nyuuzyou/wikis huggingface dataset:
Infinite Dimensional Cape

The Infinite Dimensional Cape, sometimes abbreviated as IDC, is a technique in Super Smash Bros. Brawl where is able to exploit his Dimensional Cape to remain impervious for extended periods of time. When using this move, Meta Knight is invisible as long as this technique is repeatedly done, and cannot be harmed or attacked, as all attacks simply pass through his hurtbox undetected. By starting the Dimensional Cape move, then repeatedly and very quickly using the upward smash attack while simultaneously holding down on the control stick, Meta Knight can remain in flux for as long as the technique can be properly maintained, which can be quite difficult. He can also move left and right, but must remain primarily on the ground to sustain the IDC.
The GameCube and Classic controllers are able to execute the maneuver with standard controls by using the C-stick or right analog stick for upward attacks. It is also possible with the Nunchuk by converting a button into an upward smash, or by using the shake smash. It is much easier to perform using a button instead of a joystick. The Wii remote by itself cannot be used to perform the IDC, as the upward smash attack can only be assigned to the 'up' direction, and the technique requires pressing two opposing directions on the pad ('up' and 'down') at the same time: a hardware impossibility.
When Meta Knight exits the infinite maneuver, he will most likely attack, and may be open to punishment if not used carefully. If Meta Knight falls off an edge while using this technique, he will become helpless and unable to grab the edge, just as he would when using a normal Dimensional Cape.
==In competitive play==
The potential effectiveness of this move is astounding for defense and offense alike, allowing evasion of virtually any kind of attack, while stealthily transporting to attack opponents (a nearly perfect approach). A player could also use the technique for stalling purposes, and even stalling for the entire match and winning by damage percentage (though nearly impossible due to the extreme difficulty in performing). For these reasons, the glitch has been banned by the Smash Back Room for use in certified tournament play.
Disgruntled, many Smash players, in response to the technique, coined the term "Dimensional Infinite Cape of the Knight", or DICK for short. Though not chosen as the common name of the technique, the colloquial acronym has remained popular with some Smash players.
==External links==
*In depth explanation of the technique
Category:Techniques (SSBB)
Category:Glitches (SSBB)
Category:Character-specific terminology
Category:Advanced techniques
Category:Meta Knight
Category:Meta Knight (SSBB)
Infinite explosion glitch

The infinite explosion glitch is a glitch where 's mines (his down smash) will continuously explode.
==How to perform==
There are two methods to perform the glitch, one with the help of a Smart Bomb and the other with the aid of 's . 
===Smart Bomb method===
The glitch can occur when Snake's mines come into contact with an exploding Smart Bomb. The mine will start to continuously explode once the Smart Bomb's explosion touches the mine. This results in the mine exploding constantly until the Smart Bomb's explosion ends.
===King Dedede Inhale method===
In the other case, when King Dedede uses Inhale at a certain distance from the mine, the mine keeps on exploding until Dedede is attacked or stops using the move, or something else comes into contact with the mine. The explosion (if an opponent hits it) is like being hit by 2 or 3 mines at once. can only be used in performing the glitch by inhaling King Dedede and copying his Inhale.
==Explanation==
The glitch appears to involve the mine constantly restarting its explosion sub-action each time it is hit, instead of running it only once. In most cases, the object that detonates the mine will be interrupted, damaged, or erased on contact, but the constant rapid-hitting Smart Bomb and similar disjointed rapid-strike hitboxes (such as constant wind attacks) can constantly hit the mine before it deletes itself.
== Video ==
Category:Glitches (SSBB)
Category:Snake
Category:King Dedede
Ink (effect)

Ink is an attack effect introduced in Super Smash Bros. Ultimate. It is a primarily used to make all fighters, some assist trophies and the floor look like they are covered in ink after coming in contact with moves that use the effect. The effect uses nine colors depending on what character is being used. Each of 's alternate costumes has a different color (in order of orange, blue, yellow, green, pink, cyan, purple or indigo). After using Inhale, will use the color ordered after the Inkling opponent. The same is true for Ditto. uses an exclusive aqua blue color for the Ink Blob attack. The color will change to pink if the cyan Inkling is fighting Master Hand in World of Light. Fighters and assist trophies will progressively get more ink on them if they are quickly hit with several attacks that use the effect. The effect is purely aesthetic and will eventually disappear if no ink is used for a while, though it is often used in conjunction with the status effect of the same name as its visual indicator.
The effect is based on 's functionality in , which hinders the opposition's movement while traversing on enemy ink as well as causing damage to them (something that does not happen in Ultimate while the opponent is covered in ink).
==List of attacks that use the ink effect==
===By characters===
Character 	Move 	Color
 	Neutral infinite	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	Splattershot 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	Splat Roller 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	Super Jump 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	Splat Bomb 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
 	Killer Wail 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
(Copy Ability)	Splattershot 	OrangeBlueYellowGreenPinkCyanPurpleIndigo
===By items===
Item 	Move 	Color
Poké Ball Pokémon	Ditto: Transform (if the summoner is Inkling or if the summoner is Kirby and Ditto then copies the ability from an Inkling)	OrangeBlueYellowGreenPinkCyanPurpleIndigo
===By enemies and bosses===
Enemy/Boss	Move 	Color
 	Ink blobs	AquaPink
==Gallery==
InklingSplattershot.PNG|thumb|300px|Female inkling covering in orange ink.
SSBUWebsiteInkling2.jpg|Male Inkling using cyan ink on at Luigi's Mansion.
SSBUWebsiteInkling5.jpg|Male and female Inkling on Moray Towers using blue and orange ink respectively.
InklingScreenKO.png|Female Inkling getting Screen KO'd on Moray Towers covered in pink ink.
Category:Effects
Ink Tank

The Ink Tank is one of Inkling's fighter abilities.
==Overview==
The Ink Tank is shown next to Inkling's damage meter, in a color matching her current ink color (which is in turn determined by her costume). It holds 150 units of ammunition, which are consumed in varying amounts by various attacks. In particular, the line on the Ink Tank, which is at 20% or 1/5 of ink capacity, shows how much ink will be expended by throwing a Splat Bomb. If Inkling does not have enough ink for a move, it will deal less damage and knockback, and certain moves will have no effect at all.
The ink tank can be gradually replenished at any time by holding the special button while shielding, or when the ink tank is completely empty, via neutral special or down special. The ink tank is also fully restored when Inkling is KO'd.
Kirby gains an Ink Tank of his own upon inhaling Inkling, but cannot refill it by holding the special button while shielding. If his Ink Tank runs out of ink, he loses the Copy Ability automatically. His ink - and therefore Ink Tank - will be the first ink color not used by another Inkling or Kirby.
===Ink cost===
Character 	Move 	Ink cost 	Effect with no ink
 	Neutral infinite	2 (per hit) 	Without ink, the gun stops firing ink, and thus the infinite and finisher will have no hitboxes at all, and therefore deal no damage or knockback.
 	Forward smash 	10 	Does significantly lower damage and knockback and applies no ink, but still features ink splatter effects. Up smash has less range.
 	Up smash 	30 	Does significantly lower damage and knockback and applies no ink, but still features ink splatter effects. Up smash has less range.
 	Down smash 	20 	Does significantly lower damage and knockback and applies no ink, but still features ink splatter effects. Up smash has less range.
 	Forward throw 	10 	Without ink, the Splattershot's hitbox is removed, and thus the throw deals less damage and will not cover opponents in ink.
 	Splattershot 	1.5 (per hit) 	Splattershot's damage output and range will gradually decrease once it passes the line of the ink tank. Without ink, it will not fire any streams of ink. Pressing the special button once this happens will cause Inkling to charge ink.
 	Splat Roller 	45 (per second) 	Splat Roller will slowly lose speed once no ink remains, and is completely harmless if used with an empty tank. This will also cause her to walk forward slowly and dejectedly.
 	Splat Bomb 	30 	Splat Bomb cannot be thrown if Inkling has less ink than the line of the ink tank. If attempted, Inkling will quickly look back at the ink tank, giving opponents a chance to attack freely.
(Copy Ability)	Splattershot 	(same as Inkling)	(same as Inkling)
==Origin==
The Ink Tank is the series' equivalent to the ammo mechanics seen in traditional shooters. It is emptied by firing main weapons and using sub weapons, and is refilled while being submerged in ink via the swim form.
Category:Inkling
Category:Inkling (SSBU)
Category:Splatoon universe
Category:Character-specific terminology
Inkay

Inkay (, Maaiika) is a creature from the universe.
==Origin==
 is a Dark/Psychic-type Pokémon introduced in , found in the wild in the grassy area of Route 8, and is categorized within the Pokédex at #686 as the "Revolving Pokémon". It evolves into starting at level 30 if it levels up while the game system is flipped upside-down.
 is a Dark-type move which reverses all stat changes of the targeted Pokémon.
==In Super Smash Bros. 4==
===As a Poké Ball Pokémon===
Inkay appears in Super Smash Bros. 4 as a Poké Ball summon. It uses , turning upside-down: every time it touches the ground, all enemy players on the ground will trip.
===Trophy===
Inkay's trophy is randomly available in both versions. In , it is part of the Pokémon X & Pokémon Y Trophy Box.
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Inkay returns as a Poké Ball Pokémon.
Inkay cannot be summoned on 3D Land.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
540	 	 	★★ 	1 	Falling Immunity	Pokémon Series	
==Gallery==
SSBUInkay.png|Official artwork of Inkay from Super Smash Bros. Ultimate.
==Names in other languages==
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Inkling (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	7-11
Ending autocancel 	30-
Interruptible 	37
Animation length 	46
|-
===Landing lag===
Interruptible 	7
Animation length	29
Category:Inkling (SSBU)
Category:Back aerials (SSBU)
Inkling (SSBU)/Back throw

Inkling back throw hurtbox visualization	Inkling back throw hurtbox visualization	Inkling back throw hurtbox visualization	Inkling back throw hurtbox visualization	Inkling back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-17
Turnaround 	17
Throw release 	17
Interruptible 	37
Animation length	67
|-
Category:Inkling (SSBU)
Category:Back throws (SSBU)
Inkling (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	16-17
Ending autocancel 	33-
Interruptible 	62
Animation length 	63
|-
===Landing lag===
Interruptible 	11
Animation length	32
Category:Inkling (SSBU)
Category:Down aerials (SSBU)
Inkling (SSBU)/Down smash

==Overview==
==Hitboxes==
===With ink===
The first hit applies 150 units of to opponents with the clean hit, and 120 units with the late hit, while the second hit applies 130 and 100 units of ink with its respective clean and late hits.
|}
===Without ink===
|}
==Timing==
On frame 3, the move uses up 20 units from Inkling's Ink Tank.
Charges between 	2-3
Hit 1 (clean, late)	11-12, 13-15
Hit 2 	20-21, 22-24
Interruptible 	50
Animation length 	69
Category:Inkling (SSBU)
Category:Down smashes (SSBU)
Inkling (SSBU)/Down throw

Inkling down throw hurtbox visualization	Inkling down throw hurtbox visualization	Inkling down throw hurtbox visualization	Inkling down throw hurtbox visualization	Inkling down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
During frame 13, the move inflicts 7 frames of hitlag to both Inkling and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-14
Throw Release 	14
Interruptible 	35
Animation length	59
|-
Category:Inkling (SSBU)
Category:Down throws (SSBU)
Inkling (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)	1-20
Intangibility (2nd grab)	1-16
Intangibility (3rd grab)	1-10
Hitbox 	18-20
Interruptible 	56
Animation length 	56
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Inkling (SSBU)
Category:Edge attacks (SSBU)
Inkling (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	10-11
Late hit 	12-21
Ending autocancel 	40-
Interruptible 	42
Animation length 	55
|-
===Landing lag===
Interruptible 	13
Animation length	35
Category:Inkling (SSBU)
Category:Forward aerials (SSBU)
Inkling (SSBU)/Forward smash

==Overview==
==Update History==
 
*
==Hitboxes==
If the move is used with ink left, the ID 0 hitbox applies 100 units of to opponents hit, while the ID 1 hitbox applies 120 units.
|}
==Timing==
On frame 4, the move uses up 10 units from Inkling's Ink Tank.
Charges between 	5-6
Hitboxes 	16-17
Interruptible 	52
Animation length	69
Category:Inkling (SSBU)
Category:Forward smashes (SSBU)
Inkling (SSBU)/Forward throw

Inkling forward throw hurtbox and hitbox visualization	Inkling forward throw hurtbox and hitbox visualization	Inkling forward throw hurtbox and hitbox visualization	Inkling forward throw hurtbox and hitbox visualization	Inkling forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
The hitbox applies 80 units of to opponents. It is only generated if Inkling uses the move with ink left.
|}
|}
==Timing==
On frame 1, the move uses up 10 units from Inkling's Ink Tank.
Invincibility 	1-23
Hitbox 	22
Throw Release 	23
Interruptible 	40
Animation length	64
|-
Category:Inkling (SSBU)
Category:Forward throws (SSBU)
Inkling (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-9
Interruptible 	35
Animation length	42
===Dash grab===
Grab 	9-10
Interruptible 	42
Animation length	47
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	47
Category:Inkling (SSBU)
Category:Grabs (SSBU)
Inkling (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Chop 	
Neutral attack 2 	Combo Kick 	
Neutral attack 3 	Side Kick 	
Neutral attack rapid jab 	Burst Shot 	
Neutral attack finisher 	Splafinish 	
Forward tilt 	Shooter Swing 	
Up tilt 	Splash Kick 	
Down tilt 	Break Kick 	
Dash attack 	Squid Elbow 	
Forward smash 	Inkbrush 	
Up smash 	Blaster 	
Up smash no ink 	Blaster 	
Down smash 	Slosher 	
Neutral aerial 	Tornado Kick 	
Forward aerial 	Cross Kick 	
Back aerial 	Shooter Back Knuckle	
Up aerial 	Double Kick 	
Down aerial 	Meteor Shooter 	
Neutral special 	Splattershot 	(unavailable)
Side special grounded 	Splat Roller 	
Side special grounded no ink	Splat Roller 	
Side special aerial 	Splat Roller 	
Up special 	Super Jump 	
Down special 	Splat Bomb 	
Down special explosion 	Splat Bomb 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Stomping 	
Forward throw 	Burst Shooter 	
Back throw 	Squid Throw 	
Up throw 	Squid Heading 	
Down throw 	Ground Throw 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Inkling (SSBU)
Category:Hitboxes (SSBU)
Inkling (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 56.
Initial autocancel	1
Hitboxes 	6-9
Ending autocancel 	27-
Interruptible 	32
Animation length 	58
|-
===Landing lag===
Interruptible 	6
Animation length	19
Category:Inkling (SSBU)
Category:Neutral aerials (SSBU)
Inkling (SSBU)/Neutral attack

==Overview==
Inkling's neutral attack consists of a jab and kick followed by either another kick or several blasts of ink from the Splattershot. The rapid jab is notorious for racking up incredible amounts of ink on its own.
For the technical data of each individual hit, see:
*Inkling (SSBU)/Neutral attack/Hit 1
*Inkling (SSBU)/Neutral attack/Hit 2
*Inkling (SSBU)/Neutral attack/Hit 3
*Inkling (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	3-4
Consecutive jab 	7
Jab 2 	7-8
Jab 3 	17-18
Rapid jab 	16, 18, 20, 22, 24, 26, 28, 30
Rapid jab finisher	36-37
Interruptible 	20, 27, 43, 79
Animation lengths 	39, 38, 62, 80
|-
|-
|-
Category:Inkling (SSBU)
Category:Neutral attacks (SSBU)
Inkling (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	2-3
Continuability 	Rapid jab 	8-10
Continuability 	Jab 3 	9-30
Interruptible 	Interruptible 	22
Animation length	Animation length	33
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Inkling (SSBU)
Category:Neutral attacks (SSBU)
Inkling (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
Each hit applies 10 units of to opponents. The hitboxes are only generated if Inkling uses the move with ink left.
! Hitstun
! Shieldstun
|+2 frames
|6×
|+2 frames
|6×
|—
|—
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
The move uses up 2 units from Inkling's Ink Tank for every 3 frames of the rapid jab portion, then 2 more units for the finisher.
Loop points 	1-2, 18-19
Rapid jab 	4, 6, 8, 10, 12, 14, 16, 18
Finisher 	6-7
Interruptible 	49
Animation length	50
Category:Inkling (SSBU)
Category:Neutral attacks (SSBU)
Inkling (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	12-15
Hit 2 	17-20
Ending autocancel 	40-
Interruptible 	44
Animation length 	55
|-
===Landing lag===
Interruptible 	7
Animation length	22
Category:Inkling (SSBU)
Category:Up aerials (SSBU)
Inkling (SSBU)/Up smash

==Overview==
==Hitboxes==
If the move is used with ink left, the second hit's ID 0 hitbox applies 120 units of to opponents hit, while the ID 1 hitbox applies 100 units.
|}
==Timing==
On frame 4, the move uses up 30 units from Inkling's Ink Tank.
Charges between 	3-4
Hit 1 	9-10
Hit 2 	18-21
Interruptible 	58
Animation length	72
Category:Inkling (SSBU)
Category:Up smashes (SSBU)
Inkling (SSBU)/Up throw

Inkling up throw hurtbox and hitbox visualization	Inkling up throw hurtbox and hitbox visualization	Inkling up throw hurtbox and hitbox visualization	Inkling up throw hurtbox and hitbox visualization	Inkling up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-22
Hitbox 	21
Throw Release 	22
Interruptible 	37
Animation length	69
|-
==External links==
*Up throw kill confirm windows
Category:Inkling (SSBU)
Category:Up throws (SSBU)
Instant charge-canceling

Instant charge-canceling is an advanced technique in Smash 4 exclusive to , , , and . These four characters, with a series of inputs, can almost immediately attack out of their chargeable special moves on the ground with their neutral attack, tilt attacks, or smash attacks without having to cancel them with their shield (or additionally in Cloud's case, by pressing the special move button again, which has an extra 8 frame delay).
==How to perform==
This is done by initiating the charge of Gyro, Limit Charge, Needle Storm, or Peanut Popgun, waiting a few frames, and at inputting the attack desired and immediately pressing the shield button afterwards. Cloud and R.O.B. are allowed to cancel the charge at any time and the attack inputted will come out immediately, while Diddy Kong and Sheik's instant charge cancel can only be done on the first frame of the charge; if done incorrectly, Diddy Kong will not cancel the charge at all, and Sheik will still go through Needle Storm's charge cancel animation before her attacks come out. Using Attack + Special Move to perform smash attacks makes it possible to use forward smashes out of the special move (as tapping the control stick or second stick for Smash Attack either left or right generates a roll), and tilting the control stick in the opposite direction can allow for reverse forward tilts or forward smashes. The grab button can also be used to instant charge-cancel, but unless the second stick is set to Smash Attack, the technique will require one-frame timing if it is to be used at all for the attack desired.
==Applications==
Due to special moves being able to be performed out of the running part of the dash, instant charge-canceling allows the three characters to approach with more options than just their dash attack, grab, or aerials, making it functionally similar to a run cancel in Melee. It also allows for extra offensive coverage while actually charging the special move. The only disadvantages to instant charge-canceling are its inability to be used when the move is fully charged, as well as its inability to be used in the air; Diddy Kong is the sole exception to these disadvantages, as he cannot store a charge with Peanut Popgun, and buffering the charge cancel makes the move behave differently in the air. Additionally, these special moves cannot be performed out of the initial dash (as none of them are side specials), so using instant charge-canceling for a different attack option out of the dash requires some prior distance traveled, though for all three characters, instant charge-canceling is faster than allowing the skidding animation of their dash to play out. Its somewhat complicated inputs could also lead to an input error and have another action (such as grab, shield, or a side special) occur instead of the attack desired, but with enough practice, this becomes a non-issue.
==Videos==
===Instant Gyro cancel===
===Instant Limit Charge cancel===
===Instant Needle Storm cancel===
(From 1:26-4:20)
Category:Advanced techniques
Category:Techniques
Category:Techniques (SSB4)