nyuuzyou/wikis huggingface dataset:
Dr. Mario (SSBU)/Down throw

Dr. Mario down throw hurtbox visualization
==Overview==
Down Throw is Dr. Mario's go-to throw, since it can combo into a variety of his moves. Near the ledge, it can be comboed into down special for one of his most powerful KO confirms.
==Throw Data==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
If used at an edge, the opponent is pushed 2.5 units up and behind Dr. Mario when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-18
Throw Release 	18
Interruptible 	40
Animation length	58
|-
Category:Dr. Mario (SSBU)
Category:Down throws (SSBU)
Dr. Mario (SSBU)/Down tilt

==Overview==
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Starting in version , due to its combination of low knockback, vertical launch angle, and additional hitstun, it can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.
==Update History==
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
! Hitstun
|+3 frames
|+3 frames
|}
==Timing==
Hitboxes 	5-7
Interruptible 	28
Animation length	35
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.
Category:Dr. Mario (SSBU)
Category:Down tilts (SSBU)
Dr. Mario (SSBU)/Edge attack

==Overview==
==Hitboxes==
The damage value is listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==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 	59
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Dr. Mario (SSBU)
Category:Edge attacks (SSBU)
Dr. Mario (SSBU)/Final Smash

==Overview==
==Update history==
 
*
==Hitboxes==
===First Capsule===
! 
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|}
===Second Capsule===
! 
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|9
|}
==Timing==
Capsules generated 	5
Capsule 1 Hit 1 	65-69
Capsule 1 Hit 2 	70-71
Capsule 1 Hit 3 	72-76
Capsule 1 Hit 4 	77-79
Capsule 2 Hit 1 	79-80
Capsule 1 Hit 5 	80-114
Capsule 2 Hit 2 	81-83
Capsule 2 Hit 3 	84-85
Capsule 2 Hit 4 	86-88
Capsule 2 Hit 5 	89-91
Capsule 2 Hit 6 	92-114
Capsule 1 Hit 6/Capsule 2 Hit 7 	115-144
Capsule 1 Hit 7/Capsule 2 Hit 8 	145-174
Capsule 1 Hit 8/Capsule 2 Hit 9 	175-194
Capsule 1 Hit 9/Capsule 2 Hit 10	195-214
Animation Length 	181
|-
|-
Category:Dr. Mario (SSBU)
Category:Final Smashes (SSBU)
Dr. Mario (SSBU)/Floor attack (back)

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	56
|-
Category:Dr. Mario (SSBU)
Category:Floor attacks (SSBU)
Dr. Mario (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	51
|-
Category:Dr. Mario (SSBU)
Category:Floor attacks (SSBU)
Dr. Mario (SSBU)/Floor attack (trip)

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	53
|-
Category:Dr. Mario (SSBU)
Category:Floor attacks (SSBU)
Dr. Mario (SSBU)/Forward aerial

==Overview==
Dr. Mario punches downwards in front of him. It lasts for 6 frames, with the first and last frame being an early and late hit respectively. When hit cleanly, it's one of the strongest forward aerials in the game due to its excellent damage and knockback. However, the early and late hits are significantly weaker and hitbox duration is shorter, making the move weaker and harder to land, respectively. It also has high ending lag and can't autocancel in a short hop. It's also tied with down aerial for the slowest startups of his aerials.
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	16
Clean hit 	17-20
Late hit 	21
Ending autocancel 	43-
Interruptible 	60
Animation length 	72
|-
===Landing lag===
Interruptible 	18
Animation length	26
Category:Dr. Mario (SSBU)
Category:Forward aerials (SSBU)
Dr. Mario (SSBU)/Forward smash

Dr. Mario forward smash hitbox visualizations	Dr. Mario forward smash hitbox visualizations	Dr. Mario forward smash hitbox visualizations	Dr. Mario forward smash hitbox visualizations	Dr. Mario forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Dr. Mario rears back and thrusts his palm forward, emitting electricity. It is incredibly powerful, KOing most lightweights before 80% when sweetspotted. Due to its electrical attribute, it is relatively safe on shield. However, it has a crucial flaw in its lack of range, which is further exacerbated by the sourspot's unfavorable placement on his hand, reaching further than the sweetspot located on his arm. As such, it can whiff easily and should not be used carelessly.
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	48
Animation length	56
Category:Dr. Mario (SSBU)
Category:Forward smashes (SSBU)
Dr. Mario (SSBU)/Forward throw

Dr. Mario forward throw hurtbox visualization	Dr. Mario forward throw hurtbox visualization	Dr. Mario forward throw hurtbox visualization	Dr. Mario forward throw hurtbox visualization	Dr. Mario forward throw hurtbox visualization
 	 	 	 	
==Overview==
Dr. Mario spins and tosses the opponent away. It can be used to set up an edgeguard, or combo into dash attack against certain characters at 0%. It is a decently quick throw, making it KOs moderately earlier at the ledge if the opponent fails to DI properly.
Dr. Mario Forward Throw KO%s on Final Destination VS w/Optimal DI	Dr. Mario Forward Throw KO%s on Final Destination VS w/Optimal DI	Dr. Mario Forward Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	227.54% 	159°
At the ledge (max rage) 	192.32% 	159°
Center 	309.92% 	191°
Center (max rage) 	267.22% 	191°
==Throw Data==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	28
Animation length	42
|-
Category:Dr. Mario (SSBU)
Category:Forward throws (SSBU)
Dr. Mario (SSBU)/Forward tilt

Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations	Dr. Mario forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Hitboxes 	5-7
Interruptible 	26
Animation length	40
Category:Dr. Mario (SSBU)
Category:Forward tilts (SSBU)
Dr. Mario (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	41
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	49
===Pivot grab===
Grab 	10-11
Interruptible 	37
Animation length	51
Category:Dr. Mario (SSBU)
Category:Grabs (SSBU)
Dr. Mario (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Kick Up 	
Forward tilt (mid) 	Middle Kick 	
Forward tilt (high) 	Middle Kick 	
Forward tilt (low) 	Middle Kick 	
Up tilt 	Uppercut 	
Down tilt 	Spinning Low Kick 	
Dash attack 	Sliding 	
Forward smash 	Defibrillator 	
Forward smash (up) 	Defibrillator 	
Forward smash (down) 	Defibrillator 	
Up smash 	Ear, Nose, and Throat	
Down smash 	Break Spin 	
Neutral aerial 	Dr. Kick 	
Forward aerial 	Dr. Punch 	
Back aerial 	Drop Kick 	
Up aerial 	Air Slash 	
Down aerial 	CLEAR! 	
Neutral special 	Megavitamins 	
Side special 	Super Sheet 	
Up special 	Super Jump Punch 	
Down special (ground)	Dr. Tornado 	
Down special (air) 	Dr. Tornado 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Swing-Around Throw 	
Back throw 	Airplane Throw 	
Up throw 	Throw Up 	
Down throw 	Hospital Bed 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Dr. Mario (SSBU)
Category:Hitboxes (SSBU)
Dr. Mario (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	3-10
Late hit 	11-27
Ending autocancel 	34-
Interruptible 	46
Animation length 	53
|-
===Landing lag===
{|class="wikitable"
Interruptible 	8
Animation length	26
Category:Dr. Mario (SSBU)
Category:Neutral aerials (SSBU)
Dr. Mario (SSBU)/Neutral attack

==Overview==
Dr. Mario's neutral attacks consist of 2 jabs and a kick. It comes from the same combo Mario has in .
For the technical data of each individual hit, see:
*Dr. Mario (SSBU)/Neutral attack/Hit 1
*Dr. Mario (SSBU)/Neutral attack/Hit 2
*Dr. Mario (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Jab 2 	6-7
Jab 3 	12-13
Interruptible 	20, 26, 43
Animation lengths	31, 29, 48
|-
|-
Category:Dr. Mario (SSBU)
Category:Neutral attacks (SSBU)
Dr. Mario (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Hitboxes 	2-3
Continuability window	5-24
Consecutive jab frame	7
Interruptible 	20
Animation length 	31
|-
Category:Dr. Mario (SSBU)
Category:Neutral attacks (SSBU)
Dr. Mario (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Hitboxes 	2-3
Continuability window	6-24
Interruptible 	22
Animation length 	25
|-
Category:Dr. Mario (SSBU)
Category:Neutral attacks (SSBU)
Dr. Mario (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Hitboxes 	3-4
Interruptible 	34
Animation length	39
Category:Dr. Mario (SSBU)
Category:Neutral attacks (SSBU)
Dr. Mario (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier. Unlike Dr. Mario's other attacks, the knockback formula only considers this damage multiplier for the final percentage factor, and not damage dealt, resulting in a considerably smaller knockback increase.
|}
==Timing==
Clean hit 	17-21
Mid hit 	22-46
Late hit 	47-86
Interruptible 	50
Animation length	63
|-
==Megavitamin parameters==
Lifetime 	70 frames
Initial speed 	1.4
Initial angle 	-10°
Gravity 	0.1
Speed multiplier after bounce 	1
Minimum vertical speed after bounce 	1.65
Maximum vertical speed after bounce 	2
Number of bounces before disappearing	7
Maximum wall angle to bounce off 	60°
Can pierce opponents? 	No
Category:Dr. Mario (SSBU)
Category:Neutral special moves (SSBU)
Dr. Mario (SSBU)/Side special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
|}
==Timing==
While the move's reflector normally comes out on frame 9, it has a preemptive projectile detector starting on frame 6. If a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup.
In the air, the move can grab ledges from the front starting on frame 2, and from behind starting on frame 16.
Hitboxes 	12-16
Projectile detector	6-8
Reflection 	9-22
Interruptible 	36
Animation length 	58
|-
==Parameters==
===Move (aerial)===
Unlike Mario's Cape, Super Sheet does not reduce Dr. Mario's horizontal speed or grant him vertical momentum.
Air friction 	0.0025
Gravity 	0.092
Falling speed	1.5
===Reflector===
Offsets 	[0, 6.5, 8] (1.1.0 onward)[0, 8, 6.5] (before 1.1.0)
Size 	7.7u (1.1.0 onward)6.5u (before 1.1.0)
Damage threshold 	50%
Damage multiplier 	1.6 (1.1.0 onward)1.5 (before 1.1.0)
Speed multiplier 	1
Lifetime multiplier	0.75
Category:Dr. Mario (SSBU)
Category:Side special moves (SSBU)
Dr. Mario (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	4-7
Ending autocancel 	17-
Interruptible 	31
Animation length 	39
|-
===Landing lag===
Interruptible 	9
Animation length	30
Category:Dr. Mario (SSBU)
Category:Up aerials (SSBU)
Dr. Mario (SSBU)/Up smash

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
The move disables jostling during frames 7-19.
Charges between 	6-7
Hitboxes 	9-13
Head intangible 	9-13
Interruptible 	40
Animation length	52
!Hitboxes 
|-
!Head 
Category:Dr. Mario (SSBU)
Category:Up smashes (SSBU)
Dr. Mario (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move can grab ledges from the front starting on frame 11, and from behind starting on frame 21. To B-reverse it, the control stick has to be held backward on frame 3.
Optional reverse	3
Clean hit 	3-5
Late hit 	6-19
Animation length	37
===Landing===
Interruptible 	31
Animation length	34
==Parameters==
Stick sensitivity to reverse 	0.3
Stick sensitivity to angle 	0.5
Maximum angle deviation 	18°
Height multiplier 	0.85
Air speed multiplier on startup 	0.67
Helplessness air speed multiplier	0.6
Landing lag 	30 frames
Category:Dr. Mario (SSBU)
Category:Up special moves (SSBU)
Dr. Mario (SSBU)/Up throw

Dr. Mario up throw hurtbox visualization	Dr. Mario up throw hurtbox visualization	Dr. Mario up throw hurtbox visualization	Dr. Mario up throw hurtbox visualization	Dr. Mario up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	40
Animation length	69
|-
Category:Dr. Mario (SSBU)
Category:Up throws (SSBU)
Dr. Mario (SSBU)/Up tilt

==Overview==
==Hitboxes==
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
|}
==Timing==
Hitboxes 	5-11
Interruptible 	30
Animation length	51
Category:Dr. Mario (SSBU)
Category:Up tilts (SSBU)
Dr. Mario (game)

Dr. Mario (, Doctor Mario) is a 1990 puzzle video game for the Nintendo Entertainment System and the Game Boy. In the game, Mario, in his Dr. Mario persona, uses vitamins to destroy three different types of viruses by lining up three vitamins the same color as the virus, bearing some similarities with Tetris.
==In the series==
===Fighter===
Dr. Mario made his debut in this game. The es also appear as trophies and stickers.
===Moves===
The Megavitamins that are used for Dr. Mario's neutral special move and his Final Smash originate from this game.
===Music===
The "Fever", "Chill", and "Chill Ver. 2" tracks originated from this game.
===Masterpiece===
The Game Boy version of the game appears as an unlockable Masterpiece in . It must be unlocked by clearing 10-Man Smash with Dr. Mario without taking damage. After the timer elapsed, the player was given the message to find the game for purchase as a Virtual Console title on the Nintendo 3DS eShop, as Game Boy games were never made available on Wii U.
Category:Games
Category:Mario universe
Dr. Shrunk (disambiguation)

Dr. Shrunk appears as:
*A trophy in Brawl.
*A sticker in Brawl.
*A trophy in SSB4.
*A spirit in Ultimate.
*A background character in Smashville and Town and City.
Category:Background characters
Category:Animal Crossing universe
Category:Trophies (SSBB)
Category:Stickers
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Dr. Stewart (disambiguation)

Dr. Stewart is a character in the F-Zero series and appears as:
*A trophy in Melee
*A trophy in Brawl
*A sticker in Brawl
*A trophy in SSB4
*A spirit in SSBU
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Spirits
Category:F-Zero universe
Dragon Uppercut

Dragon Uppercut (, Thunder God Fist) is one of several Command-input moves exclusive to Kazuya.
==How to perform==
The player must execute a → ↓ ↘ + hold the attack button, in which it will be used out of a Crouch Dash. Holding the button is key, as simply tapping the attack button will result in a Wind God Fist instead. If done successfully, he does an electrified jumping uppercut with his left hand with very high knockback. Dragon Uppercut is notably one of Kazuya's few ways to reliably hit characters on the ledge, making it a strong anti-ledgecamping tool. The jump when being used also makes it a committal — albeit very strong – anti-air tool. However, the move is slow on start-up and has extremely high endlag, making it one of Kazuya's most punishable moves on whiff; thus, it is almost strictly reserved to these roles.
Dragon Uppercut is impossible to perform when Rage is active, as it is replaced by Rage Drive.
==Origin==
Dragon Uppercut, called Thunder God Fist (雷神拳 Raijinken) in Japanese, has been in Tekken since its inception and is used by every character that does Mishima-style fighting karate, though characters like Armor King have also used it. The move is typically performed with →, neutral, ↓, ↘ + 1, though other characters have slightly different activation methods depending on the game. Like in Smash, the move is quite slow and is generally not used often due to better options. Kazuya's Rage Drive is a variation of this attack that follows up with Heaven's Door. Heihachi Mishima has a stronger version known as the Omen Thunder God Fist that has existed since Tekken 4, and can also use it as a Spinning Demon follow-up. When Kazuya transforms into Devil in Tekken 7, he can also use the move as a follow-up to Spinning Demon. Both Devil and Devil Jin can extend the move into Heaven's Door.
Two slower, but more powerful and unblockable versions of Dragon Uppercut, named Lightning Uppercut and Lightning Screw Uppercut, can be performed by Kazuya, Jin (pre-Tekken 4) and Devil Jin, in which they spin once or twice, while surrounding themselves with electricty before delivering the uppercut.
Dragon Uppercut deals a large amount of damage in older Tekken games, with Kazuya's version having clean hit properties that increase the move's power by 50% from Tekken 2 to Tekken 5: Dark Resurrection.
==Names in other languages==
Category:Command input special moves
Category:Kazuya
Category:Kazuya (SSBU)
Category:Tekken universe
Category:Bandai Namco
Dragonite (disambiguation)

Dragonite is a Pokémon appearing as:
*A trophy in .
*A background character in the Dragonmark Chamber of Kalos Pokémon League.
*A spirit in Ultimate.
Category:Background characters
Category:Pokémon
Category:Pokémon (SSB4)
Category:Trophies (SSB4-Wii U)
Category:Pokémon universe
Category:Spirits
Dream Land (disambiguation)

Dream Land may refer to:
*, a stage debuting in Super Smash Bros.
*Dream Land GB, a stage debuting in .
*Green Greens, a stage for which Super Smash Bros. Melee lists Dream Land as the setting.
*Fountain of Dreams, a stage for which Super Smash Bros. Melee lists Dream Land as the setting.
*Kirby's Dream Land, the first game in the Kirby series and a masterpiece in .
Dream Land Hustle

Dream Land Hustle (, With the Spring Breeze - Pupupu Tournament) was an Event Tourney based around the series. It ran from 6 a.m. on March 26, 2021 to 6 a.m. on March 29, 2021 (), and was repeated on the following dates:
*6 a.m. on April 29, 2022 to 6 a.m. on May 2, 2022 (UTC)
*6 a.m. on April 28, 2023 to 6 a.m. on May 1, 2023 (UTC)
*6 a.m. on April 26, 2024 to 6 a.m. on April 29, 2024 (UTC)
During the event, only items and stages from the Kirby series could be used. Additionally, only Kirby spirits were awarded as prizes.
==Description==
:This time-limited tourney features stages and items from the Kirby series!
:The further you advance, the better the Kirby series spirit you'll win!Event pageEvent page (repeat)
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available items==
* Smash Ball
* Dragoon Parts
* Bomber
* Maxim Tomato
* Warp Star
* Superspicy Curry
* Star Rod
==Available stages==
 	 	 	 	 	
Stages 	Stages 	Stages 	Stages 	Stages 	Stages
Dream Land	Dream Land	Fountain of Dreams	Fountain of Dreams	Green Greens 	Green Greens
Halberd 	Halberd 	Dream Land GB 	Dream Land GB 	The Great Cave Offensive</span>	The Great Cave Offensive</span>
==Names in other languages==
==Trivia==
*This is the first Online Tourney based on a certain series to not be limited to just the fighters from that series. More specifically, all fighters are available in this tournament.
*The event's banner is based on the main menu in Kirby Super Star and , featuring a used corkboard over a starry background. The screenshots correspond to the six main games featured in Super Star; clockwise from the top left, , , , , , and .
**The event's Japanese name references the Japanese name for Spring Breeze, (With the Spring Breeze), as well as the Japanese name for , (Pupupu Land).
==References==