (SSB)

Master Hand (, Masutā Hando) is a character resembling a large, gloved hand who appears as the final boss of the 1P Game in Super Smash Bros.
==Opening movie==
Master Hand is first seen in the opening movie. He places plush doll versions of two random characters on a table, and after carefully positioning objects around them, he counts down from three on his fingers. At the conclusion of the countdown, he snaps his fingers, and the objects, along with the table itself, are changed into a stage resembling Peach's Castle. Soon after, both of the plush dolls come to life.
==As a boss==
Master Hand is the final boss of the 1P Game. He uses his size and shape to his advantage; he slaps, punches, and flicks the player's character, and receives no knockback from the player's attacks. All of these elements are carried on into his incarnations in later games.
Master Hand cannot be defeated by being launched out of the blast zones. Instead, he has 300 hit points that must be depleted. Once all of his hit points have been depleted, he explodes while floating away into the background, along with the screen fading to white then fade to pitch black.
After the final results screen, a cutscene plays, showing the player's character back into its plush doll form. The camera zooms out, the screen suddently transitions to black, and the sound of a closing door plays.
===Moveset===
Move 	Damage 	Debug mode input	Description
Big Swipe () 	16% 	/ * 	Master Hand makes a wide slapping motion across the platform.
Dual Poke () 	8%, 16% (finger), 6%, 6% (base) 	 	Master Hand pokes the air twice. The second poke is more powerful.
Finger Bullet ()	5% per bullet 	/ 	Master Hand makes the shape of a gun, and fires a pair of Bullet Bills. If Master Hand has less than 100 HP remaining, he will fire three pairs.
Finger Drill () 	4% (startup), 1% (hits 1-20), 5% (last hit)	 	Master Hand flies up, then slams down while spinning in a drill-like fashion.
Finger Walk () 	8% or 6% (walking), 18% (kick) 	 	Master Hand "walks" across the stage using his pointer and middle fingers. When he reaches his opponent, he does a fiery flick.
Floor Sweep () 	12% per swipe 	 	Master Hand sweeps across the stage several times, depending on the length of the platform.
Flying Punch () 	16% 	 	Master Hand flies in from the background and punches the player.
Flying Slap () 	1% (hit 1), 16% (hit 2) 	 	Master Hand flies in from the background and slaps the stage.
Jetstream () 	16% or 12% 	 	Master Hand makes a vaguely plane-like shape, then flies into the background. He attempts to fly into the player, then flies back in from the right. The takeoff deals flame damage if the player is nearby.
Power Punch () 	16% 	 	Master Hand hovers over the target, then quickly punches down with electric effects. If used outside Final Destination, may result in Master Hand getting stuck and unable to move for the rest of the match.
Side Punch () 	20% 	/ 	Master Hand makes a fist and punches horizontally across the stage.
* Playable characters do not have side special moves in this game.
Category:Master Hand
Category:Unplayable characters (SSB)
Category:Bosses
Master Hand laser glitch

The Master Hand laser glitch is a glitch in Super Smash Bros. Melee. It can occur only when a player controls through the use of a GameShark, an Action Replay, or the Master Hand glitch.
==Execution==
This glitch must be executed after the player takes control of Master Hand. Additionally, the item switch must be set to spawn Super Mushrooms and/or Poison Mushrooms. Once in a match, Master Hand must come into contact with a mushroom. The player must then initiate Master Hand's up special attack (Laser) shortly before he reverts to his normal size. If the glitch is executed correctly, the laser beams will remain on Master Hand's fingertips after the attack's conclusion. These lasers will still deal damage, and they will not impede Master Hand's ability to use other attacks. If the player performs this glitch multiple times, Master Hand's lasers will become thicker and deal increased damage as they are layered on top of one another. This glitch has the potential to crash the game.
Training Mode provides an alternate way to execute this glitch. After Master Hand uses his laser attack, the player must use the mode's "Reset" command. This method of execution will cause Master Hand to face the wrong way and occasionally aim some attacks in the opposite direction of the opponent.
This glitch can be performed with Crazy Hand, but only if Master Hand is present as well. If Master Hand is not present, the game will freeze before Crazy Hand's lasers can appear, although Action Replay codes can fix this so Crazy Hand can use lasers without Master Hand being present. Crazy Hand can also perform this glitch without mushrooms by initiating a combo attack.
==Video==
Execution of the glitch begins at 0:39.
Category:Glitches (SSBM)
Master Mummy

Master Mummy (, Master Mummy) is a character and playable fighter in the Nintendo Switch game .
==Origin==
One of the playable fighters in ARMS, Master Mummy lived and died many years ago. He was resurrected as a mummy possessing the gene by during her experiments. He has now dedicated himself to searching for his lost family, but has completely lost his memory. His home stage is the where he was resurrected. If mode is beaten with him, his victory photo shows him reunited with his wife and young son, both of whom are also mummified. His Grand Prix ending depicts Biff interviewing Master Mummy in a suit sitting next to a mummified woman and child, presumably his family, and the championship belt on the table in front of him, implying that he won the tournament. Master Mummy's standard are the , the , and the ; he utilizes two Megatons in Super Smash Bros.
==In Super Smash Bros. Ultimate==
===Assist role===
Master Mummy is seen in 's Final Smash, ARMS Rush, and unleashes a flurry of punches alongside other characters from ARMS.
===As a background character===
Master Mummy appears on the screen in background of Spring Stadium. He also appeared in Min Min's reveal trailer, participating in the fight over the Smash invitation; he is the one who knocks out Ninjara after he grabbed the invitation.
===Spirit===
Master Mummy also appears as an Advanced-class primary spirit in the ARMS DLC Spirit Board.
Master Mummy uses a puppet fighter and is fought on the Dracula's Castle stage's Ω form. During the battle, Master Mummy is equipped with slow super armor, referencing Master Mummy's low speed and super armor stats. Also, Donkey Kong favors grab and throws, referencing how Master Mummy possesses the strongest throws in ARMS.
No. 	Image	Name	Type	Class	Slots	Base	Max	Base	Max 	Base	Max 	Ability	Series
1,415	 	 	★★ 	1 	1902 	7638	601	2414	1194	4792	Strong Throw	ARMS 	
==Gallery==
ARMS group shot in Min Min trailer.png|Master Mummy's appearance (far right) in Min Min's reveal trailer.
Master Mummy.jpg|Master Mummy's cameo on Spring Stadium.
==Names in other languages==
== Trivia ==
*By pure coincidence, Koji Takeda, the voice actor of Master Mummy in ARMS, would later be featured in the Japanese dub of The Super Mario Bros. Movie as the voice of Donkey Kong, by whom Master Mummy is represented in his spirit battle in Ultimate nearly three years prior to the release of the film.
Category:Spirits