nyuuzyou/wikis huggingface dataset:
Shield-stop

The shield-stop is a technique in every game thus far, which lets a character slide while using a shield. This is executed by simply pressing the shield button during a dash.
This can lead into various other actions, such as using a regular grab (rather than dash grabs, which are poor compared to other grabs) out of a dash, or simply protecting the character as they move forward. It can also be used to stop the dash in order to perform attacks such as tilts and forward smashes, and can be canceled into a roll or sidestep (the latter which conserves forward momentum for most characters) to play mindgames with opponents; in Melee and Ultimate, however, dash-canceling techniques are a more common alternative for the former purpose due to shield drops taking longer to act out of in the aforementioned two games. As with other slide techniques, the overall movement gained by shield-stopping is dependent on one's traction.
Shield-stopping is not the same as a dashing shield. Dashing shields involve tapping the shield button and releasing it to gain distance, whilst the shield-stop is used as a regular shield out of dash.
==See also==
*Shield grab
*Dashing shield
 
Category:Slide techniques
Shield (disambiguation)

Shield may refer to:
*The shielding mechanic in the series.
**Out of shield, moves and actions that can be performed while shielding.
**Perfect shield, also known as Powershield, a technique using the shield to block attacks or, in Melee, reflect projectiles.
**Shield jump, where a jump occurs after a shield breaks.
**Shield damage, the damage a shield takes from attacks.
*The passive shields carried by Link and his iterations, as well as the Hero.
*Mirror Shield, Pit's down special move in Brawl.
*Back Shield, an item from the Kid Icarus series.
*Leaf Shield, Mega Man's down special move.
*The Shield art, one of Shulk's Monado Arts.
Shield break may refer to:
*A phenomenon where the shield is exhausted.
**Shield break combo, when a character performs a series of attacks to break a shield.
**Shield break jump, a technique for Ness in Smash 64.
*Shield Breaker, a neutral special move of Marth and Lucina that inflicts high shield damage.
Shield break jump

:Not to be confused with Shield jump.
The shield break jump, or SBJ, is a simple aerial attack available to and in Super Smash Bros. It makes use of their double jump cancel, and the orientation of the N64 controller. The SBJ is an extremely quick attack that if used properly against a shielded opponent (repeatedly), will break their shield. The attack works by quickly jumping, then immediately jumping again, and then using Ness' neutral aerial or down aerial attack. With Yoshi, it will only work with neutral air. The nature of the DJC stops their momentum, and they will land immediately after performing it, without lag, allowing for another SBJ.
==Performing the SBJ==
To perform the SBJ, a player can simply quickly jump twice, then attack. It can be performed easily by tapping the right C button on the N64 controller, then sliding to the 'A' button, hitting the down C button on the way there. If done correctly, it will appear as if an aerial attack has been unleashed without leaving the ground.
Another way a player can perform the SBJ is to double tap a C button to jump, and immediately press the 'R' shoulder button with the index or middle finger to attack.
==See also==
*Shield break combo
Category:Techniques (SSB)
Category:Advanced techniques
Category:Ness
Category:Yoshi
Shield button (disambiguation)

The shield button refers to the controller button used for shields:
*The L and R buttons on the Nintendo GameCube, Wii Classic and Wii U Pro/GamePad. R is also used for shields on the Nintendo 3DS, but L is instead used for grabs.
*The Z button on a Nintendo 64 controller and Nunchuk, alongside the ZL and ZR buttons on Nintendo Switch Joy-Cons and Pro Controllers.
*The B button on a Wii Remote used alone with Super Smash Bros. Brawl and Super Smash Bros. for Wii U
*The SR button on a horizontal Joy-Con used alone with Super Smash Bros. Ultimate.
Category:Controller buttons
Category:Game controls
Shield drop lag

Shield drop lag, also known as dropping shield and referred to internally as guard off, is the animation that occurs when one lets go of their shield. Shield drop lag is not to be confused with shield dropping, which is when one drops through a platform out of shield.
In Super Smash Bros. Melee, shield drop lag lasts 15 frames, which makes it a significantly slower out-of-shield option compared to shield dropping or jump-canceling. Shield drop lag can also be jump-canceled.
In Super Smash Bros. Ultimate, perfect shielding was changed from occurring during the first few frames after pressing shield to the first few frames after letting go of shield (i.e. during shield drop lag). While shield drop lag is often something to be avoided in prior games, in Ultimate it can be an optimal out-of-shield option if timed correctly.
==External links==
*Source for the Frame Data
Category:Game controls
Shield grab

A shield grab is the act of grabbing while shielding. Generally, it is used to punish attacks when they are blocked, and is the most basic way to punish out of shield; in most cases, the attacker will be caught in the lag of their attack, which means the defender's grab can connect with little trouble. Using a shield grab allows a character to circumvent the slight delay that usually occurs after dropping the shield, so unless they have a better out of shield option, a shield grab is usually the best response.
Because grabbing input-wise is the same as shielding and attacking at the same time, shield grabs can be done simply by pressing the attack button while shielding, instead of pressing the grab button.
As a basic, simple technique, however, there are many options against shield grabbing. Cross-ups and SHFFLs (SHFFs from Brawl onward) are the most effective, as they allow the player to attack the shielding opponent and position themselves either behind them, or at a distance away from them that exceeds their grab range, thus rendering a shield grab ineffective and allowing the player to punish the opponent if they attempt one. In these cases, other options out of shield that can hit behind the attacker or farther in front of them, such as short hopped aerial attacks, are more preferred. However, shield grabs are still effective when used in the right situations, mainly against moves with high ending lag that leave the attacker close to the shielding opponent, such as dash attacks and most approaching attacks. Several characters' grabs are also notoriously rewarding, with examples being the Ice Climbers' in Melee and Brawl, and 's in Smash 4, making shield grabs their most potent form of punishment out of shield.
In the original Super Smash Bros., if a player uses a shield grab after experiencing shieldstun from an attack, subsequent throws will only deal half damage. It is believed this was implemented to combat shield grabbing as the "obvious choice of action". This restriction was removed in later games. However, in Super Smash Bros. Ultimate, another feature similarly weakens post-shieldstun shield grabs by forcing characters to shield for 4 additional frames before they are executed, effectively increasing their startup. Combined with the generally reduced landing lag, the increased shieldstun for non-aerial attacks, and other out of shield options not possessing this delay, shield grabs in Ultimate are overall harder to use effectively in competitive play.
==Gallery==
Shield Grab Brawl.gif| shield grabbing in Brawl
Sheild_Grab_SSB.gif| shield grabbing in SSB
==Video Demonstrations==
Shigeru Miyamoto

Shigeru Miyamoto (宮本 茂, Miyamoto Shigeru, born November 16, 1952) is a Japanese video game director, video game producer, concept artist, video game designer, and EAD general manager who is the creator of many Nintendo flagship franchise characters such as Donkey Kong, Mario, Fox McCloud, Link, Olimar, Bowser, Ganondorf, Wolf O' Donnell, Andross, Luigi, Falco Lombardi, Princess Peach, Princess Zelda, Pikmin and other Nintendo icons. He is known by many as the father of modern gaming, and is often credited with the Nintendo DS and the Nintendo Wii.
Miyamoto is one of the most internationally recognized and celebrated figures in the video game industry. He was chosen by Time Magazine as one of the 100 most influential people of the year and in 1998, he was the first person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame.
Shigeru Miyamoto has worked alongside Masahiro Sakurai throughout the series.
==History in Nintendo==
Shigeru Miyamoto was one of the first Nintendo employees to invent a popular video game. He created the series in 1981. He moved on to make the series in 1983 that featured Mario who first appeared in the game and is considered one of the most successful and best video game series of all time. During 1985, his development team made the Super Mario Bros. title which was praised for saving the video game industry from nearly meeting its demise during the video game crash that began in 1983. He also created the series in 1986, the series in 1991, the series in 1990, the series in 1993, and the series in 2001. He was also involved in the creation or approval processes of many other Nintendo franchises in his role as a senior creative executive at the company.
Miyamoto's series was, in the past, also considered a "rival" of the series until Sega dropped out of the console market.
==External links==
*N-Sider—Shigeru Miyamoto profile
*Shigeru Miyamoto at MobyGames
*Shigeru Miyamoto at RAWG.io
*Profile in the NewYorker magazine
Category:Game developers
Category:Nintendo people
Category:Mario universe
Category:The Legend of Zelda universe
Category:F-Zero universe
Category:Star Fox universe
Category:Animal Crossing universe
Category:Pikmin universe
Shigesato Itoi

Shigesato Itoi ( Itoi Shigesato, born November 10, 1948) is a Japanese copywriter and essayist, best known (particularly outside Japan) as the creator of the series, which is where characters such as Ness and Lucas originate. Itoi co-owns the rights to EarthBound characters, and as such he is the only individual credited by name on the title screen of every Smash game.
==In the Super Smash Bros. series==
Itoi was part of the original development team for Super Smash Bros. and Super Smash Bros. Melee under HAL Laboratory. In Smash 64, he gave the idea of making the fighters appear as dolls, as seen in the game's introduction for example, after Masahiro Sakurai was in a hurry on giving a title then show a build of the game to Itoi.
==References==
==External links==
*Twitter page
Category:Game developers
Category:Nintendo people
Category:EarthBound universe
Shikoku

Shikoku is a Smash region in Japan, and is the fourth largest of the five main Japanese islands. It borders the Chūgoku region, and as such many players also regularly play in the neighboring Okayama prefecture.
Shikoku is considered the youngest Smash region in Japan, as it only began developing during the Smash 4 era, with their main tournament series being . As such, only a few notable players during Smash 4 came from that region, including , who ranked as high as 54th on the JAPAN Power Rankings. However, the scene grew significantly during Ultimate after several noteworthy locals were founded during this time, and has since seen several players achieve recognition at a global scale, the most notable players being (prior to his move to Chūgoku) and .
==Smashers==
:See also: :Category:Shikoku smashers
The following players are currently or were previously ranked. Their highest placement is listed.
===Globally ranked players===
Tag	Character(s)	Best placement 	Notes
 	 	OrionRank 2022: 25th 	Resided in Shikoku up until late-2022, where he moved to Chūgoku.
 	 	LumiRank 2024.2: 117th	
 	 	LumiRank 2024.2: 135th	
 	 	LumiRank 2024.1: 13th 	
===Nationally ranked players===
Tag	Character(s)	Best placement 	Notes
 	 	JAPAN Power Rankings: 56th 	
 	 	Experimental Smash Player Rankings: 55th	
===Other notable players===
Tag	Character(s)	Notes
 	 	One of Shikoku's best players in Ultimate, known outside of Japan for his tag.
 	 	Perhaps the earliest notable player from the region, having competed in Melee events throughout the 2000s.
 	 	One of Shikoku's best players in Smash 4, notably winning the final Smash 4 event.
==Tournaments==
:See also: :Category:Shikoku tournaments
===Notable tournament series===
Tournament series that have achieved recognition outside their local region. 
Tournament 	Games	Type	Status
(Ehime) 	 	 	
Kagawa Battle Competition (Kagawa)	 	 	
(Kōchi) 	 	 	
Tokudai (Tokushima) 	 	 	
===Largest singles events===
Rank 	Tournament 	Date 	Game	Attendance	Winner	Character(s)
1 	 	July 9th, 2022 	 	155 	 	
2 	 	November 13th, 2021 	 	128 	 	
3 	 	June 26th, 2022 	 	64 	 	
3 	 	July 18th, 2022 	 	64 	 	
5 	 	September 18th, 2022	 	62 	 	
6 	 	September 23rd, 2022	 	56 	 	
7 	 	October 8th, 2022 	 	53 	 	
7 	 	June 4th, 2023 	 	53 	 	
9 	Kyakubra SP 4 	December 22nd, 2019 	 	48 	 	
 	April 17th, 2022 	 	 	48 	 	
Kyakubra SP 11	May 22nd, 2022 	 	 	48 	 	
Kyakubra SP 12	October 16th, 2022	 	 	48 	 	
==See also==
*Shikoku Power Rankings
Category:Japanese regions
Shikoku Power Rankings

Shikoku Power Rankings are the Power Rankings for the Shikoku island of Japan. 
==Super Smash Bros. Ultimate==
===Season 5 - January 1st 2023- December 31st, 2024https://x.com/bayashire/status/1875882471604265233===
|}
===Season 4 - 2022https://twitter.com/bayashire/status/1610244828612427780===
|}
===Season 3 - 2021https://twitter.com/bayashire/status/1477978313033666562===
|}
===Season 2 - 2020https://twitter.com/bayashire/status/1347501962720264195===
|}
===Season 1 - 2019https://twitter.com/bayashire/status/1213076977579524096===
|}
==References==
Category:Japanese Power Rankings
Shock Spring Jump

:Not to be confused with Spring Jump.
Shock Spring Jump (, Shock Jump) is Banjo & Kazooie's up special move.
==Overview==
The move involves the duo using a Shock Spring Pad to launch themselves into the air, able to act afterwards. If the move is activated in the air, the pad can then fall on opponents for minor damage. The move can be charged to delay its launch with a slight increase in distance. After using the move, Banjo & Kazooie retain all double jumps and all their other special moves, similarly to Mega Man and Sonic; however, unlike with other similar up special moves, the Shock Spring Pad disappears if touched when on the ground instead of being reusable.
==Instructional quotes==
==Origin==
The Shock Spring Jump is a move taught to Banjo and Kazooie by Bottles at Treasure Trove Cove in Banjo-Kazooie. It allows the duo to execute a super jump from green Shock Spring Pads for navigation of certain areas. The move consists of Banjo jumping, Kazooie landing and building up power, and finally the duo launching into the air based on how long the jump button is held, with the final launch being the highest jump in the game. Some Shock Spring Pads need to be created before use or are hidden out of sight, so it is not necessarily obvious that a high cliff can be scaled.
The move returns unchanged in Banjo-Tooie, though the pad has undergone a slight redesign with its gold border changed to black. When Kazooie is alone, she can use the move to get even higher than when Banjo's extra weight is present. However, it is now outclassed by the new Springy Step Shoes, another limited jump ability.
The move also returns in Banjo-Kazooie: Grunty's Revenge, though now Banjo no longer does an initial hop; Kazooie performs the jump immediately, mirroring how it is done in Smash Bros.
==Gallery==
ShockSpringJump.jpeg
Banjo & Kazooie SSBU Skill Preview Up Special.png|Shock Spring Jump as shown by the Move List in Ultimate.
==Names in other languages==
Category:Up special moves
Category:Projectiles
Category:Banjo-Kazooie universe
Category:Banjo & Kazooie
Category:Banjo & Kazooie (SSBU)
Category:Microsoft
es:Salto de Muelles de Impacto
Shocking Power!

Shocking Power! (, The Strength to Be Shocked! Electric Shock Tournament) was an Event Tourney based around fighters with electric special moves. It ran from 6 a.m. on May 15, 2020 to 6 a.m. on May 18, 2020 (). During the event, only characters with electric special moves could be used.
==Description==
===North America===
:Thunder and lightning blitz the stage in this time-limited tourney!
:Only fighters who use electric attacks are allowed. The further you advance, the better the spirit you'll win!North American event page
===PAL regions===
:Thunder and lightning blitz the stage in this time-limited tourney!
:Only fighters who use electric specials are allowed. The further you advance, the better the spirit you'll win!PAL region event page
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available fighters==
 	 	 	 	 	 	 	 	 	 	 	
Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters	Fighters
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
==Names in other languages==
==References==
Shop

The Shop is a feature in Super Smash Bros. Ultimate. It is functionally similar to the Trophy Shop from Super Smash Bros. 4, though instead of trophies (as they are absent from the game), the player is able to buy a wide variety of in-game collectibles with the they've earned via numerous methods - including several items that cannot be unlocked in any other way, such as fighter spirits of Mii Fighter costumes.
The player can access the shop from the bottom-right corner of the Vault. At first not all the slots will be full and gold will need to be spent in the shop in order to unlock the slots. The first slot will be unlocked after spending 4,500 gold, the next after 13,500, and the final one after 27,000. The top-left three slots are able to be purchased multiple times and the other slots can only be purchased once, purchasing the latter will remove it from the shop and display "SOLD OUT". A random "SOLD OUT" slot will be refilled after a match or every 3 minutes if the player is in the shop menu; being in another menu or the Switch's home menu typically only updates the shop once. If there are no "SOLD OUT" slots then a random slot will be replaced, including the content of the top-left slots. If the player is not in the shop and stays out of it for more than 15 minutes, then most or all of the slots will be replaced.
On Sundays, various merchandise will go on sale, giving discounts between 10-70% off (in increments of 10) with higher discounts being rarer.
==Available Merchandise==
Items in bold can go on sale on Sundays.
*Snacks
*Spirit Board items
*Spirits
*
*Mii costumes and headgear
*Classic Mode Tickets
==Gallery==
SSBUShopFull.jpg|A full shop.
Thevault.jpeg|The Vault menu. The shop icon is visible in the bottom-right hand corner.
==Names in other languages==
==Trivia==
*It costs 55,450 gold to purchase every Mii costume and headgear and costs 38,400 to purchase every piece of music.
*Only one Legend-class spirit can be in the shop at a time. Every other spirit class doesn't have a limit.
Category:Modes (SSBU)
Short hop air dodge

A short hop air dodge is a technique in all games except for the original due to the inability to air dodge. As the name implies, it consists of performing a short hop, followed by an air dodge. This is not to be confused with wavedashing, as while the premise is similar, no invincibility frames ever occur when using that technique. It is most useful in Super Smash Bros. 4 due to air dodges having less ending lag than in previous games, and not causing helplessness as in Super Smash Bros. Melee. However, in Smash 4 air dodging into the ground will cause 21 frames of landing lag, meaning that it must be done almost immediately after jumping with the aid of buffering to avoid being punished. 
Uses of this tech include an alternative to using a spot dodge. It takes slightly longer to perform than a spot dodge due to the jump squat animation, but it can put one in a less vulnerable position and also alleviates the potential of being grabbed. It can be used in tandem with a tomahawk. This technique is slightly less viable in Super Smash Bros. Ultimate due to its mechanics that stale airdodge if they are repeatedly used.
==Phasing==
Phasing is a term used to refer to 's unique short hop air dodge in Smash 4, which ends faster than any other air dodge in the game while also turning it invisible. These two traits, along with its general floatiness and jump height, allows it to use a short hop and buffered air dodge to mindgame the opponent. 
==Videos==
==See also==
SHFFL
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Shot Put

Shot Put (, Iron Ball Throw), named Shot-Put in the PAL version of Smash 4, is one of the three neutral special moves usable by Mii Brawler.
==Description== 
The Mii tosses a shot, a black iron ball resembling a cannonball, into the air. It is the only projectile move available to Mii Brawler, though this is made up for by the move's considerable utility. The shot deals 15% damage to anyone it touches before hitting the ground, 11% after the first bounce, and 8% after the second, after which the shot loses momentum and quickly disappears; the shot itself cannot be destroyed or negated while active. Its arcing trajectory and quick falling speed allow the user to edgeguard while staying on the stage, though this is somewhat countered by the shot's high, mostly vertical knockback.
In Ultimate, the move boasts less endlag, and the projectile now deals more damage while bouncing, though it is smaller. The knockback of the strong hit is much more horizontal than in Smash 4, making it more useful for edgeguarding, and the sizable hitstun it deals, even with its late hits, allow the Brawler to combo out of a landing Shot Put. However, its awkward arc and high lag when thrown make it difficult to use as a standard projectile, with only the ability to drift while throwing one in the air allowing for defensive or offensive use. Also, the later bouncing hits deal little to no knockback despite their hitstun, meaning only the first hit can KO at realistic percentages.
==Instructional quotes==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Shot Put 	2. Flashing Mach Punch 	3. Exploding Side Kick
 	 	
"Tosses an iron ball that makes an impact but doesn't go very far."	"Performs a lightning-fast series of punches. Any opponent hit is captured in a rain of blows."	"Unleashes a kick so explosive, it'll set the world on fire (or at least your leg)."
==Gallery==
ShotPutSSB4.jpg|Shot Put in .
Mii Brawler SSBU Skill Preview Neutral Special 1.png|Shot Put as shown by the Move List in Ultimate.
==Names in other languages==
Category:Neutral special moves
Category:Projectiles
Category:Super Smash Bros. universe
Category:Mii Fighter
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Category:Mii Brawler (SSB4)
Category:Mii Brawler (SSBU)