nyuuzyou/wikis huggingface dataset:
Mega Man 2

Mega Man 2 (, Rockman 2: Mystery of Dr. Wily) is a 1988 platforming game published by Capcom for the Nintendo Entertainment System and the second game in the series.
The game improved on many elements from the original Mega Man game such as graphics, music, and modifications to make the difficulty balance more manageable such as the introduction of E-Tanks, which restore health, and allowing damage invincibility to temporarily protect Mega Man from spikes. The game also introduced transportation items that would later be revived throughout the series as Rush.
The game's story sees Mega Man continuing his fight against Dr. Wily as he introduces eight Robot Masters of his own. Once Mega Man defeats all eight Robot Masters, he infiltrates Dr. Wily's castle and confronts the doctor himself.
==In the series==
===Moves===
Many of Mega Man's moves originated in Mega Man 2, including Metal Blade, Crash Bomber, and Leaf Shield; they were obtained from defeating Metal Man, Crash Man, and Wood Man respectively.
===Stage===
The design of Wily Castle comes from Dr. Wily's Castle in this game. This area is often the final area of the Mega Man games.
===Enemy===
Mettaur appears as an enemy in Smash Run.
===Music===
"Mega Man 2 Medley," "Air Man Stage," "Quick Man Stage," "Mega Man 2 Retro Medley," "Metal Man Stage," "Crash Man Stage," "Flash Man Stage," and "Wood Man Stage" all originate from this game.
===Trophies===
====In Smash 4====
=====Both versions=====
Name	Category	Picture	Picture	Description
=====In =====
Name	Picture	Description
===Spirits===
====Primary spirits====
No.	Image	Name	Type	Class	Slots	Base	Max	Base	Max 	Base	Max 	Ability
883	 	 	★★ 	2 	1700 	6824	595	2388	1105	4436	No Effect 	
888	 	 	★★ 	2 	1816 	7315	786	3165	961 	3869	Fire Weakness	
====Support spirits====
No.	Image	Name	Class	Cost 	Ability
884	 	★★ 	2 	Fog Immunity 	
885	 	★★ 	1 	Move Speed ↑ 	
886	 	★★ 	1 	Bomber Equipped 	
887	 	★★ 	2 	Screen-Flip Immunity	
Category:Games
Category:Capcom
Mega Tourney!

Mega Tourney! (, Everyone Is Huge! Giant Tournament), known as Gigantourney in PAL regions, was an Event Tourney. It ran from 6 a.m. on December 20, 2019 to 6 a.m. on December 23, 2019 (), and was repeated on the following dates:
*6 a.m. on December 24, 2021 to 6 a.m. on December 27, 2021 (UTC)
*6 a.m. on December 23, 2022 to 6 a.m. on December 26, 2022 (UTC)
*6 a.m. on December 22, 2023 to 6 a.m. on December 25, 2023 (UTC)
*6 a.m. on December 20, 2024 to 6 a.m. on December 23, 2024 (UTC)
During the event, the size was set to Mega for giant battles.
==Description==
===North America===
:This time-limited tourney features Mega Smash battles where everyone is huge! Try it on for size!
:The further you advance, the better the spirit you'll win!North American event pageNorth American event page (repeat)North American event page (second repeat)
===PAL regions===
:This time-limited tourney features Mega Smash battles where everyone is huge! It's a whole new level of dynamic!
:The further you advance, the better the spirit you'll win!PAL region event pagePAL region event page (repeat)PAL region event page (second repeat)
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: Off
*Items: Medium
*Size: Mega
==Names in other languages==
==Trivia==
*The main image featuring giant characters in Fourside references movies where giant monsters attack cities.
*The French name for this event is a reference to the 1981 film .
*Getting a transformation item that increases a character's size (i.e. Super Mushroom or a Lightning Bolt that backfires and causes a Giant transformation effect) will stack with the permanent Mega effect on players and make them grow even larger than their already supersized opponents.
==References==
Megonta

Megontas (, Meganta) are enemies from the Kid Icarus: Uprising.
==Origin==
Megontas are enemies affiliated with the Forces of Nature introduced in Kid Icarus: Uprising. Its spherical shell is invulnerable to attacks, so the player has to attack its exposed parts to inflict damage. It can roll up and slam to attack, or it can fire explosive rounds. Striking its weak spot with a strong attack will cause it to roll onto its back, leaving it vulnerable to further attacks for a few seconds.
==In ==
===In Smash Run===
Megontas appear as enemies. Upon seeing a player, they will attempt to roll into them, causing heavy knockback. Its underside is its weak point; sufficiently strong attacks will cause it to roll into its back, leaving it defenseless until it gets back up.
===Trophy===
Category:Trophies (SSB4-3DS)
Melee: SD Remix

Melee: SD Remix is a gameplay mod of Super Smash Bros. Melee to balance the 1.00 version of the game using only character buffs. The top tier characters , , , , , and were unchanged, while all other characters were given a somewhat large number of buffs and an extremely small number of nerfs. The remaining characters were modified according to three principles:
*addressing their crippling weaknesses,
*providing them stronger offensive and defensive options in line with the stronger cast members, and
*maintaining each character's archetype and niche.About, SD Remix official website
SD Remixs competitive recognition has not expanded too far especially in comparison to other popular mods of the series, notably Project M, but it is still the most popular mod of Melee that introduces changes to characters as of 2019.
As of version 3.2 of SD Remix, which has since been released in August 2015, it can be booted from a memory card, being one of the first public mods to achieve this. This version of SD Remix is called SD Remix Lite, as the full version and the version run from a memory card are not exactly the same. It still has all of the character changes and some stage changes, although it does not retain a lot of the changes from the full version.
==Stages==
Various new neutral stages have been created by modifying pre-existing ones in Melee. The stage select screen has been split into two parts; Omega (Ω) and Alpha (α). The Omega stages are all modified (except for and ) to be more balanced. The Alpha stages are the originals, with a few new ones added such as Reverse Battlefield, Whispy's Battle Grounds, and Cranky's Treehouse, which are based off of Battlefield, Green Greens, and Jungle Japes respectively.
==References==
==External links==
*Official website
*List of changes
*SmashBoards thread
*YouTube channel
Melee Panda Global Rankings

The Melee Panda Global Rankings, or MPGR, was a power ranking done by PGStats and headed by that ranked the top 100 players for Super Smash Bros. Melee. The MPGR was a successor to the SSBMRank that had handled the Melee power rankings since 2013. Despite this change, the ranking process was identical to how it worked previously, with the rankings being panel-based and featuring two rankings each year: a 50-player ranking to mark the half-way point of the year, and a whole-year ranking released in early January of the following year. 
Due to the COVID-19 pandemic, the MPGR was not made for 2020 and 2021, and MPGR Summer 2022 was for North America only. For 2021, a pseudo-ranking in the form of a tier list called MPGRContenders was made. 
Following the dissolution of PGStats due to controversies surrounding Panda, as well as PracticalTAS passing the rankings down to , the rankings reverted back to the SSBMRank moniker.
==References==
==External links==
*Information about the 2018 MPGR
*
Meloetta

Meloetta (, Meloetta) is a creature from the series.
==Origin==
 is a , available exclusively from events and introduced in , and is categorized within the Pokédex at #648 as the "Melody Pokémon". It has two , both of which represent various interpretive arts: the Normal/Psychic-type Aria Forme which represents singing and the Normal/Fighting-type Pirouette Forme which represents dance. It can switch between Formes using its signature move , which has to be taught by a special tutor. It appears in its Aria Forme in the Smash games. In the National Pokédex, it is registered as #648.
 is a Normal-type move also introduced in Generation V. It starts at 40 base power, but by being used in consecutive turns its power can rise up to 200. Meloetta learns it naturally at level 36 and, like several other Pokémon, can learn it with .
==In Super Smash Bros. 4==
===As a Poké Ball Pokémon===
Meloetta can appear from both Poké Balls and Master Balls. When summoned, it does a little dance before shooting two Echoed Voice projectiles that bounce around the stage and reflect off of terrain. Each projectile does 12% and can KO at high percentages. These projectiles cannot go offscreen - rather, they rebound against the sides of the screen as if they are walls as well, making it much easier to get hit by them when the camera is zoomed in. Meloetta will repeat this twice before disappearing.
In both versions it must be unlocked by completing a specific challenge before being able to appear:
*In : keep the game on for eight hours.
*In : beat solo All-Star Mode with on Normal or Hard.
====Technical data====
|-
|0||0||30||12%||0||||||50||100||0||6.0||0||0.0||0.0||0.0||1x||1x||0%|||||||||||||| Magic||||7||||||||||||||||—
|}
===Trophy===
Meloetta's trophy appears in both versions. In it is part of the Legend of Pokémon Black & Pokémon White .
==In Super Smash Bros. Ultimate==
Meloetta returns as a Poké Ball Pokémon.
Meloetta cannot be summoned on Arena Ferox.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
536	 	 	★★★ 	2 	Autoheal	Pokémon Series	
==Gallery==
Meloetta Wii U.jpg|Meloetta as it appears in 
Meloetta3DS.jpg|Meloetta in .
SSBUMeloetta.png|Official artwork of Meloetta from Super Smash Bros. Ultimate.
SSBUWebsiteMinMin6.jpg| using her air dodge with Meloetta on .
==Names in other languages==
==Trivia==
*Meloetta's trophy matches its official artwork for .
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Mesprit (disambiguation)

Mesprit appears as:
*A trophy in Super Smash Bros. Brawl.
*Part of a spirit in Super Smash Bros. Ultimate.
*A background character on Spear Pillar.
Category:Background characters
Category:Pokémon
Category:Pokémon (SSBB)
Category:Pokémon (SSBU)
Category:Trophies (SSBB)
Meta Crystal

Meta Crystal (),Smabura-Ken Battle Field also known as Metal Mario's Stage, Metal Cavern, and a variety of other names, is the stage on which Metal Mario is fought in the 1P Game of Super Smash Bros. This stage can be accessed only in 1P Game or through cheat codes, hacks, or other devices.
==Layout==
Meta Crystal has two platforms, one on top of another. The top platform is a small soft platform. The bottom platform is the main platform that slants upwards to the right, and downwards to the left.
The stage is quite small, probably to counter how difficult it is to hit Metal Mario offstage. Items have a very low spawn rate.
==Origin==
This stage is loosely based , a secret area in . It can be accessed within the level by jumping into a pool of liquid metal hidden behind a set of double doors in the Underground Lake area of the cave. Upon entering the cavern, Mario will transform into his metal power-up form for a short time. Hitting the Metal Cap Switch will activate the green Metal Boxes in the game, which will allow Mario to transform into Metal Mario by breaking them.
This stage features elements from both levels. The stage's setting takes place in an underground area decorated with glimmering crystals similar to the Cavern of the Metal Cap. The platforms and the wire walls are similar to those found in the Hazy Maze Cave. The large glimmering crystals resemble a design previously featured in the underground levels of Super Mario World 2: Yoshi's Island.
Additionally, the skybox of the stage, an overgrowth of dark blue crystals, loosely resembles the background of the ice cave levels in the Super Mario All-Stars version of Super Mario Bros. 3.
==References==
Category:Stages
Category:Stages (SSB)
es:Meta Crystal
Meta Knight (SSB4)/Back aerial

==Overview==
Meta Knight slashes behind himself three times. A quick and strong move, it is Meta Knight's most reliable aerial finisher, KOing at about 90% offstage. On aerial opponents, this move has the autolink angle, leaving them exposed to attacks if Meta Knight lands. This can notably setup a jab reset with his down tilt, which can be extended into a chain of up aerials and finish with a high-altitude Shuttle Loop. As back aerial combos off of dash attack and down throw, the move has applications in zero-deathing opponents, particularly floatier characters. 
While back aerial is already strong, the first two hits can be used to meteor smash recovering opponents. However, this is situational; the only reliable way to avoid landing the third hit (outside of the use mentioned above) is for the first or second hit to clash with an opposing hitbox. Furthermore, the meteor smash is relatively weak, and combined with the previous point, it is a viable tactic only against characters with poor vertical recoveries, such as . 
==Update History==
 1.0.4/ 1.0.1
*
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hits 1-2 	7-8, 13-14
Hit 3 	20-21
Ending autocancel 	40-
Interruptible 	52
Animation length 	59
|-
===Landing lag===
Animation length	18
Category:Meta Knight (SSB4)
Category:Back aerials (SSB4)
Meta Knight (SSB4)/Back throw

==Overview==
In the blink of an eye, Meta Knight vanishes, knocking his opponent off balance before suddenly reappearing and slashing them from behind. Its high base knockback and low launch angle make it useful for starting edgeguards and tech chases, and it can KO outright at very high percentages. It has deceptively high hitstun and low ending lag, allowing it to lead into a dash attack at very low percentages. The move's short animation makes it difficult to tech and gives it some use as a DI mix-up, although the benefit of this is limited due to the lack of significant KO potential in Meta Knight's throws.
Overall, Meta Knight's back throw is an unimpressive, but competent move that has decent synergy with the rest of his kit.
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitboxes 	16-17
Throw Release 	18
Animation length	34
Interruptible 	35
|-
Category:Meta Knight (SSB4)
Category:Back throws (SSB4)
Meta Knight (SSB4)/Dash attack

==Overview==
Meta Knight does a running kick. For a dash attack, this move has very high speed, and disjointed range, making it his most reliable approach option. It additionally has nearly entirely vertical knockback at the end of the move, having even more follow-ups than his down throw, and can initiate zero-deaths. However, the beginning of the move is still very useful, as it gives the perfect angle for a chain of up aerials into Shuttle Loop. A defining part of his current metagame, this attack leaves the opponent wide open to other moves, setting up combos until mid-percents, and juggles and KO set-ups at high percents.
Due to its good frame data, favorable hitbox, and excellent combo potential, Meta Knight's dash attack is widely regarded as one of the best, if not the best of its kind. 
==Hitboxes==
|}
==Timing==
Hitboxes 	7-11
Interruptible 	32
Animation length	39
Category:Meta Knight (SSB4)
Category:Dash attacks (SSB4)
Meta Knight (SSB4)/Down aerial

==Overview==
Meta Knight does a quick slash beneath him. This move is similar to his up aerial in both appearance and function. It has the least startup of any down aerial, as well as decent range. The sweetspot of the slash is also a semi-spike, making it deadly offstage, and is relatively easy to land, as it takes priority over the sourspot, providing Meta Knight with a very quick and effective edge-guarding tool. 
The move's speed makes it an effective out of shield option, and it grants Meta Knight a useful combo-breaker and great defense against juggles. It can be used to pressure grounded opponents and cover Meta Knight's aerial approach. However, it is unsafe to use close to the ground, as it has high landing lag, the highest of all his aerials. 
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hitboxes 	4
Ending autocancel 	26
Interruptible 	28
Animation length 	29
|-
===Landing lag===
Animation length	22
Category:Meta Knight (SSB4)
Category:Down aerials (SSB4)
Meta Knight (SSB4)/Down smash

==Overview==
Meta Knight slashes around himself while spinning. In terms of start-up and hitbox intervals, it is the overall fastest smash attack in the game, and has decent range. It is tied with his down aerial for the fastest semi-spike in the game, with the first hit coming out on frame 4, giving very little chance to DI and segueing well into his potent edge-guarding ability. The second hit is considerably stronger, KOing at around 110% near the ledge. 
However, the first hit has very low power, and the move has high ending lag. Meta Knight has other attacks capable of putting opponents offstage while not carrying as much risk, most notably his down aerial and back throw. As such, down smash is best used for relieving pressure in tight situations.
==Hitboxes==
|}
==Timing==
Charges between 	0-1
Hit 1 	4
Hit 2 	9
Interruptible 	38
Animation length	49
Category:Meta Knight (SSB4)
Category:Down smashes (SSB4)
Meta Knight (SSB4)/Down throw

==Overview==
Meta Knight stomps on his opponents multiple times, ending with a more powerful stomp that sends them into the air, all in a manner similar to, but slower than 's down throw. It has almost identical follow-up potential to his dash attack. At low percents, it combos reliably into an up smash, and depending on DI, Mach Tornado and dash attack, the latter of which can lead into further follow-ups. Until mid-percents, down throw can also combo reliably into Shuttle Loop and all of Meta Knight's aerials; the most notable being his up aerial, which can combo into itself, other aerials, Shuttle Loop, and back aerial, which can be used to floor the opponent and jab reset them. 
However, down throw has very high knockback growth, preventing Meta Knight from following up reliably past mid-percents outside of Shuttle Loop, but even Shuttle Loop can be escaped with proper DI at KO percents, all while down throw is too weak to KO realistically. As such, his dash attack and forward throw are generally more effective for combos at higher percents.
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hits 1-9 	11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61
Hit 10 	73-74
Throw Release 	75
Animation length	87
Interruptible 	88
|-
Category:Meta Knight (SSB4)
Category:Down throws (SSB4)
Meta Knight (SSB4)/Down tilt

==Overview==
Meta Knight thrusts his sword across the ground. His fastest move, coming out on frame 3, being tied for the fastest down tilt in the game. Until mid-percents, this move has a chance of tripping the opponent. If so, they are wide open to a dash attack or grab, making this move a good combo starter. Though short-ranged, down tilt is a good tool for pressuring shields.
Starting at roughly 100%, this move puts opponents into their tumbling animation, opening up tech-chases. It is possible to land a Shuttle Loop or Dimensional Cape if their reaction is read. 
==Hitboxes==
|}
==Timing==
Hitboxes 	3-4
Interruptible 	19
Animation length	35
Category:Down tilts (SSB4)
Meta Knight (SSB4)/Forward aerial

==Overview==
Meta Knight slashes in front of himself three times. It has the longest range of his aerial attacks and hits on frame 9, giving it some utility as a spacing and landing option. At very low percents, it can combo into another forward aerial, or into Shuttle Loop until mid-percents. Its long range, good speed, and decent power make it effective in a Wall of Pain. However, the move has moderate landing lag, fairly high ending lag, and low damage, requiring very precise spacing to avoid being punished, and is also his slowest aerial. Combined with its subpar combo ability, these factors give it overall limited utility, and it is generally thought to be his worst aerial attack.
==Update history==
 1.0.4/ 1.0.0
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
Hitboxes 	9, 12, 15
Ending autocancel	44
Interruptible 	46
Animation length 	54
|-
===Landing lag===
Animation length	16
Category:Meta Knight (SSB4)
Category:Forward aerials (SSB4)
Meta Knight (SSB4)/Forward smash

==Overview==
Meta Knight pulls Galaxia back and slashes outward. It takes some time to start up, but is released instantaneously after charging. This, coupled with its power, deceptive range and minimal ending lag, makes it a surprisingly good tool to use in mix-ups, and a very powerful way to punish mis-spaced moves from opponents. Due to the nature of this attack, it can also be used as an effective mindgame tool, if Meta Knight can keep his opponent guessing about when the attack will come out, as well as his options upon performing one on low-percentage-hit, shield or whiff. The move is only -6 on shield, making it completely safe against most of the cast provided he’s spaced far enough away to avoid punishment. 
With its unusual combination of low risk and high reward, it is considered to be one of the best forward smashes in the game.
==Hitboxes==
|}
==Timing==
Charges between 	20-21
Hitboxes 	24
Interruptible 	42
Animation length	64
Category:Meta Knight (SSB4)
Category:Forward smashes (SSB4)
Meta Knight (SSB4)/Forward throw

==Overview==
Meta Knight flip kicks the opponent. Against heavyweights and fastfallers, it has the same follow-ups as down throw and dash attack. On the rest of the cast, however, this throw can start combos only off of a dash throw. Like the aforementioned moves, it can chain into an up smash, up tilt, any aerial, Mach Tornado, and Shuttle Loop. It has lower knockback growth than his down throw, and since the much faster animation makes it difficult to DI properly, forward throw links more reliably into Shuttle Loop past 100%. Also, at low percents, it can link into a dash attack, which also has excellent combo potential.
==Update history==
 1.0.4/ 1.0.1
*
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Clean hit 	8
Late hit 	9
Throw Release 	10
Interruptible 	28
Animation length	51
|-
Category:Meta Knight (SSB4)
Category:Forward throws (SSB4)
Meta Knight (SSB4)/Forward tilt

==Overview==
Meta Knight slashes twice horizontally, and finishes with an upwards slash. This move's good range, fast start-up and endlag, and high base knockback make it a potent spacing option. With three separate slashes, it functions much like a jab. As such, the first two hits can be used to lead into other moves, most notably Shuttle Loop for a KO. This, however, isn't guaranteed, and works only as a mix-up. The move's trajectory can be used to set-up edgeguards, and starts KOing at the ledge at about 160%.
For the technical data of each individual hit, see:
*Meta Knight (SSB4)/Forward tilt/Hit 1
*Meta Knight (SSB4)/Forward tilt/Hit 2
*Meta Knight (SSB4)/Forward tilt/Hit 3
Category:Meta Knight (SSB4)
Category:Forward tilts (SSB4)
Meta Knight (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	31
===Dash grab===
Grab 	9-10
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	37
Category:Meta Knight (SSB4)
Category:Grabs (SSB4)
Meta Knight (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Neutral attack finisher 	 	
Forward tilt 1 	 	
Forward tilt 2 	 	
Forward tilt 3 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Mach Tornado 	
Neutral down final 	Mach Tornado 	
Side special 	Drill Rush 	
Side special (hit) 	Drill Rush 	
Up special (grounded) 	Shuttle Loop 	
Side special (aerial) 	Shuttle Loop 	
Down special 	Dimensional Cape	
Down special (forward) 	 	
Down special (back) 	 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Meta Knight (SSB4)
Category:Hitboxes (SSB4)