nyuuzyou/wikis huggingface dataset:
Wind God Fist

Wind God Fist (, Wind God Fist) is one of several command-input moves exclusive to Kazuya. 
==How to perform==
To execute, the player must perform a → ↓ ↘ + tap attack input within a 12 frame window starting on the → input. If done correctly, Kazuya will perform a powerful uppercut that will send the opponent flying. The launch angle makes it useful for setting up platform tech chases, though it is strictly outclassed by Electric Wind God Fist outside of this. 
===Electric Wind God Fist===
Electric Wind God Fist (, Fastest Wind God Fist) is a more difficult to perform variant of Wind God Fist. If the attack input is performed the frame before, on, or after the ↘ input (as long as ↘ is still held), the uppercut will have an electric effect and paralyze the opponent before launching them, while also being safe on block. However, the move will not paralyze the opponent if EWGF is successfully inputted more than once on an airborne opponent. When hitting shield, the opponent will either momentarily trip or go into a recoil animation. While being difficult to perform due to the timing, the reward is large, allowing for much more effective combos and confirms into attacks like . Since it is performed out of a Crouch Dash, Electric Wind God Fist is an excellent, safe approach tool with massive reward on hit.
==Origin==
The Rising Uppercut, AKA the Wind God Fist has been in Tekken since its inception and has been a staple move in Mishima-style fighting karate, and thus all the Mishima family members. The move is typically performed with →, ↓, ↘ + 2 for Kazuya, though other characters have slightly different activation methods depending on the game. The electric variant, originally introduced as a hidden move for Jin Kazama in Tekken 3 and later extended to other "Mishimas", is considered to be among the most iconic moves in the franchise and traditional fighting games as a whole. The original Wind God Fist is generally considered to be training wheels prior to learning the Electric Wind God Fist as a result of its inferior properties. In Tekken 4 onwards, the Electric Wind God Fist is a "just frame" attack, only having a 1-frame window with no buffering available.
==Names in other languages==
Category:Command input special moves
Category:Kazuya
Category:Kazuya (SSBU)
Category:Tekken universe
Category:Bandai Namco
Windsor Power Rankings

The Windsor Power Rankings are power rankings for the region of Windsor.
==Super Smash Bros. Ultimate rankings==
===Winter 2024===
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===Winter 2023===
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===Summer 2023===
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===Spring 2023===
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===Winter 2023===
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===Winter 2022===
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===Summer 2022===
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===Spring 2022===
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===Winter 2022===
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===Fall 2021===
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===Spring 2020===
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===Fall 2019===
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===Summer 2019===
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===Spring 2019===
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==Super Smash Bros. Melee rankings==
===2024===
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Hidden Bosses: , , , 
===2023===
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===Winter 2018===
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===Summer 2017===
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===Winter 2016===
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Category:Canadian Power Rankings
Wing Blitz

Wing Blitz (, Ridley Charge) is Ridley's up special move.
==Overview==
Ridley charges his energy whilst cloaked in a purple aura before flying straight upward. Unlike similar moves which can be freely angled, Wing Blitz has a total of four possible trajectories, which are dependent on the direction inputted: slightly downward when angled forward, slightly upwards when angled backward, straight up if left alone or held up, and diagonally downwards if angled downward (which meteor smashes opponents). Because of its uniquely fixed angles, Wing Blitz can take some time to learn, especially if the player is accustomed to recoveries like Fire Fox. The move deals damage to enemies along the way, with the entire move acting as an unchanging hitbox, and the tackle doing excellent knockback throughout. If Ridley hits a wall while flying upwards, forwards, or backwards, he will rebound with some vertical momentum before becoming helpless. Colliding with the ground while flying downward will instead produce a weak impact hitbox slightly wider than Ridley himself. It has minimal knockback and damage, but can potentially disrupt punishes.
Ridley's wings are intangible during Wing Blitz and, thanks to the attack's high damage, will typically beat attempts to challenge it. This makes Ridley's recovery surprisingly well-guarded and even capable of sniping the ledge from below, making Ridley decent at ledge camping. The wing intangibility can also be used to force Ridley's way through weak projectiles and attacks that lack disjointed hitboxes, such as 's Fireballs or 's grounded attacks. Due to a lack of armor on the move, though, it is risky and requires some precision to use effectively. Additionally, stale-move negation will make this tactic worse with repeated use.
Wing Blitz can be used as an edgeguard by jumping and aiming downward at the edge, letting Ridley hit the opponent before grabbing the ledge and meteor smashing them. However, down should be released right as Ridley starts the attack, or he will miss the ledge and SD.
==Instructional quote==
==Origin==
Throughout the Metroid series, Ridley has never used his wings to directly attack. Rather, this move references his flying capabilities without breaking the mold of Smash, similar to Fly.
This move also resembles an attack used by Meta Ridley in Metroid Prime and Omega Ridley in Metroid Prime 3: Corruption, in which he charges at Samus at high speeds after spreading his wings, while the down-angled version is reminiscent of Meta Ridley and Omega Ridley's diving kick attacks from the same games.
It shares similarities with Samus' in 2D games. When activated, Samus would hover momentarily, then fly in a chosen cardinal direction at high speeds, destroying and pushing through anything she hit. Wing Blitz's startup mimics that of the Shinespark, as well as being able to fly in the same directions.
==Gallery==
Ridley SSBU Skill Preview Up Special.png|Wing Blitz as shown by the Move List in Ultimate.
==Names in other languages==
Category:Metroid universe
Category:Up special moves
Category:Ridley
Category:Ridley (SSBU)
es:Embestida aérea
Winnipeg Power Rankings

The Winnipeg Power Rankings are the power rankings for Winnipeg and Manitoba.
==Melee==
===Spring 2017===
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===Fall 2016===
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===Summer 2016===
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===Spring 2016===
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===Winter 2016===
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===Fall 2015===
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===Summer 2015===
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===Winter 2015===
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===Fall 2014===
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==Project M==
===Fall 2014===
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==Smash 4==
===Winter 2016===
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PR video created by Crilix
==External links==
* Winnipeg Smash Facebook group
Category:Canadian Power Rankings
Witch Twist

Witch Twist (, Witch Twist) is Bayonetta's up special move.
==Overview==
Bayonetta does a spiraling jump in the air that hits multiple times, similar to Little Mac's Rising Uppercut.
Though the distance traveled is low compared to many other recoveries and both damage and knockback on the final hit is minimal, Bayonetta is not rendered helpless after performing the attack, and can perform it again following a double jump, making it useful for combos, as the attack sends opponents off to the side, where After Burner Kick is an ideal follow-up. The move can alternatively be used for edgeguarding. Furthermore, the looping hits of Witch Twist have high base knockback, so should only one of the looping hits connect, it can actually KO at percents as low as 10% off the upper blastline. 
Like with all of Bayonetta's attacks, holding the attack button down lets Bayonetta fire bullets above and below her. The attack also features aesthetic variations: the trails emitted are blue if Bayonetta's default costume is used, or red if her "A Witch With No Memories" alternate costume is used.
Witch Twist has an interesting quirk of . This allows her to gain additional height before each Witch Twist, further improving its combo and recovery potential. This also allows tap jump users to execute the first Witch Twist more reliably, rather than double jumping and ending up only with the second use. However, uses of Witch Twist itself do not replenish this way, so Bayonetta can only use her double jump up to three times. The window for this technique after using the double jump is 4 frames in Ultimate since version , and 3 frames in Smash 4 and earlier versions of Ultimate.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
# Witch Twist: Default.
Like the other DLC characters, Bayonetta lacks custom move variations.
==Origin==
Witch Twist is a technique purchasable at the Gates of Hell for 15,000 halos. Its incarnation in Super Smash Bros. is a cross between it and a similar purchasable technique called Witch Strike. The visual effects and ability to shoot while using the attack are derived from the former, but it lacks the preceding spinning knee slide, which also slows the game down momentarily in the first Bayonetta. The ability to use the move again after a double jump is derived from the latter, which is activated by pressing the punch button immediately after performing a jump or double jump in the original games. The attack is similar to Drill Jump, a technique in PlatinumGames' predecessor Clover Studio's game Viewtiful Joe.
==Gallery==
WitchStrikeOrigin.gif|Witch Strike, which the Smash incarnation of Witch Twist takes inspiration from, in Bayonetta 2.
WitchTwist.jpg|Witch Twist in .
Bayonetta SSBU Skill Preview Up Special.png|Witch Twist as shown by the Move List in Ultimate.
==Names in other languages==
==External links==
*Article on the Bayonetta Wiki
Category:Bayonetta
Category:Bayonetta (SSB4)
Category:Bayonetta (SSBU)
Category:Up special moves
Category:Bayonetta universe
Category:Sega
With Friends

With Friends is one of two online multiplayer modes in Super Smash Bros. Brawl and Super Smash Bros. 4, the other being With Anyone. In this mode, the player can only play with players registered on their friend roster. In Brawl, this is the only online mode where records are kept and names can be seen. Opponents will be able to see the player's profile icon and comment before battle. In Ultimate, this was feature was replaced with Battle Arenas, which allows the creation of password and friend-limited arenas.
Regular versus mode matches can be played with all the usual options, but Special mode and 8-Player Smash are not available. Players can set short custom messages to appear when they taunt in a With Friends match. In Brawl, Home-Run Contest and Multi-Man Smash could also be played. In , voice chat can be enabled in With Friends, using the Wii U gamepad's microphone. 
Various websites, such as All is Brawl, Anther's Ladder, and Smashmate, would be created to make use of With Friends matches, serving as an alternative to the usual rulesets Brawl and Smash 4 use, which were often seen as flawed and uncompetitive. These websites would often host rated ladders as well, allowing for more high-stakes matches to be played by more serious players. 
==Gallery==
With Friends WiiU.png|The With Friends menu in for Wii U.
With Friends 3DSt.png|The With Friends menu option in for Nintendo 3DS.
With Friends 3DSb.png|The With Friends description in for Nintendo 3DS.
==External links==
 pages regarding Brawl Wi-Fi:
*Wi-Fi Play Update.
*Friend List Update.
*Share Update.
==See also==
*With Anyone
Category:Online play
Category:Multiplayer modes
Category:Modes (SSBB)
Withdraw

Withdraw (, Withdraw into Shell) is Squirtle's side special move.
==Overview==
Squirtle retreats inside its shell and speeds across the stage, powered by a jet of water shooting out the back of its shell. During this attack, Squirtle's shell behaves like a Green Shell for a limited amount of time. Squirtle cannot take damage from most attacks during Withdraw.
Squirtle is unable to change direction on its own. Spinning up and down hills can alter the speed in which the withdrawn Squirtle will move. The attack can be cancelled if the control stick is moved in the opposite direction that Squirtle is moving. The invincibility provided by the move is sufficient to block many attacks and even Final Smashes that do not involve grabs. For example, Marth's Critical Hit can be negated, but not Ike's Great Aether.
Like some other moves, Withdraw's speed can be altered by smashing the control stick, instead of just tilting it. If another player lands on Squirtle while it is performing Withdraw on the ground, Squirtle enters a unique stunned state where it is flipped on its back momentarily. If Squirtle is footstooled while Withdrawing in the air, then the move will be canceled and Squirtle will be put into a helpless state of free fall and be unable to recover until it lands on the ground or grabs a ledge.
==Instructional quotes==
==Origin==
Withdraw is a Water-type non-damaging move introduced in Generation I from the Pokémon series. The move is only capable of being learned by Pokémon with shells. In battle, the move increases the user's defense by one stage. However, as Withdraw is not an offensive move, Withdraw's usage in Brawl may be based on Squirtle's use of Rapid Spin in the Pokémon anime. Squirtle learns Withdraw at level 28 in Generation I and at level 10 in Generation II and onwards. 
The footstool mechanic is likely an allusion to Koopa Troopas from the Mario series, where they would retreat into their shells and remain vulnerable when stomped on by Mario. The way Squirtle struggles to get up is similar to real life turtles when flipped over their backs.
WithdrawGen6.png|Withdraw in Generation VI Pokémon games.
==Gallery==
Withdraw.jpg|Withdraw in Brawl.
Squirtle SSBU Skill Preview Side Special.png|Withdraw as shown by the Move List in Ultimate.
==Names in other languages==
==Trivia==
*When Squirtle knocks into another character while using Withdraw, it makes the same sound as a Green Shell.
*If Squirtle gets hit with a Pitfall item, or an attack that acts like a Pitfall item while staying on the ground, Squirtle will still be buried, but will take no damage.
*If Squirtle gets hit with an attack that involves acting like hitstun, Squirtle will still get hitstunned, but will take no damage.
*If Squirtle is hit by Ice Shot, it will take damage, hitstun, and return to its normal mode.
*If Squirtle is hit by Thwack while performing Withdraw, it will be Instant KO'ed, but it will not trigger the Special Zoom.https://youtu.be/pWku5huh2Jw?t=706
==External links==
* Confirmation
==References==
Category:Pokémon universe
Category:Side special moves
Category:Squirtle
Category:Squirtle (SSBB)
Category:Squirtle (SSBU)
Wolf (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	11-13
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	38
Animation length 	48
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Wolf (SSBB)
Category:Dash attacks (SSBB)
Wolf (SSBB)/Down smash

==Overview==
Wolf swipes his claws on both sides of his body, first in front and then behind. This attack has very low startup lag and even less ending lag, along with powerful horizontal knockback, reliably KOing at around 125% and is often used as a followup to a spot dodge. It is often considered Wolf's best finisher due to it being significantly stronger than the rest of his attacks (except for the very difficult to land sweetspot of his ) and being even faster than his other KO moves. It is often considered the best down smash in the game on par with due to its great speed and reach, as well as its great knockback for a down smash. When compared to Meta Knight's down smash, Wolf's has slightly less reach and slightly more startup lag, but even less ending lag and the first swipe of it is slightly stronger than the back slice of Meta Knight's. It is also interesting to note that both Wolf and Meta Knight's down smashes have the same amount of frames in their durations.
==Hitboxes==
|}
==Timing==
Charge interval 	2-3
Hit 1 	8-9
Hit 2 	14-15
Animation length	34
==Trivia==
*Wolf has the strongest down smash of the three characters in Brawl, while possesses the strongest , and the strongest .
Category:Wolf (SSBB)
Category:Down smashes (SSBB)
Wolf (SSBB)/Forward tilt

Wolf forward tilt hitbox visualizations	Wolf forward tilt hitbox visualizations	Wolf forward tilt hitbox visualizations	Wolf forward tilt hitbox visualizations	Wolf forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Hit 1 	8
Hit 2 	9-10
Interruptible 	33
Animation length	43
Category:Wolf (SSBB)
Category:Forward tilts (SSBB)
Wolf (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	11-12
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	35
Category:Wolf (SSBB)
Category:Grabs (SSBB)
Wolf (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Blaster 	
Side special 	Wolf Flash (end) 	
Up special 	Fire Wolf 	
Down special 	Reflector (start)	
Down special 	Reflector 	
Final Smash 	Landmaster 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Wolf (SSBB)
Category:Hitboxes (SSBB)
Wolf (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
===Clean hit===
|}
===Late hit===
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-5
Late hit 	6-34
Ending autocancel 	38-
Interruptible 	43
Animation length 	44
|-
===Landing lag===
Animation length	10
Category:Wolf (SSBB)
Category:Neutral aerials (SSBB)
Wolf (SSBB)/Neutral attack

==Overview==
Wolf's neutral attacks consist of two claw swipes followed by a lunging bite.
For the technical data of each individual hit, see:
*Wolf (SSBB)/Neutral attack/Hit 1
*Wolf (SSBB)/Neutral attack/Hit 2
*Wolf (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	4-5
Jab 2 	13-14
Jab 3 	22-23
Interruptible 	22, 31, 53
Animation lengths	29, 38, 59
|-
|-
Category:Wolf (SSBB)
Category:Neutral attacks (SSBB)
Wolf (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	13-15
Hit 2 	20-22
Interruptible 	44
Animation length	58
==Trivia==
This move closely resembles Sonic's up aerial in both animation and hitboxes. The initial hitboxes align much more naturally with Sonic’s animation, while Wolf appears unusually flexible throughout the attack. Given that both characters were added late in development, this move is almost certainly a modified version of Sonic’s up aerial in both hitbox placement and animation.
Category:Wolf (SSBB)
Category:Up smashes (SSBB)
Wolf (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	13-15
Ending autocancel 	19-
Interruptible 	45
Animation length 	65
|-
===Landing lag===
Interruptible 	16
Animation length	23
Category:Wolf (SSBU)
Category:Back aerials (SSBU)
Wolf (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	16-17
Ending autocancel 	36-
Interruptible 	54
Animation length 	59
|-
===Landing lag===
Interruptible 	20
Animation length	27
==Trivia==
*The sweetspot has a higher SDI multiplier than the sourspot, at 1.5×. This is rare for a sweetspot on a single hit move. However it is fairly common for sweetspots to have higher hitlag multipliers, such as with 's tipper hitboxes or the sweetspot on 's dash attack, which suggests that the 1.5× multiplier was intended for the hitlag multiplier, but was applied to the SDI multiplier by mistake.
Category:Wolf (SSBU)
Category:Down aerials (SSBU)
Wolf (SSBU)/Down smash

==Overview==
Wolf performs a kneeling one handed slash on both sides of him. It has great range, and the sweetspots of the move are located on Wolf's claws and are extremely powerful, with its front hitbox being among the strongest down smashes in the game, while its sourspots can still function as finishers despite being much less powerful than the sweetspots. This is one of Wolf's most reliable finishers and edgeguarding options, and one of his best moves in general as it can easily KO opponents with its high power and consistent ability to 2 frame punish characters. It has moderate startup as its first hit comes out on frame 14, but has low ending lag as it is interruptible on frame 44. Because of this, it is safe on shield if the move is properly spaced or if the second hit is the one that connects with shield. Lastly, it is also a great finisher when reading an opponent's tech options, mainly out of his neutral aerial or forward throw. 
One downside of the move is that its sourspots outpriortize the sweetspots. Although its sourspots are still strong enough to be finishers, landing them regularly can lead to very inconsistent KOs. Therefore, it is important to space and position the move well so that its sourspots don't hit the opponent. 
Overall, Wolf's down smash is one of the best of its kind in the game due to its very high power, good range, low ending lag, safety on shield if spaced, and 2 frame punish ability. Although it was slightly weakened in updates 3.0.0 and 3.1.0, these changes have not hindered it very much at all, and it remains as an invaluable move in Wolf's toolkit.
==Update History==
 
*
 
*
**
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	14-15
Hit 2 	21-22
Interruptible 	44
Animation length	63
==Trivia==
*The move has a 35% trip chance that can only happen on slants due to the launch angle.
Category:Wolf (SSBU)
Category:Down smashes (SSBU)
Wolf (SSBU)/Down special

==Overview==
==Update History==
 
*
*
*
==Hitboxes==
|}
==Timing==
Minimum duration is a total of 30 frames (interruptible on frame 31).
Intangibility 	5-8
Hitbox 	6-8
Reflection 	9+
Interruptible (ending) 	13
Animation length (ending)	24
|-
Category:Wolf (SSBU)
Category:Down special moves (SSBU)
Wolf (SSBU)/Down throw

==Overview==
==Throw Data==
|}
==Timing==
During frame 25, the move inflicts 13 frames of hitlag to both Wolf and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-26
Throw Release 	26
Interruptible 	41
Animation length	49
|-
Category:Wolf (SSBU)
Category:Down throws (SSBU)
Wolf (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 	64
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Wolf (SSBU)
Category:Edge attacks (SSBU)
Wolf (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	7-9
Ending autocancel	30-
Interruptible 	41
Animation length 	51
|-
===Landing lag===
Interruptible 	11
Animation length	18
Category:Wolf (SSBU)
Category:Forward aerials (SSBU)