nyuuzyou/wikis huggingface dataset:
Instant double jump

An instant double jump, or IDJ for short, is the act of inputting a double jump immediately after a jump, ideally as low to the ground as possible.
 
==Details==
An instant double jump is a double jump performed immediately after inputting Jump. In most cases, this is done by buffering a double jump during a character's jumpsquat. If done correctly, the particles from the double jump should appear close to the ground.
Since most characters' double jump heights are different from their jump heights, the distance covered by an instant double jump is different from a short hop or full hop.
The applications of this are numerous. For example, certain windows for late auto-canceling that are between the two jump heights can be achieved with an instant double jump or IDJ fast fall. In addition, certain aerials that can only be used once during a short hop can be used twice during an IDJ or followed up with additional aerials. This also makes them useful for combos, since the altered jump height can allow you to extend your combo or hit certain follow-ups at percents or positions that would not be possible otherwise.
An obvious drawback of instant double jumps is that they use up your double jump. This can be extremely detrimental if you end up offstage for whatever reason, since recovery becomes much more difficult for a lot of characters without it.
 
==Videos==
Category:Techniques
Category:Techniques (SSB)
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Inventory

Inventory is an option in the Collection tab in the mode. When selected, there will be two options available to the player: Spirit List, and Items.
==Spirit List==
The Spirit List gives players a list of all the spirits that are in the game, similar to the Trophy Gallery of previous games except there are no descriptions or game of origin provided when selected. The default option to display spirits is "All", but they can be sorted into other, more specific categories. These categories include "Primaries", "Supports", "Fighters", and "Masters". Each category is displayed "By Number" as default, but they can also be sorted "By Date", "By Name", "By Rank (Descending)", and "By Last Used". If the player has not seen a particular spirit but has seen/acquired spirits numbered after it, the square will be empty. If the player has seen a spirit but has not yet obtained it, then the square will have a blurred out image of that particular spirit.
Starting with the Version 8.0.0 update, players will have the option to rematch spirits that have Spirit Battles for a high score and SP.
==Items==
The Items menu gives a list of all the support items (Spirit Board items and snacks) and cores that the player currently has in their inventory and the number they have of each item/core. Players have the option to sell the items/cores they have for SP.
==Names in other languages==
Category:Spirits
Category:Modes (SSBU)
Invisibility (disambiguation)

Invisibility is a character effect that appears:
*After grabbing a Cloaking Device
*In Invisible Melee
*As a setting in Special Smash
*As a potential effect by Ashley as an Assist Trophy
*As an the effect of one of the Hero’s spells, Hocus Pocus.
*In event matches:
**Event 23: Slippy's Invention
**Co-Op Event 6: Unwanted Suitors
**Solo event match Aura Mastery
Invisible items glitch

The invisible items glitch is a glitch appearing in Super Smash Bros. Brawl. It allows the player to make items invisible in Training mode. While in training mode, the player must select and toggle a Smash Ball from the start menu. When Captain Falcon breaks the Smash Ball, he is to activate his Final Smash on the CPU. Once the animation for his Final Smash is completed, it will trigger invisible items onto the stage. Picking these items up will allow them to appear visible to the player.
==Video==
Category:Glitches (SSBB)
Invisibomb glitch

The invisibomb glitch is a specific glitch for in Super Smash Bros. If items are turned on, this glitch can be performed by any N64 character with Bob-ombs. Link pulls out a bomb and places it on the ground without having it explode. After waiting for some time, the bomb will near the explosion point, where Link will be just out of explosion range. Once the bomb detonates, Link will have just a few frames to grab it (now invisible) after the explosion. Link will not hold the bomb, but the initial bomb that was left becomes a mine-trap until someone steps on it to receive normal bomb detonation damage. The initial bomb will still remain but become inactive, causing objects to bounce off the bomb and not detonating it. From this point on, all new bombs thrown by Link will be invisible. 
==Notes==
*Even though the bomb is invisible, the bomb-detonation is still visible.
*Glitch does not work for Motion-Sensor Bomb.
*The invisibomb glitch can lead to an ultimate glitch through the use in combination with objects. However this may crash the game or force a reset due to being trapped without a way to being KO'd at times. The ultimate glitch is said to be discovered by Isai.
==Video==
Category:Character-specific terminology
Category:Glitches (SSB)
Category:Link
Category:Link (SSB)
Invitational

An invitational is a tournament which features only a certain number of players who are invited, are voted in, or qualify through other events. For more information regarding invitationls, see Tournament#Locations and sizes.
An official invitaitional has been held before the release of both Super Smash Bros. 4 and Super Smash Bros. Ultimate in 2014 and 2018, respectively.
*Tournament:Super Smash Bros. Invitational
*Tournament:Super Smash Bros. Invitational 2018
For unofficial invitational tournaments, see :Category:Invitationals.
Iowa Power Rankings

The Iowa Power Rankings are the power rankings for Iowa.
==Super Smash Bros.==
===Fall 2015===
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==Super Smash Bros. Melee==
===Fall 2024===
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Player Spotlight: 
===Summer 2024===
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Honorable Mention: 
===Spring 2024===
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===Fall/Winter 2023===
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Player Spotlights: 
===Summer 2023===
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Player Spotlights: , 
===Spring 2023===
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Player Spotlights: , 
===Winter 2022===
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Player Spotlights: , 
Hidden Boss: 
===Fall 2022===
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Honorable mentions: , 
===Summer 2022===
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Honorable mentions: , 
===Winter 2020 (Online)===
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Honorable mentions: , 
===Spring 2020===
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Honorable mentions: , 
===Winter 2019===
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===Summer 2019===
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Honorable Mentions: 
===Spring 2019===
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Honorable Mentions: 
===Winter 2018===
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===Fall 2018===
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===Summer 2018===
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===Winter 2017===
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===Spring 2017===
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===Winter 2016===
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===Fall 2016===
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===Summer 2016===
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===Spring 2016===
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===Fall 2015===
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==Project M==
===2024===
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===Fall 2022===
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===Fall 2015===
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====
===Winter 2018===
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Honorable Mentions: , , 
===Summer 2018===
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Honorable Mentions: , 
===Spring 2018===
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Honorable Mentions: , , 
===Winter 2017===
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Honorable Mentions: , 
===Fall 2017===
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Honorable Mention: 
===Summer 2017===
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Honorable Mentions: , 
===Spring 2017===
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Honorable Mentions: , , , 
===Winter 2016===
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===Fall 2016===
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Honorable Mentions: 
===Summer 2016===
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Honorable Mentions: 
===Spring 2016===
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Honorable Mentions: , 
===Fall 2015===
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==Super Smash Bros. Ultimate==
===Quarter 4 2024===
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Honorable Mentions: , 
Hidden Boss: 
Most Improved: 
===Quarter 3 2024===
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Honorable Mentions: , 
Hidden Boss: 
Most Improved: 
===Quarter 2 2024===
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Honorable Mentions: , 
Hidden Boss: 
Most Improved: 
===Quarter 1 2024===
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Honorable Mentions: , 
Hidden Bosses: , 
Most Improved: 
===Quarter 4 2023===
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Honorable Mentions: , 
Hidden Boss: 
Most Improved: 
===Quarter 3 2023===
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===Quarter 2 2023===
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Honorable Mentions: , 
===Quarter 1 2023===
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Honorable Mentions: , 
===Quarter 4 2022===
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Honorable Mentions: , 
===Quarter 3 2022===
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Honorable Mentions: , 
===Quarter 2 2022===
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Honorable Mentions: 
===Quarter 1 2022===
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Honorable Mentions: , , 
===Quarter 4 2021===
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Honorable Mentions: , , 
===Quarter 3 2021===
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Honorable Mentions: , , , 
===Quarter 1 2020===
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Honorable Mentions: , , 
===Quarter 4 2019===
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Honorable Mentions: , , 
===Quarter 3 2019===
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Honorable Mentions: , , 
===Quarter 2 2019===
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Honorable Mentions: , 
===Quarter 1 2019===
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Honorable Mentions: , 
==External links==
*Ultimate Power Rankings
Category:American Power Rankings
Iridescent Glint Beetle

Iridescent Glint Beetle (, Millionaire) is an enemy from Pikmin 2.
==Origin==
Iridescent Glint Beetles are golden and sparkling versions of s that drop items such as pellets when hit in the same way Flint Beetles do (but in greater quantities) and are much more rare. Instead of dropping nectar like Flint Beetles, they drop doses of Ultra-Spicy Sprays and underground variants will drop treasures. They are incapable of directly harming Pikmin. When it appears, its shiny body distracts all nearby idle Pikmin, causing them to chase after it.
==In Super Smash Bros. 4==
===In Smash Run===
Iridiscent Glint Beetles appear as harmless enemies. When launched they drop gold, with the exact amount dependent on how far they're launched. After being launched five times, or after enough time elapses, they will dig underground and escape.
===In Smash Tour===
As one of the possible random events, some Iridescent Glint Beetles appear on the board. If a player walks into any of them it will drop treasures such as items and fighters.
===Trophy===
The Iridescent Glint Beetle trophy appears in both versions.
==In Super Smash Bros. Ultimate==
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
818	 	 	★★ 	2 	Sticky-Floor Immunity	Pikmin Series	
==Names in other languages==
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Smash Tour events
Category:Spirits
Irish Power Rankings

Irish Power Rankings are the Power Rankings for the players living in both Republic of Ireland and Northern Ireland.
==Super Smash Bros. Melee==
===Ireland 2023===
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===Spring 2023===
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===Spring 2019===
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===December 2017===
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===February 2017===
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====
===October 2018===
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===April 2018===
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===September 2017===
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===February 2017===
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===September 2016===
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==Super Smash Bros. Ultimate rankings==
===Summer 2023===
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Honorable Mention: 
===Summer 2022===
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===December 2021===
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===February 2020=== 
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===Ulster/Northern Ireland===
This is a separate ranking from the Ireland Power Ranking featuring only Northern Ireland/Ulster
===January-July 2023===
|}
==References==
*Spring 2019 Melee PR
*PR Picture
*Melee & SSB4 February 2017
*
*Ulster Jan-July 2023
Category:European Power Rankings
Isabelle (SSBU)/Back aerial

==Overview==
Compared to Forward aerial, Back aerial is slightly slower but marginally more powerful. Overall, this results in the move being a more situational choice, as the reduced rate of fire is worse for Isabelle's play style than the additional knock back and damage. This is due to Isabelle's game plan often being focused around safety and setup, as her survivability and disadvantage state are rather poor. This results in Back aerial rarely being worth using over Forward aerial if given the opportunity.
However, this does not inherently make it a bad attack for Isabelle, as it allows her to utilize a variant of arguably her most essential attack when the opponent is towards her backside. Situationally, assuming the player is briefly provided additional time, this move can intentionally be opted for in place of Forward aerial for a mildly more rewarding, powerful hit with identical hitboxes and range.
As move staling greatly affects Isabelle’s Forward aerial in many matchups, this move could intentionally be opted for as a means to combat the issue. However, the added difficulty of proper execution, along with its drawbacks and risks, make doing so for this sole reason only a situationally reasonable option.
==Update History==
 
*Bug: Created the Slingshot Crash glitch where if Villager or Isabelle Pocket one another's slingshot from a Pocket, the game will crash.
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	13-15
Mid hit 	16-21
Late hit 	22-26
Ending autocancel 	30-
Interruptible 	36
Animation length 	54
|-
|-
===Landing lag===
Interruptible 	15
Animation length	29
==Pellet parameters==
These parameters are shared with Isabelle's .
Lifetime 	14 frames
Travel speed 	4.8
Initial travel angle 	
Gravity 	0.1
Falling speed 	1
Can pierce opponents?	No
Category:Isabelle (SSBU)
Category:Back aerials (SSBU)
Isabelle (SSBU)/Back throw

Isabelle back throw hurtbox visualization	Isabelle back throw hurtbox visualization	Isabelle back throw hurtbox visualization	Isabelle back throw hurtbox visualization	Isabelle back throw hurtbox visualization
 	 	 	 	
==Overview==
Functions as her kill throw at high percents, and is a good way to send off stage at mid percent, allowing for an edge guarding scenario or ledge trapping. It takes significant time before Isabelle becomes actionable after performing the throw- making follow ups other than the nearly unseen, perfect Lloid Trap setup impossible.
At very low percents, it can combo into a Lloid Trap that was already placed behind herself, although the opportunity is extremely situational, and virtually never encountered in competitive play. For the combo to work, the opponent's hit box must activate the Lloid Trap before they become actionable.
==Throw Data==
|}
==Timing==
Invincibility 	1-14
Throw release 	14
Turnaround 	15
Interruptible 	50
Animation length	61
|-
Category:Isabelle (SSBU)
Category:Back throws (SSBU)
Isabelle (SSBU)/Dash attack

==Overview==
Isabelle's Dash attack is one of her main burst options, being among her most flexible moves. It notably enables many of her on stage strings opportunities that would otherwise be impossible, thanks to its fast overall frame data and providing Isabelle significant movement.
Dash attack typically serves as a potential punish tool, as well as occasionally an extremely safe, distanced neutral poke or edge guard- the latter while remaining on stage. The hit box stays active until the pot hits the ground, allowing for decent range if tossed towards a platform beneath Isabelle or off stage. Its launch angle can allow for follow ups and is fantastic for continuing strings. Against some opponents with limited recovery options, Dash attack can potentially string into itself off stage at some percents.
Despite its fast frame data, it is overall an inconsistent combo tool due to her follow ups being greatly situation dependent. If used close up, the move is unsafe on shield.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Clean hit 	7-12
Late hit (ground) 	13-19
Late hit (off ledge)	13-66
Interruptible 	40
Animation length 	59
!Ground 
|-
!Off ledge 
|-
!Isabelle 
==Pot parameters==
The pot can either break or bounce off when impacting the ground; however, both events remove its hitbox, making the difference only aesthetic.
Lifetime 	60 frames
Initial horizontal speed 	2
Initial vertical speed 	0.1
Air friction 	0.009
Gravity 	0.09
Falling speed 	1.6
Rotation speed 	5°
Chance of breaking on impact with ground	
Lifetime after bouncing off 	45 frames
Horizontal speed when bouncing off 	0.7
Vertical speed when bouncing off 	1.5
Rotation speed after bouncing off 	10°
Can pierce opponents? 	Yes
==Trivia==
If the pot hits the stage, the attack ends, but the pot will sometimes remain intact and continue to bounce briefly.
Category:Isabelle (SSBU)
Category:Dash attacks (SSBU)
Isabelle (SSBU)/Down aerial

==Overview==
Isabelle's Down aerial is her primary means of attacking beneath her. The sweet spot possesses a smaller hit box in the center that that changes the landed hit into a spike if connected. The hit box lingers, improving her ability to circle camp and sometimes allowing her to land more safely on platforms.
Despite being visually similar to her Up aerial, this move has different properties that make it deceptively inconsistent. If the smaller 'spike' hit box within the sweet spot is not landed, the attack will send the opponent downwards or towards the side at differing angles, depending on how the hit boxes connect. This makes any possible follow ups largely improvised and based upon how the opponent reacts, even at higher levels of play. Down aerial's longer startup, the spike hit box being challenging to land, and not providing any realistic combo opportunities make it less useful than its counterpart. Nevertheless, it still plays an important role in Isabelle's kit, and can net her early KO's in the right situation.
Unlike Isabelle's other aerial attacks, it has virtually no use in her combos and strings. Lloid Trap can combo into her Down aerial via footstool, but is mostly an impractical novelty since the setup is very situational, difficult, and is likely never an ideal follow up. For the combo to be setup, Isabelle must be right next to the opponent and fully actionable as the trap is set off- in which case, all of her other potential follow ups are also available. When done correctly, the Down aerial hit will send the opponent into a Tech scenario. As this always gives up a clear desirable outcome, and often higher damage output, it is not worth the additional effort and risk.
Updates 1.1.0 and 8.0.0 have slightly improved its overall speed and reliability by reducing landing lag, startup time, and its total duration. The first buff Down aerial received in 1.1.0 was a "day 1 patch", meaning the original version of the move had virtually no competitive usage.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-10
Clean hit 	11-12
Late hit 	11-28
Ending autocancel 	36-
Interruptible 	43
Animation length 	56
|-
===Landing lag===
Interruptible 	10
Animation length	22
Category:Isabelle (SSBU)
Category:Down aerials (SSBU)
Isabelle (SSBU)/Down smash

==Overview==
Isabelle's Down Smash is her fastest smash attack, providing generous knockback for its startup time, and is usually safe on hit. It notably combos from her jab at mid and high percentages. However, the move is unsafe if shielded due to its significant end lag, and is a relatively unrewarding smash attack. This typically limits its usability to a guaranteed hit, kill confirm, or as one of her best panic moves. Despite this, Isabelle still greatly benefits from having a quick Down Smash. As a character who excels at ledge trapping and edge guarding, opportunities to send the opponent offstage are valuable.
Update 13.0.0 significantly increased the size of the sweet spot towards Isabelle, in turn granting Down smash slightly more vertical range. Knock back was slightly increased as well. While these changes marginally helped the move's kill power and range, it most importantly increased the reliability of hitting with the sweet spot instead of the sour spot. While these changes slightly improved the move's reward and dependability, its core drawbacks remain, resulting in its use cases being unchanged.
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	8-9
Hit 2 	12-13
Interruptible 	44
Animation length	59
Category:Isabelle (SSBU)
Category:Down smashes (SSBU)
Isabelle (SSBU)/Down throw

Isabelle down throw hurtbox visualization	Isabelle down throw hurtbox visualization	Isabelle down throw hurtbox visualization	Isabelle down throw hurtbox visualization	Isabelle down throw hurtbox visualization
 	 	 	 	
==Overview==
Functions as her combo throw, but possible follow ups greatly vary depending on both player's percent damage, as well as the opponent's character and their directional influence. Can sometimes lead into strings of varying lengths, particularly from using Forward aerial and Dash attack. Due to the slow frame data of her grab, and inconsistency of her follow ups, Down throw remains a unreliable but sometimes great means of racking up damage. As this throw can alleviate one of Isabelle's greatest weaknesses, being poor overall damage output, this remains one of her more desirable throw options.
Common follow ups are Forward air, Neutral air, and Up air. However, with proper set up, Back aerial and self activated Lloid Trap can be used.
==Throw Data==
|}
==Timing==
During frame 17, the move inflicts 6 frames of hitlag to both Isabelle and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-18
Throw Release 	18
Interruptible 	36
Animation length	49
|-
Category:Isabelle (SSBU)
Category:Down throws (SSBU)
Isabelle (SSBU)/Down tilt

==Overview==
Isabelle's Down tilt provides her only reliable method of greatly pressuring shields, and her best shield poke option, functioning primarily as Isabelle's 'shield breaker' tool. A sweet spotted hit can net a KO at higher percents, and it is possible to hit large opponent's off stage with the sour spot. Sour spotted hits can allow for a follow up, but her Dash attack is an overall safer option with similar properties.
Other than pressuring an opponent's shield, the general possible uses of this move are both questionable and limited. This is due to many factors, including its fairly slow frame data, unremarkable sour spot, and move redundancy. Isabelle possesses many close range moves, which typically serve one or more purposes. In comparison, Down tilt possesses rather poor knock back and damage output given its somewhat long frame data, and additionally renders her immobile on the ground throughout the move- unlike some of her other options.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	9-10
Interruptible 	32
Animation length	51
==Trivia==
*The move has a 30% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Isabelle (SSBU)
Category:Down tilts (SSBU)
Isabelle (SSBU)/Edge attack

==Overview==
Asides from incautious opponents, or those unfamiliar with the attack, this move is a risky choice in competitive play with low reward. Punishable if shielded.
Against those unfamiliar with the move, it can be interpreted as a neutral Edge getup, allowing for a safe getup attack. As Isabelle is a rare choice in competitive play, this provides opportunities to use Edge attack as a surprise option. Regardless, this move should rarely be used in the context of a skilled opponent.
==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 	63
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Isabelle (SSBU)
Category:Edge attacks (SSBU)