nyuuzyou/wikis huggingface dataset:
Mr. Game & Watch (SSBU)/Down throw

Mr. Game & Watch down throw hurtbox visualization	Mr. Game & Watch down throw hurtbox visualization	Mr. Game & Watch down throw hurtbox visualization	Mr. Game & Watch down throw hurtbox visualization	Mr. Game & Watch down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-35
Throw Release 	35
Interruptible 	50
Animation length	51
|-
Category:Mr. Game & Watch (SSBU)
Category:Down throws (SSBU)
Mr. Game & Watch (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)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mr. Game & Watch (SSBU)
Category:Edge attacks (SSBU)
Mr. Game & Watch (SSBU)/Forward smash

==Overview==
Mr. Game & Watch swings a lit torch directly at his opponent, referencing his game Fire Attack. The move has noticeable startup for a forward smash as it comes out on frame 17, but has low ending lag and good range due to its fully disjointed hitbox. Forward smash has a sweetspot at the flame of the torch that is one of the strongest forward smashes in the game, dealing massive damage and knockback while also being safe on shield. The sourspot is located on the torch handle and is significantly weaker but is still potent enough to KO if the opponent is at a very high percent. 
What makes this move one of Mr. Game & Watch's best finishers is that it has a setup from his down smash bury which allows Mr. Game & Watch to KO at early percents near the ledge or center-stage if he can land the setup. Overall, a very potent and rewarding move.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Hitboxes 	17-18
Interruptible 	43
Animation length	44
==Trivia==
*Oddly enough, the sourspot hitbox has no sound effect set. This was not the case in previous games.
Category:Mr. Game & Watch (SSBU)
Category:Forward smashes (SSBU)
Mr. Game & Watch (SSBU)/Forward throw

Mr. Game & Watch forward throw hurtbox visualization	Mr. Game & Watch forward throw hurtbox visualization	Mr. Game & Watch forward throw hurtbox visualization	Mr. Game & Watch forward throw hurtbox visualization	Mr. Game & Watch forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-26
Throw Release 	26
Interruptible 	41
Animation length	44
|-
Category:Mr. Game & Watch (SSBU)
Category:Forward throws (SSBU)
Mr. Game & Watch (SSBU)/Forward tilt

==Overview==
Mr. Game and Watch thrusts a chair forward to hit his opponent, with his model changing to reference his game Lion. This move is decently fast at frame 8, and has a fair bit of ending lag. However, the hitboxes on this move are large and fully disjointed, so the move can be spaced to be safer on shield. The move itself is quite strong, killing middleweights under 140% at the center of Final Destination. The move possesses a weak hit that lasts for 10 frames, giving forward tilt utility for catching spotdodges and ledge options. Overall a useful move in Mr. Game and Watch’s kit. 
==Hitboxes==
|}
==Timing==
Clean hit 	8-9
Late hit 	10-20
Interruptible 	38
Animation length	44
Category:Mr. Game & Watch (SSBU)
Category:Forward tilts (SSBU)
Mr. Game & Watch (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	38
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	44
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	37
Category:Mr. Game & Watch (SSBU)
Category:Grabs (SSBU)
Mr. Game & Watch (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Greenhouse 	
Neutral attack rapid jab 	Greenhouse (Barrage)	
Neutral attack rapid jab (finisher)	Greenhouse (Finish) 	
Forward tilt 	Lion 	
Up tilt 	Flagman 	
Down tilt 	Manhole 	
Dash attack 	Helmet 	
Forward smash 	Fire Attack 	
Up smash 	Octopuss Headbutt 	
Down smash 	Vermin 	
Neutral aerial 	Tropical Fish 	
Forward aerial 	Bombs Away 	
Back aerial 	Turtle Bridge 	
Back aerial (landing) 	Turtle Bridge 	
Up aerial 	Spitball Sparky 	
Down aerial 	Donkey Kong Jr. 	
Down aerial (landing) 	Donkey Kong Jr. 	
Neutral special (pan) 	Chef 	
Neutral special (food) 	Chef 	
Side special 1 	Judge 	
Side special 2 	Judge 	
Side special 3 	Judge 	
Side special 4 	Judge 	
Side special 5 	Judge 	
Side special 6 	Judge 	
Side special 7 	Judge 	
Side special 8 	Judge 	
Side special 9 	Judge 	
Up special (ground) 	Fire 	
Up special (air) 	Fire 	
Down special 	Oil Panic 	
Down special (attack) 	Oil Panic 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Alarm 	
Forward throw 	Ball (Front) 	
Back throw 	Ball (Back) 	
Up throw 	Ball (Above) 	
Down throw 	Ball (Below) 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Mr. Game & Watch (SSBU)
Category:Hitboxes (SSBU)
Mr. Game & Watch (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hits 1-3 	7-10, 12-15, 17-20
Hit 4 	22-23
Ending autocancel 	43-
Interruptible 	43
Animation length 	46
|-
===Landing lag===
Interruptible 	8
Animation length	12
Category:Mr. Game & Watch (SSBU)
Category:Neutral aerials (SSBU)
Mr. Game & Watch (SSBU)/Neutral attack

==Overview==
Mr. Game & Watch's neutral attack consists of multiple shots from an insecticide spray.
For the technical data of each individual hit, see:
*Mr. Game & Watch (SSBU)/Neutral attack/Hit 1
*Mr. Game & Watch (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	4-5
Rapid jab 	11, 19
Rapid jab finisher	22
Interruptible 	16, 55
Animation lengths 	23, 72
|-
Category:Mr. Game & Watch (SSBU)
Category:Neutral attacks (SSBU)
Mr. Game & Watch (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed at least 3 times and released at least 2 times since its initiation.
Hitboxes 	Hitboxes 	4-5
Continuability 	Pressed repeatedly	6-15
Continuability 	Held on hit 	8
Interruptible 	Interruptible 	16
Animation length	Animation length 	23
|-
Category:Mr. Game & Watch (SSBU)
Category:Neutral attacks (SSBU)
Mr. Game & Watch (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+4 frames
|10×
|+4 frames
|10×
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	0-1, 15-16
Rapid jab 	6, 14
Finisher 	2
Interruptible 	35
Animation length	52
Category:Mr. Game & Watch (SSBU)
Category:Neutral attacks (SSBU)
Mr. Game & Watch (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Pressing the special move button during frames 21-35 causes the move to loop back to frame 4, allowing it to be used in rapid succession. If the button is simply held throughout, it loops back on frame 36 instead. After 5 loops, either holding the button or pressing it at least 3 times allows the move to loop back on frame 54.
The food loses its hitbox earlier if it hits the ground.
Loop start 	4
Food 	18-97
Pan hitboxes 	18-20
Loop window 	21-36
Final loop frame	54
Interruptible 	55
Animation length	56
!Food 
|-
!G&W 
|-
!Loop window 
===Differences for 's Copy Ability===
*
==Parameters==
===Move===
Loop start frame 	4
Maximum loops 	5
Minimum button presses for final loop	3
===Food===
Lifetime 	80 frames
Speed multiplier when bouncing off wall 	0.5
Flickering period after total lifetime or touching ground	30 frames
Horizontal speed multiplier by stick input 	1.8 (forward)0.3 (back)
Vertical speed multiplier by stick input 	0.7 (forward)1.3 (back)
====Trajectories====
In addition to four possible food types, there are five possible trajectories for each food piece; both attributes are random and picked independently from each other. Each trajectory can be altered by tilting the control stick horizontally, using the general modifiers previously listed.
Attribute 	Type 1	Type 2	Type 3	Type 4	Type 5
Initial horizontal speed	0.6 	0.6 	0.5 	0.5 	0.5
Initial vertical speed 	0.85 	0.95 	0.85 	0.95 	1.05
Gravity 	0.04 	0.04 	0.04 	0.04 	0.04
Falling speed 	2.5 	2.5 	2.5 	2.5 	2.5
Rotation speed 	10° 	31° 	8° 	42° 	12°
==Trivia==
*The food hitbox has a 10% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Mr. Game & Watch (SSBU)
Category:Neutral special moves (SSBU)
Mr. Game & Watch (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move has no autocancel windows set, so it cannot autocancel until the animation is finished (frame 43 onward).
Projectile generated 	8
Multihits (early, mid, late)	9-14, 15-28, 29-35 (rehit rate: 6)
Final hit 	37-41
Interruptible 	43
Animation length 	42
|-
===Landing lag===
Interruptible 	13
Animation length	19
==Projectile parameters==
X/Y offsets 	[0.5, 21.5]
Lifetime 	34 frames
Interval between movement	7 frames
Upward speed 	8.5
Size multiplier 	1.9
==Trivia==
*The final hit has a rehit rate of 6 like the multi-hits. However, as it lasts 5 frames, it can still only hit once.
Category:Mr. Game & Watch (SSBU)
Category:Up aerials (SSBU)
Mr. Game & Watch (SSBU)/Up smash

==Overview==
Mr. Game & Watch will don a heavy scuba-diving helmet, rears back and then performs a powerful headbutt while wearing it, referencing his original game, Octopus. The move is one of the most powerful of its kind; dealing high damage and knockback which makes it a viable KO option and it also has a fairly large hitbox, giving it deceptive range. Its startup is rather high as it comes out on frame 21, but in contrast its endlag is extremely low as it only has 13 frames of cooldown which is excellent for baiting the opponent and makes it very difficult to whiff punish. In addition to its very low endlag, it grants Mr. Game & Watch invincibility during the hitbox frames which makes challenging the move extremely risky as the opponent could potentially get themselves KO'd while Mr. Game & Watch remains completely untouched. 
Lastly, the move has two more strengths. The first of these is its combo starting potential at low percents. Due to the low cooldown, the move can lead into combo extending moves such as neutral aerial, up aerial, or Fire. The second is its extreme safety on shield. Due to the move's high startup and low cooldown as well as its relatively high shieldstun, it is -6 on shield when fresh which is very safe for a smash attack.
Overall, it is considered to be one of the best up smashes in the game due to the move's high power, very low ending lag, invincibility, combo starting potential, and safety on shield which makes it a very useful tool in Mr. Game & Watch's kit, although its slow startup can leave Game and Watch vulnerable for enough time to get punished or killed, especially if the player gets too reliant on it for closing out stocks at high percents.
==Hitboxes==
|}
==Timing==
Charges between 	15-16
Early hit 	21
Late hit 	22-25
Invincibility 	21-25
Interruptible 	39
Animation length	43
|-
Category:Mr. Game & Watch (SSBU)
Category:Up smashes (SSBU)
Mr. Game & Watch (SSBU)/Up throw

Mr. Game & Watch up throw hurtbox visualization	Mr. Game & Watch up throw hurtbox visualization	Mr. Game & Watch up throw hurtbox visualization	Mr. Game & Watch up throw hurtbox visualization	Mr. Game & Watch up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-26
Throw Release 	26
Interruptible 	41
Animation length	44
|-
Category:Mr. Game & Watch (SSBU)
Category:Up throws (SSBU)
Mr. Game & Watch (SSBU)/Up tilt

==Overview==
Raises two flags that deal damage. The attack makes his hands intangible.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Only the lower portions of the respective arms are made intangible.
Hands intangible 	1-39
Front arm intangible	10-12
Hit 1 	10-12
Back arm intangible 	20-22
Hit 2 	20-22
Interruptible 	34
Animation length 	39
!Hitboxes 
|-
!Front arm 
|-
!Back arm 
|-
!Hands 
Category:Mr. Game & Watch (SSBU)
Category:Up tilts (SSBU)
Mum's the Word!

Mum's the Word! was a Spirit Board event focused on motherly spirits. It ran from 6 a.m. on May 10, 2019 to 6 a.m. on May 13, 2019 (), and was repeated on the following dates:
*6 a.m. on May 6, 2022 to 6 a.m. on May 9, 2022 (UTC)
*6 a.m. on May 5, 2023 to 6 a.m. on May 8, 2023 (UTC)
*6 a.m. on May 3, 2024 to 6 a.m. on May 6, 2024 (UTC)
During the event, defeating any spirit on the Spirit Board awarded a health drain item and triple SP.
==Description==
:During this event, each battle won on the Spirit Board will earn you a Health Drain item and triple the usual SP!
:Motherly spirits will also appear at set times. Take a look!Event pageEvent page (repeat)
==Periodically appearing spirits==
No.	Image	Name	Type	Rank	Appearance times (UTC)
582	 	 	 	★★★★	06:00, 18:00
854	 	 	 	★★ 	07:00, 19:00
278	 	 	 	★★★ 	08:00, 20:00
760	 	 	 	★★★★	10:00, 22:00
450	 	 	 	★★ 	11:00, 23:00
640	 	 	 	★★ 	00:00, 12:00
281	 	 	 	★★★★	02:00, 14:00
741	 	 	 	★★ 	03:00, 15:00
144	 	 	 	★★ 	04:00, 16:00
==Spirit battles==
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
582 	 	EarthBound Series 	• • 	 	13,100 	 	•Easy to Launch 	•All fighters are easy to launch 	 	
854 	 	Animal Crossing Series 	• •Tiny 	 	4,100 	Smashville 	•Hazard: Fog 	•The stage is covered in fog 	 	
278 	 	Metroid Series 	• 	 	9,300 	Brinstar Depths (Ω form) 	•Energy Output ↑•Assist Trophy Enemies (Mother Brain)	•Hostile assist trophies will appear•The enemy favors neutral specials•All fighters' energy attacks have increased power 	 	
760 	 	Metal Gear Solid Series	• (180 HP)	 	13,900 	Garden of Hope (Ω form) 	•Defense ↑•Hazard: Poison Floor 	•The floor is poisonous•Timed stamina battle (2:00)•The enemy has increased defense when the enemy's at high damage 	 	
450 	 	Pokémon Series 	• •Larry 	 	3,700 	Windy Hill Zone 	N/A 	•Defeat the main fighter to win•Reinforcements will appear during the battle 	 	
640 	 	Fire Emblem Series 	• 	 	3,700 	Temple 	•Attack Power ↓ 	•You have reduced attack power 	 	
281 	 	Metroid Series 	• (180 HP)	 	13,300 	Brinstar (Battlefield form)	•Giant•Attack Power ↑ 	•The enemy is giant after a little while•Stamina battle•The enemy has increased attack power after a little while 	 	
741 	 	WarioWare Series 	• 	 	3,500 	Gamer 	•Earthquake•Sudden Damage 	•All fighters take serious damage after a little while•Periodic earthquakes will shake the stage 	 	
144 	 	Donkey Kong Series 	•Clear 	 	3,500 	Luigi's Mansion 	•Hazard: High Gravity•Hazard: Low Gravity 	•Your jumping power decreases when the enemy's at high damage•The enemy is less affected by gravity•The enemy starts with damage but is more powerful	 	
==Names in other languages==
==Trivia==
*This event took place during May 12, 2019, which happened to be in any country where Mother's Day is on the second Sunday of May.
**The same is true for the first repeat, as Mother's Day 2022 fell on May 8.
==References==
Munchlax

Munchlax (, Gonbe) is a creature in the franchise.
==Origin==
Munchlax is the baby form of Snorlax, and was the very first Pokémon ever publicly revealed, making appearances in several Pokémon spin-off games and in the anime before its playable debut in the main-series games . Munchlax is categorized within the Pokédex at #446 as the "Big Eater Pokémon". It evolves into Snorlax when leveled up with high friendship. Munchlax is described as the "Big Eater" Pokémon, and all of its Pokédex entries deal with its eating habits.
Its "move" in Brawl, , is one of its possible abilities in the Pokémon games: a Pokémon with it might find an item after a battle, and, since , can pick up items discarded by other Pokémon during a battle.
==In Super Smash Bros. Brawl==
===As a Poké Ball Pokémon===
Munchlax is one of the Pokémon that appears out of a Poké Ball. When summoned it wanders aimlessly around the stage, eating any items it finds excluding Poké Balls, Smash Balls, and collectibles (trophies, CDs, and stickers). If there aren't any items around for it to gobble up, Munchlax is effectively useless, much like Goldeen.
===Trophy===
===Sticker===
Name	Game 	Effect 	Fighter(s)
 	series	Attack +13	
==Gallery==
Munchlax1.jpg|Official artwork of Munchlax from Brawl.
Category:Trophies (SSBB)
Category:Stickers
Mushroom (effect)

Mushroom is an attack effect used in Super Smash Bros. Ultimate. It is exclusive to the Ramblin' Evil Mushroom item and is also one of many effects 's Final Smash, Supernova can inflict. Fighters hit by the item will temporarily have their controls reversed.
==Status condition==
When a fighter picks up the Ramblin' Evil Mushroom, a cloud of spores will shoot out by pressing the attack button, putting a small mushroom on the opponents's head. This will cause the horizontal directional inputs on the control stick to be temporarily reversed. Hitting the opponent with the spores three times will make the mushroom grow larger and exude spores, extending the duration of the effect. Attacking the Ramblin' Evil Mushroom without picking it up will cause it to shoot out a cloud of spores, putting a mushroom on the attackers head. However, the attacker's controls are not reversed and the mushroom cannot grow larger.
If a character is hit by Sephiroth's Supernova, there is a chance their controls will be reversed. This effect will be indicated with the same large mushroom as received from being hit by the spores of the Ramblin' Evil Mushroom three times.
==Origin==
This effect references the Mushroomization status the Ramblin' Evil Mushrooms can inflict on the player in , which causes the overworld controls to be rotated. This effect is shown by a mushroom appearing in the party members' heads, much like the Mushroom growing on opponents in Ultimate.
Category:Effects
Mushroom Kingdom (Adventure Mode)

Mushroom Kingdom (, Mushroom Kingdom) is the first stage of the Adventure Mode of Super Smash Bros. Melee. Its design is reminiscent of classic Mario platforming levels, complete with Goombas, Koopa Troopas, and Koopa Paratroopas. Like almost all stages of its type, Mushroom Kingdom is accessible in multi-player modes through the . The game will crash when a character enters the Yoshi team's area, although there is a code that prevents the encounter. 
The stage is known internally by the debug menu as 1-1KINOKO, where "1-1" refers to its position in Adventure Mode, and "Kinoko" translates to "Mushroom" from Japanese.
==Stage layout==
The stage begins with a straightforward platforming section, in which the player must jump over stone platforms to progress. Various formations of breakable brick blocks float overhead. A Warp Pipe, its entrance blocked by wooden boards, serves as the stage's first checkpoint. Immediately after the pipe, the player must hop on a series of platforms to cross a pool of water. As swimming does not exist in Melee, falling into the water without any recovery moves will result in a KO. Goombas, Koopa Troopas, and Koopa Paratroopas appear throughout these sections and serve as obstacles.
This section is followed by a fight against a team of 10 Yoshis in a locked battle on an elevated platform. Toad appears in the background, running from one edge of the platform to the other. After the player defeats the Yoshis, this platform becomes a second checkpoint.
The stage's final section consists of a long, horizontal pipe. Brick blocks and various enemies appear here as well. A flagpole and another Toad wait at the stage's end. To complete the stage, the player must pass the flagpole. If the player passes the flagpole while the match timer's seconds portion ends in 2, will replace in the following battle and if he hasn't already been unlocked, challenge the player upon the Adventure Mode's completion.
==Origin==
The Mushroom Kingdom is the main setting of games. This stage is an adaptation of several elements from 2D platforming Mario games such as Super Mario Bros.: in such games, the goal is traversing levels, usually from left to right, while going through obstacles, defeat enemies, and break blocks.
Several elements from Mario levels are directly replicated in this stage: Brick Blocks, purely decorative Pipes (including a horizontal one, possibly inspired by Super Mario Bros. 3), common enemies such as Goombas, Koopas and Koopa Paratroopas, and the at the end of levels, which Mario has to reach to clear the level itself.
The red Koopa Paratroopa's shell's ability to deal flame damage is similar to one of its effects in Super Mario World, where it allowed Yoshi to shoot fireballs when eaten. 
The giant mushrooms in the background could be a reference to similar-looking platforms in the original Super Mario Bros. The background also features a 1-hole golf course, a possible reference to the Mario Golf games, and Princess Peach's Castle from .
Category:Stages
Category:Stages (SSBM)
Category:Mario universe
Mushroom Kingdom (disambiguation)

Mushroom Kingdom may refer to:
* Mushroom Kingdom (location), the fictitious area in which many series games are set, and in which several stages in the Super Smash Bros. series are set.
* Mushroom Kingdom (SSB), an unlockable stage in Super Smash Bros. which returns in Super Smash Bros. Ultimate
* Mushroom Kingdom (SSBM), a starter stage in Super Smash Bros. Melee
* Mushroom Kingdom II, an unlockable stage in Melee which returns in Ultimate
* Mushroom Kingdom (Adventure Mode), the first Adventure Mode level in Melee
* Mushroomy Kingdom, a stage in Super Smash Bros. Brawl, , and Ultimate
* Mushroom Kingdom U, a stage in and Ultimate
Music (SSB4) (disambiguation)

Music (SSB4) may refer to:
*Music (SSB4-3DS), the music that is in 
*Music (SSB4-Wii U), the music that is in 
*The Super Smash Bros. for 3DS and Wii U soundtrack, a special soundtrack offered by Club Nintendo for owners of both the 3DS and Wii U versions who register both their games between November 21, 2014 and January 13, 2015.
Music (disambiguation)

Music may refer to:
* from the original Super Smash Bros.
* from Super Smash Bros. Melee
* from Super Smash Bros. Brawl. Refer to below template for information in individual tracks by franchise.
* from . Refer to below template for information in individual tracks by franchise.
* from . Refer to below template for information in individual tracks by franchise.
* from Super Smash Bros. Ultimate. Refer to below template for information in individual tracks by franchise.
* My Music, a feature in Brawl, and Ultimate that allows the players to select which tracks appear on what stages.
* Alternate music, a feature in Melee and that refers to one track that can play rarely, or can be forced to play.
* Nintendo All-Star! Dairantō Smash Brothers OST, an official soundtrack for Super Smash Bros. that includes several exclusive tracks.
* Smashing...Live!, an orchestrated performance of several tunes from Super Smash Bros. Melee.
* Super Smash Bros. for Nintendo 3DS / Wii U ♪—A Smashing Soundtrack—, a special soundtrack offered by Club Nintendo for owners of both and .