nyuuzyou/wikis huggingface dataset:
Joy Mech Fight (universe)

Joy Mech Fight (, Joy Mech Fight), alternatively translated as Joy Mecha Fight, is a fighting game released in Japan for the Famicom in 1993 which features limbless robots fighting each other. The game was released on Wii Virtual Console in March 2008 in Japan, Wii Virtual Console in March 2009 in South Korea, Nintendo 3DS Virtual Console in September 2013 in Japan, Wii U Virtual Console in May 2014 in Japan, Nintendo Switch Online in January 2019 in Japan and Hong Kong, and Nintendo Switch Online in September 2023 in North America, the PAL region, and South Korea.
==In Super Smash Bros. Melee==
In a posting on the official Q&A site for Melee, director Masahiro Sakurai mentioned that Sukapon had been planned as an item for that game, but was cut because of unspecified "adult matters". Sakurai mentions that characters would have been able to ride Sukapon.
==In Super Smash Bros. Brawl==
Sukapon appears as a collectible sticker in Brawl.
===Sticker===
Name 	Game	Effect	Character(s)
Joy Mech Fight	 	+10 	
==In Super Smash Bros. Ultimate==
Ultimate saw the return of the Joy Mech Fight universe after its absence in Smash 4, with Sukapon now appearing as an Assist Trophy, along with a spirit associated to it.
===Assist Trophy===
Sukapon: Sukapon appears as an Assist Trophy in Ultimate, twirling around the stage with raised arms and attacking opponents using projectile heads, a back-throw, and a rolling charge.
===Spirit===
Sukapon appears as a spirit.
No. 	Image	Name	Type	Class	Slots	Base 	Max 	Base	Max 	Base	Max 	Ability
1,140	 	 	★★★★	2 	4251 	10630	2106	5265	1905	4764	Strong Throw
Judd

Judd (, Mr. Judd) is a character in the universe.
==Origin==
Judd is a cat who serves as the judge of online matches in the Splatoon series by signifying which team won by holding up a flag. He is notable for being the only land mammal alive in the , and is revealed through various s to be over 10,000 years old, having survived the extinction of humanity thanks to his owner sealing him in a cryogenic capsule and injecting him with an immortality drug. Upon awakening, Judd began judging the and all subsequent s.
In Splatoon 2, was added to hold up the flag of the enemy team. It is revealed via Sunken Scroll that he was born from cloning technology included in Judd's capsule to prevent him from being alone. Various sources reveal that Li'l Judd seeks to usurp Judd's position as Turf War judge.
==In Super Smash Bros. Ultimate==
===As a background character===
Judd appears in the background of Moray Towers, in which like in his home series he and Li'l Judd hold up flags based on who is currently winning. He and Li'l Judd dance when the Squid Sisters appear during the fight.
===As a costume===
Judd appears as the Judd Hat Headgear for the as part of Round 11 of Ultimate.
In Judd's reveal trailer, the Mii representing Judd is shown jumping out of an oil drum on Wrecking Crew, referencing the blue crate Judd is often found sleeping on. The Mii is then shown fighting on the Ω form of Tortimer Island, and punching away a blue while a green Inkling taunts on the Ω form of The Great Cave Offensive, referencing his role as the judge of Turf Wars. Finally, the Mii is shown lifting a Special Flag on Moray Towers, referencing the flags he uses.
===Spirits===
Judd also appears as a Legend-class support spirit.
Judd can be summoned using the cores of , , one Neutral type, and one support type.
====Support spirit====
No. 	Image	Name	Class	Slot 	Ability 	Series
1,028	 	★★★★	3 	Double Final Smash	Splatoon Series	
Category:Spirits
Juggling

Juggling is a type of combo that involves repeatedly hitting someone into the air without letting them recover or hit the ground. The name comes from the motion of the victim vaguely resembling the motion that objects make when juggled.
In video games, juggling originated with Mortal Kombat. In the fighting games that came before, airborne enemies were usually immune to attacks. 
The most common way to juggle is by continuously using up tilts, but up aerials can also be used, especially for air juggling. This is an effective technique to damage opponents that have poor means of protecting themselves from below. Juggling becomes harder as damage increases since the opponent experiences greater knockback, allowing more opportunities for escape or retaliation.
A character's vulnerability to juggling depends on several factors. Size, weight, falling speed, gravity, and hitstun may all play a role in determining how successful juggling might be. Higher values of these attributes generally allow the opponent to be juggled longer while lower values generally makes escape or retaliation from juggling easier. This is not completely true in the air, however, because a lower gravity and falling speed means the victim spends more time in the air.
Certain characters can close off stocks through the use of juggling and recovery moves, such as Dolphin Slash and Boost Kick, by using aerial attacks to push them to the upper blast line and then using the move, knocking them above the blast line and KOing them. 
General ways to escape juggling include effective DI and air dodging. Momentum cancelling/altering aerials and specials as well as stall-then-fall moves are also useful in aiding escape. Some moves have unique effects that allow players to escape, such as Kirby's Stone or Mewtwo's Teleport. Characters that have a counterattack have a special resistance to juggling, as continuous attacks are required to sustain the combo.
Jump-canceled grab

A jump-canceled grab (or JC'd grab) is a technique in Super Smash Bros. Melee where a character interrupts a dash or run with a jump, which itself is then jump-canceled with a grab during the jumpsquat animation. This results in the character using their standing grab while maintaining some momentum from their dash, the amount of which is based on their current speed and traction.
Jump-canceled grabs are used for two main reasons. Firstly, essentially all characters' dash grabs are much slower and laggier in comparison to their standing grabs; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making it easier to keep opponents in chaingrabs with throws of forward trajectory (such as 's down throw) or involving enemy DI (such as 's up throw).
This technique is not possible in other games, as grabs cannot be used out of a jumpsquat in them. However, dash grabs in Super Smash Bros. Brawl and Super Smash Bros. 4 are generally faster and more reliable than in Melee, while the original Super Smash Bros. allows characters to use their regular grab directly out of a dash or run, due to the lack of dash grabs in said game.
Category:Techniques (SSBM)
Category:Advanced techniques
Jump (disambiguation)

Jump can refer to the following:
*Jumping from the ground.
*Midair jump, an aerial jump.
*Triple jump, the use of a special move (most commonly an up special) to gain additional height/distance.
*Wall jump, a jump some fighters may use to rebound from a wall.
*Short hop, a lower grounded jump.
*A jump from the ledge.
*Shield jump, the recoil caused by breaking one's shield.
*Jump-canceling, which can refer to multiple techniques.
*Footstool jump, the act of jumping off of another character.
*Space Jump, teleporting to the first player in The Subspace Emissary game mode.
*Super Jump Punch, the up special move of Mario and Luigi.
*Super Dedede Jump, the up special move of King Dedede.
*Spring Jump, the up special move of Sonic.
*Jump (CPU Mode), a command for computer players in Training mode.
*The Superjump glitch, which causes a character to "jump" far past the upper blast line after using their third jump.
*Yoshi's , an advanced technique in Brawl that lets him double jump twice.
*Jump Glide and Rocket Jump, two of Palutena's alternate up special moves.
*The Jump art, one of Shulk's Monado Arts.
Jump Glide

Jump Glide (, Glider Jump) is one of 's alternate up special moves in Super Smash Bros. 4.
==Overview==
Upon using this move, Palutena ascends, then glides slowly downward, similar to Peach's Peach Parasol and Mr. Game & Watch's Fire. Palutena can change her horizontal direction or attack while under this move's effect; however, attacking will cancel out the glide and put Palutena in the helpless state.
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
==Origin==
Jump Glide is a movement power that can be equipped in Kid Icarus: Uprising. When used, Pit or a can leap into the air, then perform a short glide. Its traits from Uprising carry over to Smash 4.
==Names in other languages==
Category:Kid Icarus universe
Category:Palutena
Category:Palutena (SSB4)
Category:Up special moves
Jump button (disambiguation)

The jump button refers to the controller button used for jumps:
*The X and Y buttons on most default control schemes
*The C button on the Nintendo 64 controller and Nunchuk.
*A Wii Remote used alone has no jump button, but players can tap up on the D-pad in Super Smash Bros. Brawl and Super Smash Bros. for Wii U
*The up and left buttons on a horizontal Joy-Con used alone with Super Smash Bros. Ultimate, which are the Y and B buttons on the right Joy-Con.
Category:Controller buttons
Category:Game controls
Jungle Rush

Jungle Rush (, Jungle Rush) is 's Final Smash in Super Smash Bros. Ultimate.
==Overview==
Upon using the Final Smash, Donkey Kong raises his fist and throws a strong punch at his victims. If the initial punch connects with an opponent, the color will be temporarily inverted, before Donkey Kong proceeds to throw a barrage of 31 more rapid punches at his victims. Donkey Kong then finishes the opponent with an uppercut for 33 total hits, followed by a chest beat.
Comical bongo noises are heard every time Donkey Kong hits the opponent, with the exception of the initial hit and the uppercut.
==Instructional quote==
==Origin==
This move is based on how he attacks enemies in . DK's main attack method is stunning enemies with his claps; he can connect his moves with a single punch, after which he unleashes a barrage of punches to finish them. If Donkey Kong touches an opponent after he has stunned them, the background color will be inverted, similar to how it appears in Super Smash Bros. Ultimate.
==Gallery==
Donkey Kong SSBU Skill Preview Final Smash.png|Jungle Rush as shown in the Move List in Ultimate.
==Names in other languages==
==Technical details==
*Donkey Kong (SSBU)/Final Smash
Category:Donkey Kong universe
Category:Donkey Kong
Category:Donkey Kong (SSBU)
Category:Final Smashes (SSBU)
es:Frenesí selvático
Jyk

A Jyk (, Jakir) is an enemy/trap in Super Smash Bros. Brawls The Subspace Emissary mode. They are non-sentient spike balls that either stay in one place or move in a predetermined path. Jyks make their first appearance in the Skyworld (SSE) stage. There are three varieties of them exist, depending on the environment: Flame Jyks appear in caverns and ruins, Zap Jyks appear in the sky and in mechanized areas, and Hydro Jyks appear near lakes, rivers, and frozen tundras. Besides the effect of the damage they deal and the particle effect that surrounds them, there is no difference between the types.
Jyks are immune to all attacks and therefore cannot be destroyed, making them more like an obstacle than an enemy. It also cannot be captured by a trophy stand; one must clear Boss Battles with 20 characters to get the Jyk trophy.
==Damage taken==
==Trophy==
==Gallery==
Jyk2.jpg|A Hydro Jyk.
Jyk-1-.jpg|A Zap Jyk.
==Names in other languages==
==Trivia==
*Despite the fact that Jyks get called out for their spikes in the trophy description, the Jyk's hitbox is within their core, not on their spikes.
*Although they cannot be defeated, Jyks will display a health bar below their icon when attacked. Their bar appears completely empty, as the game considers them to have a health of -1.
*Hydro Jyks are the only enemy that use water to attack. As a result, the damage they deal cannot be reduced by any stickers, due to no stickers reducing water damage.
*Oddly, Hydro Jyks do not use a water sound effect, but instead use an electric sound effect, albeit a different one to Zap Jyks.
*Jyks are noticeably similar to Gordos from the series with their spiky appearance and inability to be destroyed.
Category:Common enemies
Category:Trophies (SSBB)
Category:Super Smash Bros. universe
KO Stars

:Not to be confused with Star KO.
Knockout Stars are "medallions" for KOing opponents in the Versus Mode or online play of Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, displayed at the bottom of each player's character selection screen panel. The amount of KO Stars received increases by one for each KO a player scored. Melee allows players to have a maximum of only 255 KO Stars at a time. Any KOs achieved after players have attained have 255 KOs will not reward them with a KO Star. In Brawl onwards, this limit is extended to 999 KO Stars.
The design of KO Stars have changed in each new iteration of the game. In Melee and Brawl they are yellow 5-pointed stars (Melees has a more pronounced shadow than Brawls) that increase in number up until 5, any more and it will be a single star with a tallied number to its right. for Nintendo 3DS uses a single white star along with the numerical value, regardless of how many KOs. for Wii U completely omitted a numerical value and added designs with colors and accents that were tallied into groups. Ultimate shows a medallion with a star in it, always showing the number of KOs like in for Nintendo 3DS.
KO Stars are reset to zero once the players exit the mode or (prior to Ultimate) change their name. CPU players do not earn KO Stars.
KOStars-Melee.png|KO Stars in Melee.
KOStars-Brawl.png|KO Stars in Brawl.
KOStars-3DS.png|KO Stars in for Nintendo 3DS.
KOStars-WiiU.png|KO Stars in for Wii U.
KOStars-WiiU-Values.png|Values for KO Stars in for Wii U.
KOStars-Ultimate.png|KO Stars in Ultimate.
Category:Gameplay
Category:Features
Kaeru no Tame ni Kane wa Naru (universe)

The Kaeru no Tame ni Kane wa Naru universe (, The Frog For Whom the Bell Tolls), refers to the properties that come from the Japan-only Game Boy game of the same name.
==Franchise description==
The game was released for the Game Boy in Japan only in 1992. It is an action adventure RPG that stars the Prince of Sablé. The Prince of Sablé has always had a rivalry with Prince Richard of the Custard Kingdom. When Princess Tiramisu is kidnapped by the evil King Delarin, the two princes race to save her first. Prince Richard gets a head start and the Prince of Sablé is forced to play catch-up. Over the course of the game, the Prince of Sablé gains the ability to turn into a frog and a snake, which are required to progress through the story. Humorously, throughout the game, the Prince of Sablé attempts to solve his problems with money, but never succeeds.
==In Super Smash Bros. Brawl==
The Sablé Prince (erroneously referred to with the romanized name "Sabure Prince") appears as a sticker, where he grants +31 physical attack when equipped. This sticker can be used by all characters.
==In Super Smash Bros. 4==
The Prince of Sablé appears as an Assist Trophy in both the 3DS and Wii U versions of the game. He can turn into either his snake or frog forms, and will also attack by kicking up dust clouds.
==In Super Smash Bros. Ultimate==
The Prince of Sablé returns as an Assist Trophy, functioning the same move as in the previous game. He and his frog and snake forms also appear as spirits (with the frog and snake forms being a shared spirit), alongside his friendly rival, Prince Richard.
===Spirits===
No. 	Image	Name	Type	Class	Slots	Base 	Max 	Base	Max 	Base	Max 	Ability
1,143	 	 	★★ 	3 	1574 	6299 	653 	2614	921 	3685	 	
1,144	 	 	★★★★	3 	4373 	10935	1871	4679	2334	5836	Transformation Duration ↑	
1,145	 	 	★★★ 	3 	2798 	8416 	1581	4755	1217	3661	No Effect 	
 
es:Kaeru no Tame ni Kane wa Naru
Kamikaze glitch

The kamikaze glitch is an exploit in Super Smash Bros. Melee that can be performed with and a character with a strong projectile such as . 
==Overview==
To perform it, Mr. Game & Watch must absorb three of Ness's fully charged PK Flashes with Oil Panic, then release the resulting oil spill attack on a shielding opponent. Once Mr. Game & Watch unloads his bucket onto the shielding opponent, Mr. Game & Watch will fly across the screen with blinding speed, instantly KOing any opponent in his path as the residual hitbox from the oil strikes opponents he passes by. This is due to attacker pushback when attacking an opponent's shield being proportional to the damage of the attack that hits the shield; Mr. Game & Watch's Oil Panic will deal 167% under these conditions, generating a pushback speed of 11.71, equivalent to ≈390 units of knockback.
If this is done near a wall, Mr. Game & Watch will stop at the wall and ride out the rest of the momentum of his attack. If the player jumps over the wall before the momentum disappears, Mr. Game & Watch will continue over the wall, despite seemingly coming to a complete stop, as the shield pushback does not disappear when he hits the wall. This can also be done with 's Charge Shot, 's Shadow Ball, or with a fully charged Super Scope, but with decreased efficiency. 
In Brawl onward, this will not work by regular means due to the damage output of Oil Panic being capped at 60%. As a result, Mr. Game & Watch will only get pushed back a moderate distance. However, when the attack is modified to deal ridiculously high damage either by hacking, items or equipments, and connects with an opposing shield, the user will be sent flying back at incredible speeds similar to how the kamikaze glitch works in Melee. This shows that the kamikaze glitch is not actually a glitch, but rather an extreme exploitation of the game's physics (specifically the power of a shielded attack determining how far the character is pushed back). It can therefore be expected that hacking to increase the max damage would return the effect with a proportionate value of knockback units.
==Trivia==
*The kamikaze glitch shares something in common with the zero gravity glitch, being that if the character affected by the glitch moves away from the wall/ceiling that they're stuck on, they'll instantly fly off at the incredible speed they were moving at.
==Video==
==External links==
*Thread showcasing the glitch; in the thread, it is called "The G&W Bucket Missile!"
*“Game and Watch spills oil then dies” by AsumSaus
Category:Game physics
Kansai Battle Rankings

The Kansai Battle Rankings, Kansai Ranking Battles, or Kansai Melee Battle Road Ranking Battles (関西スマブラDXバトルロード Melee ランキングバトル) otherwise known as the de facto Japanese Melee Power Rankings are a series of rankings for Melee players in Japan. The rankings are derived from placements at the Sumabato DX Melee tournaments and exclude results from other tournaments, so in some sense they cannot really be thought of as power rankings in a strict sense. Two rankings are released a year.
== Fall-Winter 2014 (7th-12th Sumabato DX Melee) ==
(Rankings table)
|}
==Spring-Summer 2014 (1st-11th Sumabato DX Melee)==
(Rankings graph image)
|}
==Year-end 2010==
(Source (Japanese))
|}
==See also==
* Umebura Smash 4 Power Rankings
==External links==
* Compiled Melee Summer 2015 PRs
Category:Japanese Power Rankings
Kanto (disambiguation)

The following stages are listed as set in Kanto in:
*Saffron City, a stage in Super Smash Bros. and Super Smash Bros. Ultimate
*Pokémon Stadium, a stage in Melee, Super Smash Bros. Brawl and Ultimate
*Poké Floats, a stage in Melee
Kantō is also a region in Japan which Kanto (tournament series), a Super Smash Bros. tournament series held there annually since 2006, is named after.
Katrina (disambiguation)

Katrina is a character from the universe who appears as:
*A background character on Town and City.
*A sticker in Brawl.
*A trophy in Brawl.
*A trophy in .
*A spirit in Ultimate.
Category:Animal Crossing universe
Category:Background characters
Category:Stickers
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Kazuya (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	11-13
Late hit 	14-18
Ending autocancel 	35-
Interruptible 	46
Animation length 	61
|-
===Landing lag===
Interruptible 	11
Animation length	32
Category:Kazuya (SSBU)
Category:Back aerials (SSBU)
Kazuya (SSBU)/Back crouch attack

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 0 hitbox, but it applies to all hitboxes due to a glitch.
!Hitstun
!Shieldstun
|+9 frames
|1.5×
|—
|1.5×
|—
|1.5×
|}
==Timing==
Left leg intangible	11-16
Hitboxes 	11-16
Interruptible 	36
Animation length 	50
!Hitboxes 
|-
!Lower leg 
Category:Kazuya (SSBU)
Category:Down tilts (SSBU)
Kazuya (SSBU)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-47
Turnaround 	27
Hitbox 	46
Throw Release 	47
Interruptible 	84
Animation length	97
|-
Category:Kazuya (SSBU)
Category:Back throws (SSBU)
Kazuya (SSBU)/Back tilt

==Overview==
==Hitboxes==
|}
==Timing==
The upper body intangibility affects Kazuya's head, bust, and arms.
Upper body intangible	7-13
Right leg intangible 	10-13
Hitboxes 	11-13
Interruptible 	35
Animation length 	50
!Hitboxes 
|-
!Upper body 
|-
!Right leg 
Category:Kazuya (SSBU)
Kazuya (SSBU)/Command input

==Overview==
Kazuya can perform a Crouch Dash by using a → ↓ ↘ command input (known as a Shoryuken motion). During the Crouch Dash he will step forward with his body intangible.
==Timing==
Upper body intangible	1-12
Full body intangible 	2-4
Interruptible 	20
Animation length 	19
!Upper body 
|-
!Full body 
==Command input attacks==
Kazuya has three unique command input attacks that can be used at any time out of a Crouch Dash: Wind God Fist, Dragon Uppercut and Spinning Demon to Left Hook.
For the technical data of each individual input, see:
*Kazuya (SSBU)/Command input/Command input 1 (Wind God Fist/Electric Wind God Fist) (tap the attack button)
*Kazuya (SSBU)/Command input/Command input 2 (Dragon Uppercut/Rage Drive with Rage active) (hold the attack button)
*Kazuya (SSBU)/Command input/Command input 3 (Spinning Demon to Left Hook) (tap or hold the special button)
You may also be looking for:
*Kazuya (SSBU)/Command input throw (Gates of Hell)
Category:Kazuya (SSBU)
Category:Special moves (SSBU)
Kazuya (SSBU)/Command input/Command input 1

==Overview==
==Hitboxes==
The scripts only specify shieldstun multipliers for the ID 0, 1, and 2 hitboxes, but due to a glitch, they apply to all hitboxes regardless. In the case of Electric Wind God Fist, the early hit's 5× shieldstun multiplier for the ID 0 hitbox is overriden by the ID 1 and 2 hitboxes' 1.2× multiplier.
===Wind God Fist===
!Hitstun
!Shieldstun
|+15 frames
|1.2×
|+15 frames
|1.2×
|+15 frames
|1.2×
|+13 frames
|—
|+13 frames
|—
|+13 frames
|—
|+15 frames
|1.2×
|+15 frames
|1.2×
|+15 frames
|1.2×
|+13 frames
|—
|+13 frames
|—
|+13 frames
|—
|+17 frames
|1.2×
|+17 frames
|1.2×
|+17 frames
|1.2×
|+13 frames
|—
|+13 frames
|—
|+13 frames
|—
|}
===Electric Wind God Fist===
====Attack====
!Hitstun
!Shieldstun
|+19 frames
|5.0×
|+19 frames
|1.2×
|+19 frames
|1.2×
|+14 frames
|—
|+14 frames
|—
|+14 frames
|—
|+19 frames
|1.2×
|+19 frames
|1.2×
|+19 frames
|1.2×
|+14 frames
|—
|+14 frames
|—
|+14 frames
|—
|+19 frames
|1.2×
|+19 frames
|1.2×
|+19 frames
|1.2×
|+14 frames
|—
|+14 frames
|—
|+14 frames
|—
|}
====On shield====
Upon hitting a shield, an additional, unblockable hitbox that deals no damage is generated during hitlag, forcing the opponent out of their shield. This hitbox is then deleted alongside the rest.
|}
==Timing==
===Wind God Fist===
Upper body intangible	1-7
Right arm intangible 	1-11
Hitboxes 	8, 9, 10-11
Interruptible 	36
Animation length 	50
!Hitboxes 
|-
!Upper body 
|-
!Right arm 
===Electric Wind God Fist===
Full intangibility 	4-8
Upper body intangible	1-8
Right arm intangible 	1-12
Hitboxes 	8, 9, 10-11
Interruptible 	32
Animation length 	50
!Hitboxes 
|-
!Full 
|-
!Upper body 
|-
!Right arm 
Category:Kazuya (SSBU)
Category:Special moves (SSBU)