nyuuzyou/wikis huggingface dataset:
Toon Link (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 1 	 	
Forward smash 2 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial (landing)	 	
Grab aerial 	 	
Neutral special 	Heroe's Bow 	
Side special 	Boomerang 	
Up special 	Spin Attack (ground) 	
Up special 	Spin Attack (air) 	
Down special 	Bomb 	
Final Smash 	Triforce Slash (start)	
Final Smash 	Triforce Slash 	
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:Toon Link (SSBB)
Category:Hitboxes (SSBB)
Toon Link (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hit 1 	6-7
Hit 2 	13-14
Ending autocancel 	28>
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Toon Link (SSBB)
Category:Neutral aerials (SSBB)
Toon Link (SSBB)/Neutral attack

==Overview==
Toon Link's neutral attack consists of 2 slashes from the Master Sword followed by a forward stab.
For the technical data of each individual hit, see:
*Toon Link (SSBB)/Neutral attack/Hit 1
*Toon Link (SSBB)/Neutral attack/Hit 2
*Toon Link (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	6-7
Jab 2 	14-15
Jab 3 	24-28
Interruptible 	20, 29, 55
Animation lengths	27, 32, 67
|-
|-
Category:Toon Link (SSBB)
Category:Neutral attacks (SSBB)
Toon Link (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-10
Clean hit 	11-13
Late hit 	14-40
Ending autocancel 	47>
Interruptible 	60
Animation length 	69
|-
===Landing lag===
Animation length	21
Category:Toon Link (SSBB)
Category:Up aerials (SSBB)
Toon Link (SSBB)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Charges between 	7-8
Multihits 	11-20, 21-51
Final hit 	53-54
Animation length	82
===Aerial===
Hitboxes 	8-10, 16-18, 22-24, 30-32, 47-51
Animation length	79
Category:Toon Link (SSBB)
Category:Up special moves (SSBB)
Toon Link (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	27-29
Throw Release 	28
Interruptible 	50
Animation length	59
|-
Category:Toon Link (SSBB)
Category:Up throws (SSBB)
Toon Link (SSBU)/Back aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 60.
Hitboxes 	6-9
Ending autocancel	34-
Interruptible 	36
Animation length 	66
|-
===Landing lag===
Interruptible 	9
Animation length	22
Category:Toon Link (SSBU)
Category:Back aerials (SSBU)
Toon Link (SSBU)/Back throw

Toon Link back throw hurtbox visualization	Toon Link back throw hurtbox visualization	Toon Link back throw hurtbox visualization	Toon Link back throw hurtbox visualization	Toon Link back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	46
Animation length	62
|-
Category:Toon Link (SSBU)
Category:Back throws (SSBU)
Toon Link (SSBU)/Dash attack

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	29
Animation length	44
==Trivia==
*The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Toon Link (SSBU)
Category:Dash attacks (SSBU)
Toon Link (SSBU)/Down aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Toon Link's horizontal momentum and first sets his vertical speed to 1.6 on frames 1-16, then sets it to -3.8 from frame 17 onward. Manual horizontal movement is also disabled during frames 1-70, while jostling is disabled during frames 1-16. If the attack hits an opponent, Toon Link's vertical speed is reduced to -3.
Initial autocancel	1-5
Clean hit 	17-25
Late hit 	26-64
Ending autocancel 	65-
Interruptible 	80
Animation length 	89
|-
===Landing lag===
Hitbox and windboxes	1
Interruptible 	24
Animation length 	41
==Trivia==
*Despite Toon Link's down aerial not bouncing off opponents hit since Smash 4, his character files still contain unused data for a hitbox after bouncing off, as well as parameters to decide the period and maximum times for the hitbox to reappear, much like and . The unused hitbox data is the following:
|}
Category:Toon Link (SSBU)
Category:Down aerials (SSBU)
Toon Link (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	9-10
Hit 2 	17-18
Interruptible 	47
Animation length	56
Category:Toon Link (SSBU)
Category:Down smashes (SSBU)
Toon Link (SSBU)/Down throw

Toon Link down throw hurtbox and hitbox visualization	Toon Link down throw hurtbox and hitbox visualization	Toon Link down throw hurtbox and hitbox visualization	Toon Link down throw hurtbox and hitbox visualization	Toon Link down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-24
Hitbox 	22-23
Throw Release 	24
Interruptible 	50
Animation length	64
|-
Category:Toon Link (SSBU)
Category:Down throws (SSBU)
Toon Link (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)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Toon Link (SSBU)
Category:Edge attacks (SSBU)
Toon Link (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initital autocancel	1-3
Hitboxes 	14-15
Ending autocancel 	39-
Interruptible 	39
Animation length 	51
|-
===Landing lag===
Interruptible 	12
Animation length	23
Category:Toon Link (SSBU)
Category:Forward aerials (SSBU)
Toon Link (SSBU)/Forward throw

Toon Link forward throw hurtbox and hitbox visualization	Toon Link forward throw hurtbox and hitbox visualization	Toon Link forward throw hurtbox and hitbox visualization	Toon Link forward throw hurtbox and hitbox visualization	Toon Link forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	41
Animation length	59
|-
Category:Toon Link (SSBU)
Category:Forward throws (SSBU)
Toon Link (SSBU)/Grab

==Overview==
==Overview==
==Grabbox Data==
All grabs have the same grabboxes.
|}
==Timing==
The hand grabbox is only active for the first 2 frames.
===Standing grab===
Grab 	12-13, 14-18
Interruptible 	53
Animation length	67
===Dash grab===
Grab 	14-15, 16-20
Interruptible 	61
Animation length	74
===Pivot grab===
Grab 	15-16, 17-21
Interruptible 	56
Animation length	72
Category:Toon Link (SSBU)
Category:Grabs (SSBU)
Toon Link (SSBU)/Grab aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The tether recovery can be triggered on frames 2-4. The move enables ledge grabs from both sides starting on frame 74.
Hitboxes 	11-20
Interruptible 	74
Animation length	87
===Landing lag===
The move's landing animation only applies if Toon Link lands during frames 12-45; otherwise, he uses his standard landing animation, but still experiences 8 frames of landing lag.
Interruptible 	9
Animation length	18
Category:Toon Link (SSBU)
Category:Grab aerials (SSBU)
Toon Link (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Counter Slash 	
Neutral attack 3 	Stab 	
Forward tilt 	Bamboo Splitter 	
Up tilt 	Half-Moon Slash 	
Down tilt 	Grass Cutter 	
Dash attack 	Running Hack 	
Forward smash 	Smash Upper 	
Up smash 	Sky Slash 	
Down smash 	Front and Back Sword Slice	
Neutral aerial 	Two Part Slash 	
Forward aerial 	Slash Up 	
Back aerial 	Backwards Slash Up 	
Up aerial 	Jump Thrust 	
Down aerial 	Sword Plant 	
Down aerial landing 	Sword Plant 	
Grab aerial 	Midair Hookshot 	
Neutral special 	Hero's Bow 	
Side special 	Boomerang 	
Up special grounded 	Spin Attack 	
Up special aerial 	Spin Attack 	
Down special 	Bomb 	
Down special explosion	Bomb 	
Standing grab 	Hookshot 	
Dash grab 	Hookshot 	
Pivot grab 	Hookshot 	
Pummel 	Grab Hilt Strike 	
Forward throw 	Tackle 	
Back throw 	Circle Throw 	
Up throw 	Throw Away Slash 	
Down throw 	Elbow Strike 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Toon Link (SSBU)
Category:Hitboxes (SSBU)
Toon Link (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	6-7
Hit 2 	13-14
Ending autocancel 	41-
Interruptible 	42
Animation length 	59
|-
===Landing lag===
Interruptible 	8
Animation length	20
Category:Toon Link (SSBU)
Category:Neutral aerials (SSBU)
Toon Link (SSBU)/Neutral attack

==Overview==
Toon Link's neutral attack consists of 2 slashes from the Master Sword. It deals 8.0% in total.
For the technical data of each individual hit, see:
*Toon Link (SSBU)/Neutral attack/Hit 1
*Toon Link (SSBU)/Neutral attack/Hit 2
*Toon Link (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	5-6
Jab 2 	13-14
Jab 3 	21-22
Interruptible 	19, 28, 52
Animation lengths	32, 40, 67
|-
|-
Category:Toon Link (SSBU)
Category:Neutral attacks (SSBU)
Toon Link (SSBU)/Neutral attack/Hit 1

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	5-6
Continuability 	Held on hit or tapped	8-24
Continuability 	Held without hitting 	14
Interruptible 	Interruptible 	19
Animation length	Animation length 	32
|-
Category:Toon Link (SSBU)
Category:Neutral attacks (SSBU)
Toon Link (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	Hitboxes 	6-7
Continuability 	Held on hit or tapped	9-24
Continuability 	Held without hitting 	15
Interruptible 	Interruptible 	21
Animation length	Animation length 	33
|-
Category:Toon Link (SSBU)
Category:Neutral attacks (SSBU)
Toon Link (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-7
Interruptible 	37
Animation length	52
==Trivia==
*The ID 0 hitbox is coded as an extended hitbox despite not being actually extended, which prevents it from interpolating.
Category:Toon Link (SSBU)
Category:Neutral attacks (SSBU)
Toon Link (SSBU)/Pummel

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	22
==Trivia==
*Alongside Young Link's pummel, this is the only pummel in the game to not have set knockback.
Category:Toon Link (SSBU)
Category:Pummels (SSBU)
Toon Link (SSBU)/Side special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Catching the Boomerang will stop its duration.
Boomerang (clean, early, returning)	27-36, 37-77, 78-173
Interruptible 	46
Animation length 	52
|-
Category:Toon Link (SSBU)
Category:Side special moves (SSBU)
Toon Link (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	11-13
Late hit 	14-40
Ending autocancel 	47-
Interruptible 	60
Animation length 	69
|-
===Landing lag===
Interruptible 	14
Animation length	27
Category:Toon Link (SSBU)
Category:Up aerials (SSBU)
Toon Link (SSBU)/Up special

==Overview==
==Update History==
 
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Charges between 	3-4
Hitboxes (Multihits, final hit) 	6-14, 15-46, 48
Hitboxes from release (multihits, final hit)	3-11, 12-43, 45
Interruptible (from release) 	75
Animation length (from release) 	85
===Aerial===
Front hits 1-4 	8-10, 16-18, 22-24, 31-33
Back hits 	12-13, 19-20, 27-28, 35
Final hit 	44-48
Animation length	85
Category:Toon Link (SSBU)
Category:Up special moves (SSBU)
Toon Link (SSBU)/Up throw

Toon Link up throw hurtbox and hitbox visualization	Toon Link up throw hurtbox and hitbox visualization	Toon Link up throw hurtbox and hitbox visualization	Toon Link up throw hurtbox and hitbox visualization	Toon Link up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-28
Hitbox 	27-29
Throw Release 	28
Interruptible 	50
Animation length	64
|-
Category:Toon Link (SSBU)
Category:Up throws (SSBU)
Top 100 Melee Players of All Time

The Top 100 Melee Players of All Time is a project by Smash History creators and that subjectively ranks the most successful Super Smash Bros. Melee players from the middle of 2004 to the beginning of 2018, up to . Since the release of the original list, Pikachu942 has made yearly updates to the Top 50. These lists are often used in the greatest of all time debate.
==The Melee Stats All-Time Top 100==
The list, made in conjunction with PGStats, had several changes, including several other factors for consideration as well as a larger panel. The list was released in increments, starting with 91-100 on November 1st, 2021, and ending with 1-10 on November 21st. An "honorable exclusions" list was released in the methodology and featured players who weren't considered due to the difficulty of comparing them to the rest of the scene.
|}
Honorable exclusions
*
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==All-Time Melee Top 100: Another Year==
Released on March 31st, 2020, this update to the Top 50 accounts for every major that occurred since the previous list up to Smash Summit 9.
|}
==All-Time Melee Top 100: One Year Later==
Released on February 14th, 2019, this update to the Top 50 accounts for every major that occurred since the original list up to GENESIS 6.
|}
==Top 100 Melee Players of All Time==
|}
Honorable Mentions: , , , , , , , , , 
==External links==
===First list===
*1-5
*6-10
*11-20
*21-30
*31-40
*41-50
*51-60
*61-70
*71-80
*81-90
*91-100
*Honorable Mentions
===Second and third lists===
*All-Time Melee Top 100: One Year Later
*All-Time Melee Top 100: Another Year
===Fourth list===
*Methodology
*91-100
*81-90
*71-80
*61-70
*51-60
*41-50
*31-40
*21-30
*11-20
*1-10
Category:Global Power Rankings
Topi

Topi (, Toppi) is a common enemy from the universe.
==Origin==
Topis appeared as enemies in . They would appear from either side of the stage and will try to prevent the Ice Climbers from scaling the mountain by pushing blocks of ice into the holes the duo created on the stage; furthermore, they could send the Ice Climbers falling down the stage if they ran into them. They could be defeated, but would respawn after some time.
Topis had different appearances between the Japanese release of Ice Climber and the international release. In the international releases, Topis are small bipedal creatures that resemble small s and their whole body is covered in white fur. They have small legs and small arms that help them move around, with their mouths somewhat resembling beaks. In Japan, Topis instead appeared as blue seals; the change in appearance is assumed to be due to the controversy surrounding seal clubbing in the Western world. However, this yeti-like appearance has been carried over to Japan with VS. Ice Climber, an altered version released for arcades, and its Japan-only port.
The blocks of ice Topis pushed in Ice Climber are used for the Ice Climbers' Ice Shot.
Topi NA.png|The yeti Topi in Ice Climber.
Topi Japanese seal.png|The seal Topi in Ice Climber.
==Overview==
Like Ice Climber itself, Topis have differing appearances between the Japanese release of Melee and its later, international releases. In the original Japanese release, they resemble the blue seals of the Japanese version of Ice Climber, but they are instead the white, yeti-like creatures in international versions. The two versions function identically, and uniquely, the blue seals do not appear in the North American version even when the language is set to Japanese. The change was presumably due to controversy over seal hunting, though it is also possible that the change was merely to preserve the continuity of the Topis' appearances between regions.
===As an enemy===
Topi made their debut in Super Smash Bros. Melee, acting as enemies in Stage 10: Icicle Mountain in the game's Adventure Mode. Any character who makes contact with them will take damage and knockback. Topis also have the ability to slide across platforms, making them move at a faster pace. On Icicle Mountain, they are often spotted with Freezies, despite the item not coming from the Ice Climber universe. Characters are awarded 200 points for every Topi they KO.
Topis also have a chance to appear out of Crates, Barrels, and Party Balls in regular battles. They are one of four common enemies that can appear out of a container item, the other three being Goombas, ReDeads, and Octoroks.
BetaTopiAdv.jpg|The Japanese version of the Topis in Adventure Mode.
===Trophy===
==Gallery==
Topi Trophy Melee (JP).png|Topi trophy using its model from the Japanese version.
IC Topi Artwork.png|Official Artwork of a Topi.
Category:Common enemies
Category:Trophies (SSBM)
Torchic

Torchic (, Achamo) is a creature in the media franchise.
==Origin==
 is a Fire-type Pokémon introduced in , and is categorized within the Pokédex at #255 as the "Chick Pokémon". It evolves into starting at level 16, which evolves into starting at level 36.
Along with and , Torchic is one of three starter Pokémon of available at the beginning of Pokémon Ruby, Sapphire, Emerald, Omega Ruby, and Alpha Sapphire.
==Super Smash Bros. Brawl==
===As a Poké Ball Pokémon===
Torchic is introduced in Brawl as one of many Pokémon that can be summoned using the Poké Ball item. When summoned, Torchic hops up and down using Fire Spin. This attack will trap opponents in the attack radius until the attack ends. The final hit deals surprisingly high knockback, and the attack inflicts high damage overall. It is similar to the attacks of Koffing from Super Smash Bros. and Weezing from Super Smash Bros. Melee, because Torchic surrounds itself with its element.
If more than one Torchic is active, the game will increase in lag.
===Trophy===
===Sticker===
Name	Game 	Effect 	Fighter(s)
 	series	Attack +8	
Category:Trophies (SSBB)
Category:Stickers
Tornado (disambiguation)

Tornado may refer to:
*Mario Tornado, Mario's down special move in Smash 64 and Melee, and his down aerial in Brawl, SSB4 and Ultimate.
**Dr. Tornado, Dr. Mario's version of the move.
*Mach Tornado, 's neutral special move.
*Tornadoes as an element on the Hyrule Castle stage.
*Tornado Kirby, a trophy in Brawl.
*The projectile created by swinging the Ore Club.
*The projectiles created by 's up aerial, Air Shooter.
**Tornado Hold, one of Mega Man's custom up specials.
Torrential Roar

Torrential Roar (, Raging Current Roar) is Corrin's Final Smash.
==Overview==
Corrin partially transforms into dragon form, punching one fist down and causing two yellow geysers of light to erupt on both sides. In terms of the quote used during it, Male Corrin says "Out of the way!" (, Stand out of my way!) while female Corrin will say "This ends here!" (, This is over!).
Any opponents hit by the attack will get transported to a mountain-filled area, where Corrin, in full dragon form, then fires a large whirlpool to drown the caught opponents away and cause them to suffer massive knockback when the attack is over.
The Final Smash deals up to 41% damage — 2-7% from the initial shockwave (less damage near the tips), 14 hits of 1.5% from the resultant whirlpool, and 13% at the end.
==Instructional quote==
==Trophy==
==Origin==
Similarly to Ike's Great Aether, this move is unique to the series, never making any appearance in Fire Emblem. However, this move may hold some inspiration from , the deuteragonist of , who has the ability to use hydrokinesis to great lengths with the power of her necklace. This ability is notable in a cutscene from both the Birthright and Conquest paths, where she used her water manipulation skills to exorcise the evil force controlling King Garon. It may also be related to their home game's main antagonist, ' ability to manipulate water, which apparently Corrin also possesses, as in their dragon form, water flows from their feet during the cinematic battle of Fire Emblem: Fates.
The English version of would later name one of Female Corrin's skills after the Final Smash. However, similar to the Dancing Blade in Fates, the skill was not originally a reference. In the original Japanese version, the skill is instead called 竜穿砲 (Dragon Fang/Drill Cannon), and visually instead features Corrin's Dragon Fang Shot.
==Gallery==
Corrin Screen 7.jpg|Corrin's dragon form in .
Corrin Screen 8.jpg|The whirlpool.
Corrin SSBU Skill Preview Final Smash.png|Torrential Roar as shown by the Move List in Ultimate.
==Names in other languages==
Category:Fire Emblem universe
Category:Corrin
Category:Corrin (SSB4)
Category:Corrin (SSBU)
Category:Final Smashes (SSB4)
Category:Final Smashes (SSBU)
Category:Trophies (SSB4-Wii U)
Tortimer (disambiguation)

Tortimer can refer to:
*Tortimer, a character from the series who appears as:
**a trophy in Brawl.
**a sticker in Brawl.
**a trophy in .
**a spirit in Ultimate.
**a background character on Tortimer Island.
*Tortimer Island, named for the character.
Category:Animal Crossing universe
Category:Background characters
Category:Stickers
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Tournament Mode (SSBM)

Tournament Mode, referred to on the main menu as Tournament Melee (, Tournament Melee) and sometimes retroactively called Tourney Mode to match the names of its successors, is a Multiplayer feature in Super Smash Bros. Melee. It is split into three sub-modes - Tournament, Loser Out and Winner Out.
==Tournament==
In Melee's tournament mode, players battle against each other in a Single-Elimination Tournament bracket. Multiple settings can be adjusted.
*The number of competitors in a tournament (Up to 64)
*The number of computers and humans in a tournament
*How many players fight in each tournament match (Limited by the number of controllers that are connected)
*How stages are selected
*The CPU level of computer players (Universal Levels 1-9 as well as a randomly assigned option)
*Individual custom rules for matches
Once the tournament is set up, the game automatically proceeds through the Single Elimination Bracket until a winner is determined.
==Winner/Loser Out==
Winner Out is also played in turns, but unlike Tournament, where the game ends when a final winner is proclaimed, this lasts until the player decides to stop playing. After each match, the winner has to pass their controller to the next player in the queue, and cannot play again until it is their turn again. An extension of this mode is Loser In, where multiple winners drop out after each match, depending on the number of players in each match. Loser Out is the same as Winner Out, only that losers of each match drop out while winners stay in.
Uniquely, if the player uses ++ to select their character for this mode, they are entered as "Random", which assigns a random character with random costume for every match. Their character icon is represented by Ditto.
==In competitive play==
Despite being specifically designed for tournaments, this mode is almost never used for large scale tournaments. The limit to 64 players and every player needing to use the same system would make tournaments inefficient and time-consuming. Brackets being restricted to single match sets, single-elimination and random seeding, as well as the inability to change characters between games is also inconducive to competitive preferences, and thus other options have been used over the years like TioPro, Challonge, Start.gg, or even writing the bracket down by hand.
==See also==
*Tourney (SSBB)
*Tourney (SSB4-Wii U)
*Tourney (SSBU)
Category:Multiplayer modes
Category:Modes (SSBM)