nyuuzyou/wikis huggingface dataset:
Mystery zone glitch

The mystery zone glitch is a glitch in Super Smash Bros. Brawl that can be performed in the Home-Run Contest. Normally, knocking the Sandbag to the left of the platform would result in zero distance and end the game. However, using a second player, Sandbag can be hit out into the field before being whacked far left with the Home-Run Bat. Performing this glitch will allow the Sandbag to travel left and see what the stadium looks like left of the platform.
==Description==
As the camera pans left, the blank terrain can be seen. There are no tiles or distance markers on the ground, probably because nothing was intended to be in this area. Surprisingly, there is a wall about 200 feet (66.7 meters) to the left that Sandbag will hit and bounce off of, and even makes a sound. (This sound is the same sound effect heard when Sandbag hits the normally used force field.) It is possible to go over this wall if Sandbag is flying high enough. The Stadium and ground ends at about -200 feet (-66.7 meters), and after that only the sky background will be shown. Since there won't be any ground, Sandbag will not be able to land. At -1200 feet (-400 meters), the sky will end and Sandbag will be flying through nothingness.
==Video==
Note: Snake is hacked to be giant size to make the glitch easier to perform.
Category:Glitches (SSBB)
Mythra (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 61.
Initial autocancel	1-3
Clean hit 	10, 11
Late hit 	12
Ending autocancel 	26-
Interruptible 	34
Animation length 	64
|-
===Landing lag===
Interruptible 	11
Animation length	30
Category:Mythra (SSBU)
Category:Back aerials (SSBU)
Mythra (SSBU)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-17
Hitbox 	15-16
Turnaround 	15
Throw release 	17
Interruptible 	36
Animation length	73
|-
Category:Mythra (SSBU)
Category:Back throws (SSBU)
Mythra (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 65.
Initial autocancel	1-4
Clean hit 	13, 14, 15
Late hit 	16
Ending autocancel 	29-
Interruptible 	41
Animation length 	72
|-
===Landing lag===
Interruptible 	12
Animation length	31
==Trivia==
*Masahiro Sakurai revealed in a YouTube video that the starting angle of Mythra's down aerial was altered to be more intuitively appealing.Odds and Ends of Supervising [Graphics]
==References==
Category:Mythra (SSBU)
Category:Down aerials (SSBU)
Mythra (SSBU)/Down throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
===Properties===	
*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.	
*The throw inflicts hitlag to the opponent, causing their knockback to start on frame 29 under normal circumstances.
Invincibility 	1-25
Hitbox 	20-24
Throw Release 	25
Interruptible 	46
Animation length	84
|-
==Trivia==
*Alongside and 's down throws, this is the only throw in Ultimate that can inflict hitlag on opponents with its release portion.
Category:Mythra (SSBU)
Category:Down throws (SSBU)
Mythra (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	21
Animation length	38
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Mythra (SSBU)
Category:Down tilts (SSBU)
Mythra (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 	74
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Mythra (SSBU)
Category:Edge attacks (SSBU)
Mythra (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	8-11
Ending autocancel 	36-
Interruptible 	38
Animation length 	60
|-
===Landing lag===
Interruptible 	11
Animation length	26
Category:Mythra (SSBU)
Category:Forward aerials (SSBU)
Mythra (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	37
Animation length	53
===Dash grab===
Grab 	11-12
Interruptible 	44
Animation length	61
===Pivot grab===
Grab 	12-13
Interruptible 	39
Animation length	63
Category:Mythra (SSBU)
Category:Grabs (SSBU)
Mythra (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack rapid jab 	 	
Neutral attack finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Neutral aerial (landing) 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (charge) 	Lightning Buster 	
Neutral special (standard) 	Lightning Buster 	
Neutral special (max charge)	Lightning Buster 	
Side special 	Photon Edge 	
Up special 	Ray of Punishment/Chroma Dust	
Up special 	Ray of Punishment 	
Up special 	Chroma Dust 	
Down special 	Swap to Pyra 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Mythra (SSBU)
Category:Hitboxes (SSBU)
Mythra (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
!Shieldstun
|—
|—
|—
|—
|—
|—
|—
|—
|—
|—
|0.2×
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 75.
Initial autocancel 	1-7
Multihits 	8-13 (rehit rate: 3)
Final hit (early, late)	14-17, 18-19 (ID 1 rehit rate: 3)
Ending autocancel 	38-
Interruptible 	51
Animation length 	78
|-
===Landing lag===
Hitbox 	1
Interruptible 	14
Animation length	41
Category:Mythra (SSBU)
Category:Neutral aerials (SSBU)
Mythra (SSBU)/Neutral attack

==Overview==
Mythra's neutral attack consists of a knife-hand strike and a horizontal sword swing followed by either an upwards sword swing or a flurry of magical blasts. 
For the technical data of each individual hit, see:
*Mythra (SSBU)/Neutral attack/Hit 1
*Mythra (SSBU)/Neutral attack/Hit 2
*Mythra (SSBU)/Neutral attack/Hit 3
*Mythra (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab. 
Jab 1 	2-4
Consecutive jab 	10
Jab 2 	9, 10
Jab 3 	21, 22, 23
Rapid jab 	24, 28, 32, 36
Rapid jab finisher	43-44
Interruptible 	21, 36, 47, 75
Animation lengths 	36, 61, 81, 96
|-
|-
|-
Category:Mythra (SSBU)
Category:Neutral attacks (SSBU)
Mythra (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+7 frames
|+7 frames
|+7 frames
|+7 frames
|}
==Timing==
Hitboxes 	2-4
Continuability window	6-30
Consecutive jab frame	10
Interruptible 	21
Animation length 	36
|-
==Trivia==
*The farthest hitboxes (ID 2 and 3) occupy the same space and have different hit bits for fighter and non-fighter targets, akin to other jabs, but unlike them, all their other data is identical rather than launching at different angles. This renders the distinction between these hitboxes pointless.
**This makes Mythra's first jab one of the few in the game with a 180° angle to not be differentiated for fighter and non-fighter targets, alongside 's first and second jabs, , , and 's first jabs, and 's second jab.
Category:Mythra (SSBU)
Category:Neutral attacks (SSBU)
Mythra (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
!Hitstun
|+8 frames
|+8 frames
|+12 frames
|+8 frames
|+8 frames
|+12 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
Hitboxes (early, late)	Hitboxes (early, late)	4, 5
Continuability 	Rapid jab 	12
Continuability 	Jab 3 	13-30
Interruptible 	Interruptible 	31
Animation length 	Animation length 	56
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Mythra (SSBU)
Category:Neutral attacks (SSBU)
Mythra (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+4 frames
|8x
|—
|—
|}
==Timing==
Interruptibility and animation length are only for the finisher.
Rapid Jab 	8, 12, 16, 20...
Finisher 	6-7
Interruptible 	38
Animation length	59
Category:Mythra (SSBU)
Category:Neutral attacks (SSBU)
Mythra (SSBU)/Side special

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	18-19
Hit 1 	18, 19
Hit 2 	25
Hit 3 	32
Hit 4 	39
Hit 5 	46
Hit 6 	54
Interruptible (ground, air) 	101, N/A
Animation length (ground, air)	115, 120
|Grounded 
|-
|Mythra 
|-
|Aerial 
|-
|Mythra 
Category:Mythra (SSBU)
Category:Side special moves (SSBU)
Mythra (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 55.
Initial autocancel 	1
Hitboxes (early, late)	9, 10-13
Ending autocancel 	16-
Interruptible 	31
Animation length 	61
|-
===Landing lag===
Interruptible 	9
Animation length	35
Category:Mythra (SSBU)
Category:Up aerials (SSBU)
Mythra (SSBU)/Up smash

==Overview==
==Hitboxes==
The multihits only have a hitstun modifier specified for the ID 0 hitbox, but it applies to all their hitboxes due to a glitch.
!Hitstun
|—
|—
|+10 frames
|—
|—
|—
|+10 frames
|—
|—
|—
|+10 frames
|—
|—
|—
|+10 frames
|—
|—
|—
|—
|—
|}
==Timing==
Charges between 	4-5
Hit 1 	9, 10
Multihits 	11-12, 13, 14, 15-24 (rehit rate: 5)
Final hit 	26-27
Interruptible 	53
Animation length	68
==Trivia==
*The final hit has a rehit rate of 5 like the multi-hits. However, as it only lasts 2 frames, it can still only hit once.
Category:Mythra (SSBU)
Category:Up smashes (SSBU)
Mythra (SSBU)/Up special

==Overview==
==Hitboxes==
!Hitstun
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|+15 frames
|—
|—
|—
|—
|}
==Timing==
===Ray of Punishment===
Hit 1 	10, 11, 12
Ray 	40-56
Animation length	83
|-
===Chroma Dust===
Hit 1 	10, 11, 12
Shot 1 	41-56
Shot 2 	42-57
Shot 3 	43-58
Shot 4 	44-59
Shot 5 	45-60
Animation length	90
|Mythra 
|-
|Shot 1 
|-
|Shot 2 
|-
|Shot 3 
|-
|Shot 4 
|-
|Shot 5 
Category:Mythra (SSBU)
Category:Up special moves (SSBU)
NONE

NONE, internally known as CHKIND_NONE, is a "character" in Super Smash Bros. Melee which can only be found via . NONE's data is found in the list of characters; attempting to start a match with NONE in it, however, causes the game to immediately crash, due to the game lacking a GrNoNr.dat file, which would be the hypothetical file with NONE's character data and costumes.
Although not playable in normal fights, players can select NONE for the Results Screen; however, NONE has no victory poses, nor a stock icon, and instead of displaying NONE, the top of the screen will simply cycle through all the characters' names once, then shows SHEIK in yellow, which then turns red, blinks, turns to blue-green, then gray while blinking in between, then it cycles from BLUE TEAM to RED TEAM to GREEN TEAM then finally to NO CONTEST and stops.
NONE's intended use is unknown, and no information in the game gives any indication to what such a use would be.
If one tries to hack NONE onto the character select screen, the game will display no name if the game is set to the English language, and randomly changing lines of text if the language is set to Japanese.
NONE is the reason the Master Hand glitch most commonly crashes if it is improperly performed. By default, an empty player slot uses Master Hand's ID. However, if the slot's cursor hovers over the character portraits, it instead will use NONE's ID.
NONE's character ID is also used for the ID to choose any character in Event Matches and the ID for random characters in the Trophy Tussle events.
NONE also exists in Super Smash Bros. Brawl, NONE's ID is 3E and the game doesn't crash when NONE is selected. It acts like a player isn't in a match, however, the announcer will not count down to start the match and no music will play.
When the game crashes from attempting to play as NONE, the following error is left in the log:
:
Category:Characters (SSBM)
Category:Characters (SSBB)
Category:Hacking
Category:Unplayable characters
NY/NJ Project M Power Rankings

The NJ/NY Project M Power Rankings are the Power Rankings for the City of New York along with New Jersey for Project M.
==Rankings==
===January 2018===
|}
===October 2017===
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===July 2017===
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===March 4, 2017===
Image
|}
===December 1st, 2016===
Image
|}
===September 2016===
|}
===June 2016===
|}
===December 2015===
|}
===July 2015===
Image
|}
Category:American Power Rankings
Nagagog

Nagagog (, Ngagog) is an enemy in Adventure Mode: The Subspace Emissary that is part of the Subspace Army. It first appears at The Battlefield Fortress.
==Enemy description==
Nagagogs have a spherical body which bears a representation of the Subspace Army's insignia on the belly with a short and vertical line on top that is connected to a flower-shaped section situated around the upper half, which, along with a curled and hair strand-like appendage atop their heads, their face, which bears half oval-shaped and black eyes and a small mouth with thick lips, and sections of their limbs are white. The rest of their body and the mouth's lips start out colored blue, then yellow and finally red as they take damage.
A Nagagog will start off small and blue, but if it takes enough damage, it turns yellow and enhances its size. Further damage will cause it to turn red and enchance its size a second time. During each enhancement, The Nagagog is immune to damage, as well as being unable to revert to its previous forms. 
A Nagagog's HP is lowered faster by attacks when it is in its larger form. It attacks like a sumo wrestler, jumping on top of the player. It may also do a move similar to Donkey Kong's Hand Slap, but without the shockwave. The larger form the Nagagog is in, the more damage and knockback it deals, but the attack speed is slowed down, making them decidedly unthreatening for such a large enemy.
When captured using a Trophy Stand, it will show all three sizes, regardless of which is caught. A Nagagog's fighting style references the Yokozuna rank of sumo wrestling, the highest rank possible.
==Damage taken==
==Trophy==
==Gallery==
Nagagog.JPG|A Nagagog in the process of enhancing its size.
==Names in other languages==
Category:Common enemies
Category:Super Smash Bros. universe
Category:Trophies (SSBB)
Nakoruru

Nakoruru (, Nakoruru) is a major character in the fighting game series . A young woman from Japan, she fights with a sword alongside her hawk Mamahaha and somethimes with her wolf Shikuru.
==Origin==
Nakoruru is a teenage (an indigenous Japanese people from Hokkaido) woman, living as a nature-loving priestess in the woods. She first gets involved in the story timeline-wise in Samurai Shodown 5 (known in Japan as Samurai Spirits Zero and the earliest installment chronologically), helping to stop the vicious warlord Gaoh Hinowanokami. After his defeat, Nakoruru follows in her late father's footsteps, becoming a Kamui warrior. She continues to protect nature and defeat the various villains in the series, even after sacrificing her human form to become a spirit of nature at the end of Samurai Shodown II. As a divine spirit, Nakoruru has traveled to The King of Fighters universe before in The King of Fighters XIV to defeat Verse. She also is one of the major female characters of SNK's creation, starring in her own drama CD, being a key member in SNK's image band and common mascot for SNK's social action programs for children and nature awareness campaigns along with Terry.
==In Super Smash Bros. Ultimate==
===As a costume===
Nakoruru makes her Smash debut as one of 's DLC Mii costumes. She appears as a with using her prized sword, Chichi-ushi. Notably, this Mii Costume has flowing hair physics, and the sword is given a yellow trail near the tip.
Nakoruru appears in the Costumes #4 trailer along with a Fletchling and Wolf in reference to her hawk Mamahaha and her wolf Shikuru (which usually appears alongside her dark alter ego, Rera). In the final shot where Wolf appears, she is standing in front of the cabin of the Ice-type morph of Pokémon Stadium 2; this is a reference to her original Samurai Shodown stage, in the snow-bound Kamui Kotan village. Additionally, also appears in the trailer as a stand-in for Mamahaha, when he uses his Fire Bird in a downward diagonal, similar to Nakoruru's Amube Yatoro move from her playable appearances.
===As a spirit===
Nakoruru also appears as an Advanced class support spirit. She appears as , along with a tiny as her puppet fighter, and is fought at in its winter season. During the battle, they will have their attack power increased once they are at high damage.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,365	 	 	★★ 	1 	Air Attack ↑	SAMURAI SHODOWN Series	
===Other===
Nakoruru appeared in Terry's reveal trailer, where she ordered Mamahaha to catch the Smash invitation, but failed.
==Gallery==
Nakoruru in Terry trailer.png|Nakoruru's appearance in Terry's reveal trailer (spritework from Samurai Shodown II).
==Names in other languages==
==Trivia==
*Nakoruru is the only character that cameos in 's reveal trailer, and the only SNK character with a Mii costume, to not appear as a background character on King of Fighters Stadium.
==External links==
Article on SNK Wiki
Category:Third-party characters
Category:SNK
Category:Spirits
Nata Otoshi Geri

Nata Otoshi Geri, often called "Crescent Kick", is one of two Command-input moves exclusive to Ken, the other being Oosoto Mawashi Geri.
==Overview==
The player must perform → ↘ ↓ + attack while grounded. If done correctly, Ken will perform a swiping crescent kick which hits twice. If the button is held, Ken will perform an Inazuma Kick, which is similar to his far-range held neutral attack and deals an impressive amount of shield damage. Due to the much lower damage and shieldpush of the first hit of Nata Otoshi Geri compared to Oosoto Mawashi Geri, it is much easier to land both hits on shield at center stage with Nata Otoshi Geri.
Due to the frame data of the move, both hits of the normal version of the move are a true blockstring on shield, while the first hit into the Inazuma Kick is just barely not a true blockstring, making it a very good way to hit opponents who do not hold shield for the full move.
Assuming no stale-move negation, it is impossible to perfect shield the Inazuma Kick after shielding the first hit of Nata Otoshi Geri.
==Origin==
Nata Otoshi Geri was introduced to Ken's moveset in the 1994 arcade game Super Street Fighter II Turbo. As updates to the original kept being made, new characters and new mechanics came with them. One of these new additions was attempts to differentiate Ryu and Ken, who were functionally identical except for minor attacks characteristics beforehand. this resulted in both getting exclusive moves. Ryu got moves like the Shakunetsu Hadoken and Ken got a suite of moves dubbed "Roundhouse Kicks" or "Crazy Kicks," with this move being one of them. 
These kicks do not appear as special moves in Ken's kit after the Street Fighter II series, although a few references to them exist in later titles, generally in the form of normal attacks or command normals/unique attacks.
==Gallery==
Ken SSBU Skill Preview Extra 1.png|Ken inputting Nata Otoshi Geri as shown by the Move List in Ultimate.
Ken SSBU Skill Preview Extra 2.png|Ken inputting the Inazuma Kick as shown by the Move List in Ultimate.
Category:Command input special moves
Category:Ken
Category:Ken (SSBU)
Navi

Navi (, Navi) is one of Link's many partners.
==Origin==
Navi first appeared in as Link's companion fairy. Navi serves as a guide for Link on his journey by request of . She'll give information on Link's enemies and even warn him of attacks. Navi will also inform Link on his current task. After Link defeats Ganondorf, Navi leaves for unknown reasons. In , which takes place after the events of Ocarina of Time and Ganondorf's defeat, Link (as a child) had set off to find Navi before running into the Skull Kid and finding himself in with .
==In Super Smash Bros. Melee==
Navi briefly cameos in the opening movie of Melee, visible in the background of 's section where scenes from The Legend of Zelda: Ocarina of Time are shown.
==In ==
===Trophy===
Navi appears alongside Link as a trophy in the 3DS version.
==In Super Smash Bros. Ultimate==
===As a taunt element===
Navi appears as part of 's side taunt.
==Trivia==
*Navi, along with fellow fairies Tatl and Ciela, are the only ones of Link's partners not to be spirits in Ultimate. While Navi appears alongside Link in a trophy in , Ciela is the only fairy that has gotten an individual trophy.
*A fairy resembling Navi appears as part of Link's side taunt in Brawl and SSB4. It also appears alongside in a cutscene of The Subspace Emissary. As Link's appearance in those games is based on Twilight Princess, it is more likely that this fairy is meant to be the cursor fairy that appears in the Wii version of the game, instead of Navi (who doesn't appear in Twilight Princess). 
Category:Trophies (SSB4-3DS)
Nebraska Power Rankings

The Nebraska Power Rankings is a system put into effect in 2015. A panel is a selection of top players, TOs, and knowledgeable players who get together and rank the current players based on their placings in the current 3 month period. It is updated quarterly.
==Panelists==
*Melee
**
**
**
**
**
**
*Project M
**
**
**
**
**
**
*Smash 4
**
**
**
**
**
**
**
**
**
*Ultimate
**
**
**
==Melee==
===February 14th, 2023===
|}
===June 25th, 2022===
|}
===January 1st, 2022===
|}
===September 5th, 2019===
|}
===May 4th, 2019===
|}
===July 23rd, 2018===
|}
===January 17th, 2018===
|}
===July 4th, 2017===
}}
|}
===March 31st, 2017===
|}
===June 27th, 2016===
|}
===December 28th, 2015===
|}
===March 31st, 2015===
|}
===June 2012===
|}
==Project M==
===August 8th, 2022 - P+===
|}
===May 5th, 2022 - P+===
|}
===August 31st, 2017 - 3.6===
|}
===June 27th, 2016 - 3.6===
|}
===March 31st, 2016 - 3.6===
|}
===December 31st, 2015 - 3.6===
|}
===November 2015 - 3.6===
|}
====
===December 3rd, 2018===
|}
===July 6th, 2018===
|}
===January 1st, 2018===
|}
===October 3rd, 2017===
|}
===April 24th, 2017===
|}
===Quarter 4, 2016===
|}
===Quarter 2, 2016===
|}
===March 27th, 2016===
|}
===December 31st, 2015===
|}
===October 2015===
|}
===September 2015===
|}
===July 2015===
|}
===May 2015===
|}
==Ultimate==
===Quarter 4 2024===
|}
===Quarter 3 2024===
Announcement post
|}
===Quarter 2 2024===
Announcement post
|}
===Quarter 1 2024===
Announcement post
|}
===Quarter 4 2023===
Announcement post
|}
===Quarter 3 2023===
Announcement post
|}
===Quarter 2 2023===
Announcement post
|}
===Quarter 1 2023===
Announcement post
|}
===Quarter 4 2022===
Announcement post
|}
===Quarter 3 2022===
Announcement post
|}
===Quarter 2 2022===
Announcement post
|}
===Quarter 1 2022===
Announcement post
|}
Honorable Mention: 
===Quarter 2 2021===
Announcement post
|}
===Quarter 1 2021===
Announcement post
|}
Honorable Mention: 
===March 23rd, 2020===
start.gg ranking
|}
===January 3rd, 2020===
|}
===September 30th, 2019===
|}
===July 4th, 2019===
start.gg ranking
|}
===April 2nd, 2019===
start.gg ranking
|}
Category:American Power Rankings