nyuuzyou/wikis huggingface dataset:
Waddle Doo

Waddle Doo (, Waddle Doo) is a common enemy from the series, being a stronger variety of the Waddle Dee.
==Origin==
Waddle Doos debuted as enemies in Kirby's Dream Land and made several appearances in later games. They attack with an energy whip, exactly like the one they use in Smash, and give Kirby the Beam ability when swallowed.
==In Super Smash Bros. Brawl==
Waddle Doos can be thrown by 's side special move attack, Waddle Dee Toss, and also appear in his Final Smash, the Waddle Dee Army.
A Waddle Doo is the second most common enemy thrown when Waddle Dee Toss is used, with the most common being a Waddle Dee and the rarest being a Gordo. The Waddle Dee:Waddle Doo:Gordo ratio is 35:10:4, meaning a Waddle Doo has a 20.4% chance of being thrown. When the Waddle Doo's body hits a target, it will deal slash damage. After being thrown, a Waddle Doo will walk forward and periodically use its beam attack, damaging any opponent caught in the beam as much as 27%. The beam's hitbox belongs to King Dedede. After it has used its beam attack three times, it will disappear.
When a Waddle Doo appears during the Waddle Dee Army, it falls and then runs across the stage in one direction, dealing electric damage (like its beam attack) to any opponent in its path for decent damage and knockback.
Unlike in the Kirby games, Kirby gains no ability when he swallows a Waddle Doo.
===Beta elements===
Hacking in the enemies file package of the Brawl disc has revealed data that appears to have been made for Waddle Doo, suggesting that it was planned to be included in the Subspace Emissary as an enemy.
===Trophy===
==In ==
===In Smash Run===
Much like Waddle Dees, Waddle Doos are no longer part of King Dedede's moveset. However, they appear in the Smash Run mode of as standard enemies, keeping their old behavior. Their beams can be nullified by reflectors, as well as Gravitational Pull, but they cannot be absorbed.
Waddle Doos appear as part of the -themed Vs. Enemy Team final battle.
===Trophy===
==In Super Smash Bros. Ultimate==
Waddle Doo appears in Super Smash Bros. Ultimate as a spirit.
===Spirit===
No.	Image	Name	Type	Class	Slots	Base	Max	Base	Max	Base	Max 	Ability 	Series
362	 	 	★ 	1 	1003 	5019	517	2585	486	2434	No Effect	Kirby Series	
==Names in other languages==
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Kirby universe
Category:Spirits
Wall

Walls are structures found on several stages in every Super Smash Bros. game in some capacity. They can cancel the momentum of a character that has been sent flying, and depending on launching speed and angle, can send that character in the opposite direction at a fraction of the knockback. Since Super Smash Bros. Melee, characters were able to tech on walls to both cancel their knockback momentum and quickly revert to their neutral falling position to act with either an aerial attack or their recovery. Melee also introduced wall jumping, a technique available only to a few characters, which allows them to jump off of walls (with mostly offscreen walls and very short walls having walljumps disabled); even if a character has no natural wall jump, they can do so during a wall tech. A bonus is awarded for hitting, but not teching walls multiple times in a short time span during a match. , , and are capable of using their grappling tools to grab onto walls, which aided their recoveries. Super Smash Bros. Brawl introduced wall clinging, which was available to even fewer characters and allowed them to attach themselves to walls as an act of stalling. Teching, wall jumping, and wall clinging return in Super Smash Bros. 4.
All walls will stop projectile attacks and dashing characters; dashing and running characters will crash into walls and stop moving (indicated by a special animation), though they can walk indefinitely into a wall (for no practical effect). The walls on Shadow Moses Island can be destroyed by attacks, and otherwise have the same properties as regular walls.
==See also==
*Floor
*Ceiling
*Stage
*Alolan Exeggutor
Category:Stage parts
Wall grapple

Wall grappling is a technique in Melee that can be used by , , and that allows the player to hook to a wall and climb up. Unlike tether recoveries in later games, wall grapples can connect with any wall surface instead of only edges.
Wall grapples are executed by performing a grab air while facing the wall. If the grab air is executed by the R/L and A buttons, the character can also air dodge upwards to aid in their recovery. The distance from which a wall can be grabbed is limited; if the character is too close or too far away, the grab will not connect and the character will enter the helpless state. Additionally, characters can only wall grapple once before touching the ground; if the player attempts to wall grapple again, the character will perform a neutral air or air dodge instead.
Once the wall is grappled, pressing the A button will cause the character to scale up the wall. While wall grappling will not refresh double jumps, players may still use them as well as their up special and other moves afterwards for recovery. Players do not have to immediately act when they have attached to a wall; however, if the player hangs for too long, the wall grapple will end, sending the character into a state of tumbling as well as taking away their second jump if it is not yet used. Similarly, being slightly too far away from the wall can cause players to immediately "fall off" after their character swings towards the stage, putting them into a state of tumbling as though they had held on for too long. 
A similar form of wall grappling appears in Ultimate. can hook to a wall using Sword of the Creator should it hit a wall instead of an edge, and will automatically jump afterwards. However, unlike wall grapples in Melee, this will not put the character in helplessness should the grapple fail, and will not allow the character to hang from the wall.
==Gallery==
GrappleBeamMelee.jpg|Grapple Beam as a wall-grapple in Melee.
File:LinkWallGrappleMelee.png|Hookshot as a wall-grapple in Melee.
File:BylethWallGrapple.jpeg|Byleth's Sword of the Creator as a pseudo wall-grapple in Ultimate.
Category:Game controls
Category:Character-specific terminology
Category:Techniques (SSBM)
Category:Link
Category:Link (SSBM)
Category:Samus
Category:Samus (SSBM)
Category:Young Link
Category:Young Link (SSBM)
Wall jump cancel ledge grab

Wall jump cancel ledge grab is an advanced technique in Super Smash Bros. Ultimate that allows certain characters to grab an edge much sooner than intended.
==Overview==
All aerial attacks are interruptable, which means that the ending portion of its animation, known as endlag, can be canceled and "interrupted" with another action. An exception to this rule is grabbing an edge, which is not able to interrupt an aerial attack at all. However, characters that possess a wall jump can get around this limitation. If an aerial attack is interrupted by a wall jump at a specific location relative to an edge, the wall jump itself will be canceled into an edge grab. 
This greatly improves the safety of edgeguarding, as players can be more aggressive without the fear of misjudging an aerial and self-destructing as a result. The intangibility received from grabbing an edge also provides added safety while returning to the stage, as the opponent on-stage might not be ready to react at that point. However, not all characters can perform this technique, as well as the timing being precise and positioning being stage-dependant. These caveats limit the overall effectiveness of the technique for a relatively minor advantage.
==Video==
 
Category:Techniques
Category:Techniques (SSBU)
Walloping Weapons

Walloping Weapons () was an Event Tourney in which only battering items appeared. It ran from 6 a.m. on May 14, 2021 to 6 a.m. on May 17, 2021 (), and was repeated on the following dates:
*6 a.m. on August 5, 2022 to 6 a.m. on August 8, 2022 (UTC)
*6 a.m. on August 4, 2023 to 6 a.m. on August 7, 2023 (UTC)
*6 a.m. on August 2, 2024 to 6 a.m. on August 5, 2024 (UTC)
==Description==
===North America===
:Nothing's more satisfying than landing a good, solid hit with an item like the Beam Sword, Lip's Stick, the Hammer, or the Killing Edge. In this time-limited tourney, only items that pack a wallop will appear!
:The further you advance, the better the spirit you'll win.North American event pageNorth American event page (repeat)
===PAL regions===
:Nothing's more satisfying than landing a good, solid hit with an item like the Beam Sword, Lip's Stick, the Hammer or the Killing Edge. In this time-limited tourney, only items that pack a wallop will appear!
:The further you advance, the better the spirit you'll win.PAL region event pagePAL region event page (repeat)
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available items==
*Smash Ball
*Beam Sword
*Star Rod
*Home-Run Bat
*Hammer
*Golden Hammer
*Lip's Stick
*Fire Bar
*Ore Club
*Killing Edge
*Death's Scythe
==Names in other languages==
==References==
Wario-Man (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-7
Upwards momentum added	8
Clean hit 	8-10
Late hit 	11-28
Interruptible 	16
Ending autocancel 	38-
Animation length 	49
|-
|-
|-
===Landing lag===
Animation length	30
Category:Wario-Man (SSBB)
Category:Back aerials (SSBB)
Wario-Man (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-6
Downwards momentum added	8
Hitbox 	8-22
Interruptible 	23
Ending autocancel 	29-
Animation length 	41
|-
|-
===Landing lag===
Hitboxes 	1-14
Animation length	19
Category:Wario-Man (SSBB)
Category:Down aerials (SSBB)
Wario-Man (SSBB)/Down special

==Overview==
==Hitboxes==
===No charge===
|}
===Low charge===
|}
===Half charge===
|}
===Full charge===
|}
==Timing==
===No charge===
Hitboxes 	16-18
Animation length	79
|-
===Low charge===
Hitboxes 	10-11
Animation length	47
|-
===Half waft===
Hitboxes 	5-8
Animation length	29
|-
===Full waft===
Super armor 	5-10
Clean hit 	9-10
Late hit 	11-26
Animation length	59
|-
Category:Wario-Man (SSBB)
Category:Down special moves (SSBB)
Wario-Man (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-4
Upwards momentum added	5
Clean hit 	5-6
Late hit 	7-24
Interruptible 	20
Ending autocancel 	27-
Animation length 	37
|-
|-
|-
===Landing lag===
Animation length	16
Category:Wario-Man (SSBB)
Category:Forward aerials (SSBB)
Wario-Man (SSBB)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Intangible 	10-34
Hitboxes 	10-34
Dash Start 	12
Interruptible 	36
Animation length	64
|-
Category:Wario-Man (SSBB)
Category:Forward smashes (SSBB)
Wario-Man (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Wario-Man (SSBB)
Category:Forward throws (SSBB)
Wario-Man (SSBB)/Forward tilt

Wario-Man. forward tilt hitbox visualizations	Wario-Man. forward tilt hitbox visualizations	Wario-Man. forward tilt hitbox visualizations	Wario-Man. forward tilt hitbox visualizations	Wario-Man. forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	14-17
Interruptible 	18
Animation length	39
|-
Category:Wario-Man (SSBB)
Category:Forward tilts (SSBB)
Wario-Man (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	5-6
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	35
Category:Wario-Man (SSBB)
Category:Grabs (SSBB)
Wario-Man (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-3
Upwards momentum added	4
Hit 1 	4-7
Hit 2 	11-38
Interruptible 	22
Ending autocancel 	44-
Animation length 	49
|-
|-
|-
===Landing lag===
Animation length	10
Category:Wario-Man (SSBB)
Category:Neutral aerials (SSBB)
Wario-Man (SSBB)/Neutral attack

==Overview==
Wario-Man's neutral attacks consist of two lightning quick punches.
For the technical data of each individual hit, see:
*Wario-Man (SSBB)/Neutral attack/Hit 1
*Wario-Man (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	8-10
Jab 2 	16-18
Interruptible 	12, 19
Animation lengths	22, 36
|-
|-
Category:Wario-Man (SSBB)
Category:Neutral attacks (SSBB)
Wario-Man (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel 	1-5
Upwards momentum added	6
Hitbox 	8-9
Interruptible 	10
Ending autocancel 	37-
Animation length 	47
|-
|-
===Landing lag===
Animation length	9
Category:Wario-Man (SSBB)
Category:Up aerials (SSBB)
Wario-Man (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
|}
==Timing==
Charges between 	4-5
Head intangible 	11-24
Multihits 	11-24
Final hit 	25
Interruptible 	27
Animation length	46
|
|-
|Head 
|-
|Body 
Category:Wario-Man (SSBB)
Category:Up smashes (SSBB)
Wario-Man (SSBB)/Up special

Wario-Man Up Special Hitbox Visualizations	Wario-Man Up Special Hitbox Visualizations	Wario-Man Up Special Hitbox Visualizations	Wario-Man Up Special Hitbox Visualizations	Wario-Man Up Special Hitbox Visualizations
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	1-5
Hit 2 	7-30
Animation length	48
|-
Category:Wario-Man (SSBB)
Category:Up special moves (SSBB)
Wario (SSB4)/Back aerial

==Overview==
Wario thrusts his head backwards. It has the strongest knockback of all his aerials, and is one of his main killing and edgeguarding moves outside of waft, and is also able to short hop autocancel. Despite this, the move is rather lackluster overall, as the kill power is rather weak, the hitbox doesn't cover the head fully, it has high endlag, and the most strangest weakness is due to Wario's hurtbox protruding a fair distance due to the animation. This makes it significantly easier to hit Wario, combined with the fact his head hurtbox also expands during the hitbox frames. It also possesses the highest landing lag out of all his aerials, at 27 frames.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	9-11
Ending autocancel 	34-
Interruptible 	50
Animation length 	55
|-
===Landing lag===
Animation length	27
Category:Wario (SSB4)
Category:Back aerials (SSB4)
Wario (SSB4)/Back throw

==Overview==
Wario grabs the opponent by the feet then spins them around, throwing them after. Unlike other back throws similar to this one, Wario's is pathetically weak in comparison, dealing a poor 7% (the lowest damage of his throws), and having low knockback, not able to kill until over 200% without rage. It does however have a collateral hitbox, giving it use in doubles and against , being able to knock Luma away with said hitbox.
==Throw and Hitbox Data==
===Throw===
|}
===Collateral===
|}
==Timing==
Invincibility 	1-18
Hitbox 	15-43
Throw Release 	48
Interruptible 	70
Animation length	79
|-
Category:Wario (SSB4)
Category:Back throws (SSB4)
Wario (SSB4)/Dash attack

==Overview==
Wario faceplants into the ground with his arms out, sliding for a bit after. This dash attack is among one of the best in the game, making a great punish tool for Wario as it is fast, has decent range and has a unique late hit that always trips opponents. The late hit makes a very good locking tool, and Wario has many moves that can lead into a potential dash attack lock, such as forward air or down throw if they DI improperly. The hitbox also reaches below the stage slightly, late hit included, which makes it exceptional for 2-framing most opponents and hitting opponents who stay on the ledge for too long.
The move is hampered by some notable flaws, however. The move can sometimes completely miss when Wario is right up against them, as his leap into the actual attack has no hitbox or even windbox. Secondly, the move has very high endlag, especially on hit, and opponents can very easily punish the attack when shielded. The move also deals low damage and knockback for a punish tool, not being able to kill until around 230%.
The move overall is a great asset for Wario, giving him a decent punish tool, being great for locking opponents and its unusual edgeguarding ability.
==Update History==
 1.1.0
*
==Hitboxes==
|}
==Timing==
Clean hit 	4-5
Late hit 	6-23
Interruptible 	49
Animation length	54
Category:Wario (SSB4)
Category:Dash attacks (SSB4)
Wario (SSB4)/Down aerial

==Overview==
Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his Wario Waft. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks.
This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its KO power. The multi-hits also possess one that sends the opponent straight down, and is prioritized over the upwards-hitting one. This makes it able to sometimes "meteor smash" opponents, if they hit Wario at the same time they get hit by the attack, if a hurtbox is extended too far (such as 's arm during Falcon Dive), or they can sometimes fall out of the move at random. The best way to ensure them to fall out is to move down fast and away.
While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough rage, hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on at any rage percent). The move can also be used for crossing up shields.
Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and KO power, as well as functioning as a decent landing option and true comboing into half waft with enough rage when landing.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hits 1-6 	9, 11, 13, 15, 17, 19
Hit 7 	21
Ending autocancel 	42-
Interruptible 	48
Animation length 	74
|-
===Landing lag===
Animation length	19
Category:Wario (SSB4)
Category:Down aerials (SSB4)
Wario (SSB4)/Down smash

==Overview==
Wario spins on his rear thrice to attack opponents. This move is relatively weak, being one of the weakest down smashes in the game, and the later hits get even weaker, but can still KO at reasonable percentages, barring the latest possible hit. Coupled with the mediocre hitbox that gets even smaller throughout and the lack of a multi-hit, it is extremely unsafe on shield or even on hit, due to its low knockback. It does however possess the ability to hit most characters hanging on the ledge, but Wario has better and safer options for hitting opponents on the ledge, such as dash attack or Waft. Relative to Wario's other attacks, it also comes out fairly quickly, especially for a smash attack.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Clean hit 	8-17
Mid hit 	18-27
Late hit 	28-36
Interruptible 	68
Animation length	71
Category:Wario (SSB4)
Category:Down smashes (SSB4)
Wario (SSB4)/Down special/Default

==Overview==
Wario's down special is his signature Wario Waft. It involves Wario unleashing a putrid explosion from his bottom. This attack has 4 levels of charge. It is considered Wario's best move, due to being insanely powerful, and being able to be combined with camping to charge it, then strike the opponent.
===No charge===
Between 0 and 15 seconds, waft is extremely weak, only able to trip nearby opponents without doing any damage. However, Wario can't take advantage of it due to the move's absurdly high endlag, making it useless and very unsafe in every scenario. 
===Low charge===
Between 15 and 55 seconds, waft is still weak but nowhere as bad as the previous charge. It deals 12% with 2 small 10% sourspots that are near impossible to hit due to the sweetspot taking priority. It's only able to kill near the blast zone at high %. It's the second slowest waft, coming out on frame 10. Its low damage and high endlag make it useful only to kill with a weak waft for style and not useful in any practical scenario.
===Half charge===
Between 55 and 110 seconds, waft is at half power, dealing a lot of damage and knockback. It's the fastest waft, coming out on frame 5. It's mostly used to punish laggy moves and unsafe options thanks to its speed and power. It's able to kill at high % very reliably. It's also worth nothing that only the timer and a small flash at 55 seconds are the only way to know half waft is on deck, making it less telegraphed than a full waft. As such, a lot of people will not raise their guard as they would with the full waft, making half waft less predictable. Down air is capable of leading into half waft while landing with rage, as long as Wario doesn't hit the final hit and buffers the down special.
===Full charge===
After 110 seconds, waft becomes a power-house, capable of KO'ing as early as 30% with its clean hit. The late hit is also very powerful, being able to kill after 90% and even earlier if close to the top blast zone. It launches Wario upwards very fast and can catch landings effectively. While not as fast as half waft, full waft grants Wario super armor (Frames 5-10) to allow him to tank aggressive options and retaliate with the clean hit. It's Wario's best kill option thanks to the many set ups that lead into it. Landing up air and late neutral air both lead into clean waft around 30-50% depending on character and rage. Landing up air also leads into the late hit at higher percents, making up air to waft a very powerful kill combo as its percent range is enormous. However, if Wario misses the full waft, it becomes extremely hard for him to take stocks. As such, it's very important to use it with caution.
==Hitboxes==
|}
==Timing==
===No charge===
Hitbox 	16-18
Interruptible 	80
Animation length	89
===Low waft===
Hitboxes 	10-11
Animation length	64
===Half waft===
Hitbox 	5-8
Animation length	49
===Full waft===
Clean hit 	9-10
Late hit 	11-26
Super armor 	5-10
Interruptible 	60
Animation length	64
|-
Category:Wario (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Wario (SSB4)/Down throw

==Overview==
Throws the opponent onto the ground, then violently sits on top of them. While it has too much endlag to be used as a conventional combo throw, depending on the opponent's DI, it is possible to get some followups. If they DI down, Wario can do dash attack and lock them with the late hit. If they DI up and are a big character (like or ) then Wario can follow up into a back air and even kill with it. Should the opponent try to tech, he can buffer the bike, then punish all tech options except for teching in. Otherwise, the throw is actually unable to kill even at 999%, so it is completely unviable as a kill throw.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	22-29
Throw Release 	30
Interruptible 	55
Animation length	61
|-
Category:Wario (SSB4)
Category:Down throws (SSB4)
Wario (SSB4)/Down tilt

==Overview==
Wario prods the ground with an inflated finger. While the attack has poor vertical reach and damage output, it is very fast, can combo into itself numerous times or into other moves (usually grab or dash attack), and has disjointed horizontal range. It can be used to pressure opponents at the ledge (although won't hit every ledge hang) or pressure shielding opponents due to how quick the move is. It is also one of his best options out of a run turnaround cancel, as the slide from RTC allows down tilt to combo into half waft, make followups slightly easier, or allow it to be used as an approach option, something that Wario severely lacks. The finger's hitbox launches slightly more upward, allowing it to combo even when spaced.
Overall, it is a very good move for Wario, giving him combo ability and being a fast, versatile tool in general, effectively being his "real" jab, as his actual jab is not quite useful.
==Hitboxes==
|}
==Timing==
Hitbox 	5
Interruptible 	18
Animation length	37
Category:Wario (SSB4)
Category:Down tilts (SSB4)