nyuuzyou/wikis huggingface dataset:
Heavenly Light

Heavenly Light (, Heavenly Light) is one of 's alternate neutral special moves in Super Smash Bros. 4.
==Overview==
When used, a wide vertical pillar of light shines down on Palutena for some time. Any opponent within the light will be damaged, but it can be absorbed. This move does not cause flinching or knockback, but it does have a weak pushing effect. The effect can last longer if the special button is held, its maximum being 3 seconds.
While the attack can be used to steal KOs from opposing players, its inability to make fighters flinch does mean that Palutena is highly vulnerable to punishment, as the move's pushing effect is not strong enough to keep opposing players from attacking her directly. Additionally, the move suffers from high ending lag.
In , the move is particularly useful in Trophy Rush, due to it covering roughly half the stage and destroying nearly all blocks in its radius.
==Customization==
Special Move customization was added in Super Smash Bros. 4. These are the variations:
==Origin==
Heavenly Light is one of the many Pit or a can wield in Kid Icarus: Uprising. It is an offensive power that creates a pillar of light around the user, damaging foes while causing no knockback. These traits carry over into Smash 4.
==Gallery==
HeavenlyLightSmashRun3DS.jpg|Heavenly Light in Smash Run.
==Trivia==
*Heavenly Light is the largest-area attack usable by any playable character without the aid of an item. Its huge area was specially noted in this Miiverse post.
*Heavenly Light also appears as a power and event in Smash Run.
==Names in other languages==
Category:Kid Icarus universe
Category:Palutena
Category:Palutena (SSB4)
Category:Neutral special moves
Hefty Heavyweights

Hefty Heavyweights (, It's Heavy! Heavyweight Tournament) was an Event Tourney with a theme of heavyweight fighters, only including characters whose weight value is 107 and over. It ran from 6 a.m. on October 18, 2019 to 6 a.m. on October 21, 2019 (). During the event, only certain characters could be used.
==Description==
:This time-limited tourney drops the 15 heaviest fighters into the ring. Get ready for a rumble of earth-shaking proportions!
:The further you advance, the better the spirit you'll win!Event page
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available fighters==
 	 	 	 	
Fighters	Fighters	Fighters	Fighters	Fighters
 	 	 	 	
 	 	 	 	
 	 	 	 	
==Names in other languages==
==Trivia==
*Not counting and (as they were not released during the event), is the only fighter with a weight value over 106 to not be an available fighter for the event. This is most likely due to it being a part of a composite character, , who has the lightweight and the middleweight on his team.
*The heaviest characters (aside from Charizard) to not be included in this tournament are , and .
*Ça envoie du lourd, the French name for this event, is a pun. It can also be translated as "It's a heavyweight!"
==References==
Helicopter Kick

Helicopter Kick (, Ascending/Rising Heaven Spin Kick) is one of the three up special moves of the Mii Brawler.
==Overview==
When used, the Brawler will spin-kick diagonally above themselves and hit multiple times. The move provides moderate horizontal and small vertical recovery, and the kicks have good range that lead into a powerful finisher, which can serve as a horizontal KO move. It deals 18% damage if all the kicks hit. Despite its inferior recovery in comparison to the Brawler's other up specials, it is the most commonly used due to its damage racking potential combined with its ability to be quickly used out of shield, as well as being easily able to combo out of a down throw and KOing at low percents when used near edges.
In Ultimate, the move's upward momentum while used on the ground has been greatly improved, but its knockback has been nerfed, thus removing its ability to cause early KOs.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Soaring Axe Kick 	2. Helicopter Kick 	3. Thrust Uppercut
 	 	
"Flips upward and hits foes. Pressing the button again at the top of the jump performs a downward axe kick."	"Leaps up with a roundhouse kick, hitting opponents along the way. Can shift left or right when rising."	"Rises into the air with an uppercut, and then unleashes a powerful punch at the end."
==Gallery==
Mii Brawler SSBU Skill Preview Up Special 2.png|Helicopter Kick as shown by the Move List in Ultimate.
==Names in other languages==
Category:Up special moves
Category:Super Smash Bros. universe
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Category:Mii Brawler (SSB4)
Category:Mii Brawler (SSBU)
Helirin

The Helirin (, Helirin) is a machine with long rotor blades that appears in the game . It appears as a trophy in Super Smash Bros. Melee and an Assist Trophy in Super Smash Bros. Brawl.
==Origin==
Piloted by the blue bird Kururin, the Helirin first appeared in Kuru Kuru Kururin. In Kuru Kuru Kururin, the player controls a thin helicopter that has slow moving propellers. Each level involves maneuvering through a maze without hitting the propellers against a wall. If the propellers hit a wall, it gets damaged. When the propeller hits the wall three times, a life is lost. On the easy mode, a player can retract the blades of the helicopter. Kururin must locate his siblings thoughout the level, and can optionally find different paint jobs and shapes for his helicopter. The Helirin also appears in the GameCube game Kururin Squash! and is the first game where the Helirin is rendered in 3D.
==In Super Smash Bros. Melee==
The Helirin appears as a collectable trophy in Melee. Due to a translation error, its name is mistakenly spelt "Heririn". Additionally, it states that Kuru Kuru Kururin was released in Japan only when it was also released in Europe.
===Trophy===
==In Super Smash Bros. Brawl==
===As an Assist Trophy===
In Brawl, the Helirin appears as an Assist Trophy. When summoned, the Helirin will fly slowly to a certain part of the stage. The characters can stand on the Helirin and use it as a moving platform. Helirin is a solid platform, so characters, including the one who summons Helirin, cannot pass through it. It stays out for a rather short length of time, rotating slowly all the while.
This platform can make act in strange ways if the move hits at a certain angle.
===Trophy===
==In Super Smash Bros. Ultimate==
Helirin appears as a spirit in Super Smash Bros. Ultimate.
===Spirit===
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,166	 	 	★ 	2 	Equipped	Kuru Kuru Kururin Series	
==Gallery==
HelirinAssist.jpg|thumb|Official artwork of the Helirin in Brawl.
==Names in other languages==
==Trivia==
*Helirin is the only Assist Trophy whose spirit in Ultimate is of the Novice class.
*Helirin can push characters down through hard platforms in certain circumstances.
*Ultimate is the only game to depict Kururin piloting the Helirin—in both Melee and Brawl, the Helirin appears unpiloted, even in its appearance as an Assist Trophy in the latter.
*The Melee trophy model for the Helirin is off-model, portraying it as having a yellow underside instead of a beak.
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Spirits
Category:Kururin universe
es:Helirin
Helmet (disambiguation)

Helmet is a game which may refer to:
*Mr. Game & Watch's dash attack in all of his appearances.
*The layout of Flat Zone, also later incorporated into a transformation of Flat Zone X.
*A trophy in .
*A spirit in Ultimate.
Category:Game & Watch universe
Category:Mr. Game & Watch
Category:Trophies (SSB4-Wii U)
Category:Spirits
Help

Help is a dashboard menu item in Super Smash Bros. Ultimate. As the name suggests, this menu will provide players with various helpful information such as how to play the game or learning about character specific techniques, or moves.
Selecting this will take players to a sub menu where they can select five different menu items:
*How to Play
*Mode Guide
*Techniques
*Move List
*The ellipses on the bottom right corner which will take players to the credits screen
==Gallery==
SSBU Help Menu.jpg|The top menu of the Help menu.
SSBU How to Play Menu.jpg|The How to Play menu.
SSBU Mode Guide.jpg|The Mode Guide menu.
SSBU Techniques Menu.jpg|The Techniques menu.
SSBU Move List Top Menu.jpg|The Move List menu.
Category:Modes (SSBU)
Hero's Spin

Hero's Spin (, Rotating Cutter) is one of three custom up special moves for the Mii Swordfighter.
==Overview==
When used, the Swordfighter spins and slashes their sword around themselves; if in the air, they also climb upwards, but remain stationary otherwise. This move is functionally identical to Link's Spin Attack, with its name likely alluding to Link's "Hero" titles in the Zelda series (and even sharing its Japanese name).
In Ultimate, the attack's damage and knockback have been buffed, allowing it to KO as early as 75%. In addition, its particle effects are identical to those of 's Spin Attack, albeit with a purplish tint.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Stone Scabbard 	2. Skyward Slash Dash 	3. Hero's Spin
 	 	
"Jumps high and follows up with a firm downward strike."	"Slashes with a flurry, launching in the direction the control stick is tilted."	"Spins with a sword attack that rises upward if used in the air."
==Gallery==
Hero's Spin (SSB4-U).JPG|Hero's Spin in for Wii U.
Mii Swordfighter SSBU Skill Preview Up Special 3.png|Hero's Spin as shown by the Move List in Ultimate.
==Names in other languages==
 
Category:Up special moves
Category:Super Smash Bros. universe
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Category:Mii Swordfighter (SSB4)
Category:Mii Swordfighter (SSBU)
Hero (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	18-20
Ending autocancel 	47-
Interruptible 	48
Animation length 	54
|-
===Landing lag===
Interruptible 	15
Animation length	37
Category:Hero (SSBU)
Category:Back aerials (SSBU)
Hero (SSBU)/Back throw

Hero back throw hurtbox visualization	Hero back throw hurtbox visualization	Hero back throw hurtbox visualization	Hero back throw hurtbox visualization	Hero back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Turnaround 	17
Throw release 	18
Interruptible 	44
Animation length	73
|-
Category:Hero (SSBU)
Category:Back throws (SSBU)
Hero (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	16-18
Late hit 	19-24
Ending autocancel 	45-
Interruptible 	63
Animation length 	69
|-
===Landing lag===
Interruptible 	19
Animation length	60
Category:Hero (SSBU)
Category:Down aerials (SSBU)
Hero (SSBU)/Down smash

==Overview==
Hero swipes both sides of himself with his sword, dealing 13% for the blade and 11% for the arm. The attack comes out on frames 9 and 20 respectively and the backswing has noticeably more knockback than the front. Like his other smash attacks, there is a 1/8 chance for the attack to be a critical hit. On a critical hit, The base knockback is lower than normal. When paired with both Oomph and Psyche Up, the move will break a full-health shield uncharged.
==Hitboxes==
Landing a critical hit triggers a Special Zoom.
===Hit 1===
|}
===Hit 2===
|}
==Timing==
Charges between 	2-3
Hit 1 	9-10
Hit 2 	20-21
Interruptible 	56
Animation length	64
==Special Zoom parameters==
These parameters are shared between Hero's smash attacks.
Duration 	40 frames
Slowdown magnitude 	4
Zoom rate 	4.8
Camera Y offset 	0.5u
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Hero (SSBU)
Category:Down smashes (SSBU)
Hero (SSBU)/Down throw

Hero down throw hurtbox visualization	Hero down throw hurtbox visualization	Hero down throw hurtbox visualization	Hero down throw hurtbox visualization	Hero down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 18, the move inflicts 9 frames of hitlag to both Hero and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-19
Throw Release 	19
Interruptible 	39
Animation length	66
|-
Category:Hero (SSBU)
Category:Down throws (SSBU)
Hero (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)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	61
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Hero (SSBU)
Category:Edge attacks (SSBU)
Hero (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	14-17
Ending autocancel 	42-
Interruptible 	43
Animation length 	55
|-
===Landing lag===
Interruptible 	13
Animation length	44
Category:Hero (SSBU)
Category:Forward aerials (SSBU)
Hero (SSBU)/Forward smash

==Overview==
Hero throws an overhead slash with his sword, dealing 18% on the blade and 16% for his arms. Like his other smash attacks, it has a 1/8 chance to be a critical hit. On a critical hit, the base knockback is lower than normal. When paired with Oomph or Psyche Up, the move will break a full-health shield uncharged.
==Hitboxes==
Landing a critical hit triggers a Special Zoom.
|}
==Timing==
Charges between 	5-6
Hitboxes 	17-19
Interruptible 	66
Animation length	111
==Special Zoom parameters==
These parameters are shared between Hero's smash attacks.
Duration 	40 frames
Slowdown magnitude 	4
Zoom rate 	4.8
Camera Y offset 	0.5u
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Hero (SSBU)
Category:Forward smashes (SSBU)
Hero (SSBU)/Forward throw

Hero forward throw hurtbox visualization	Hero forward throw hurtbox visualization	Hero forward throw hurtbox visualization	Hero forward throw hurtbox visualization	Hero forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	45
Animation length	87
|-
Category:Hero (SSBU)
Category:Forward throws (SSBU)
Hero (SSBU)/Forward tilt

==Overview==
Hero performs a shield bash followed by a sword slash. The first part of this move has partial intangibility, allowing Hero to beat other moves. It deals 13.0% in total. Hero gains 10.4 MP total on hit and 12.376 MP on shield. However, being -31 on shield, the latter factor is much less useful than on hit. 
For the technical data of each individual hit, see:
*Hero (SSBU)/Forward tilt/Hit 1
*Hero (SSBU)/Forward tilt/Hit 2
Category:Hero (SSBU)
Category:Forward tilts (SSBU)
Hero (SSBU)/Forward tilt/Hit 1

==Overview==
 does a shield bash. He gains 4 MP on hit, and 4.76 MP on shield. It will transition to the second hit from frame 18 onwards. 
Forward tilt Hit 1 is very well defended. His left arm is invincible during the attack, and his head for a single frame. It also cannot rebound, meaning that the attack will absolutely go through unless Hero is hit from above or behind. However, it's -21 on shield and isn't the best in being continued, so its safety leaves much to be desired. 
Being frame 9, forward tilt makes a decent "get off me" option when at a disadvantage. The large active frames also assist with this. The hitbox also sticks up a small bit, allowing the move to beat some aerials. This allows Hero to effectively reset neutral. 
From a max spaced Frizz at 20-75%, it is possible to confirm this move from a pivot cancelhttps://docs.google.com/document/d/1J-Tx2McJu_1PPEvUDIN306GPJygY_ozQuV796KenEd0/edit?usp=sharing HotsyTotsy's Hero Lab Document. This can usually lead to an offstage situation if the second hit is confirmed. 
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 1 and 3 hitboxes, but they apply to all hitboxes due to a glitch.
! Hitstun
|—
|+3 frames
|—
|+3 frames
|}
==Timing==
Hitboxes 	9-11
Head and left leg invincible	9
Left arm invincible 	9-11
Continuability window 	18-36
Interruptible 	37
Animation length 	48
!Hitboxes 
|-
!Head and left leg 
|-
!Left arm 
|-
!Continuability 
Category:Hero (SSBU)
Category:Forward tilts (SSBU)
Hero (SSBU)/Forward tilt/Hit 2

==Overview==
 does an outward slash to knock opponents away. Gains 6.4 MP on hit, 7.616 on shield. 
The move has decently wide range, hitting high and low. As a result, the move has decent defensive utility, though the first hit has to be gone through first. In addition, the move has a good chunk of lag. Unlike Hit 1, it is possible for this to rebound as well. Regardless, the move makes a good way of resetting neutral and ensuring Hero remains in a good state. 
This is among Hero's least safe moves on shield, being -31. As such, it is very punishable if the move is baited out. Many out of shield options that are otherwise niche become perfectly valid punishes, which could lead to a KO. 
==Hitboxes==
|}
==Timing==
Hitboxes 	8-9
Interruptible 	48
Animation length	60
Category:Hero (SSBU)
Category:Forward tilts (SSBU)
Hero (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	55
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	57
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	58
Category:Hero (SSBU)
Category:Grabs (SSBU)
Hero (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 1 	 	
Forward tilt 2 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special (uncharged) 	Frizz 	(unavailable)
Neutral special (half charge) 	Frizzle 	(unavailable)
Neutral special (full charge) 	Kafrizz 	(unavailable)
Side special (uncharged) 	Zap 	
Side special (uncharged, no MP) 	Zap 	
Side special (half charge) 	Zapple 	
Side special (full charge) 	Kazap 	
Side special (full charge, projectile)	Kazap 	(unavailable)
Up special (uncharged) 	Woosh 	(unavailable)
Up special (half charge) 	Swoosh 	(unavailable)
Up special (full charge) 	Kaswoosh 	(unavailable)
Down special 	Sizz 	(unavailable)
Down special 	Sizzle 	
Down special 	Bang 	(unavailable)
Down special 	Kaboom 	
Down special 	Snooze 	(unavailable)
Down special 	Flame Slash 	
Down special 	Kacrackle Slash	
Down special 	Metal Slash 	
Down special 	Hatchet Man 	
Down special 	Whack 	(unavailable)
Down special 	Thwack 	500px
Down special 	Magic Burst 	
Down special 	Kamikazee 	
Down special 	Kaclang 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Hero (SSBU)
Category:Hitboxes (SSBU)
Hero (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	8-16
Ending autocancel 	40-
Interruptible 	45
Animation length 	55
|-
===Landing lag===
Interruptible 	11
Animation length	36
Category:Hero (SSBU)
Category:Neutral aerials (SSBU)
Hero (SSBU)/Neutral attack

==Overview==
's neutral attacks consist of an upwards slash, a downwards slash and an inwards slash of his sword. It does 10.0% in total. Recovers 8 MP total for Hero on hit, not considering passive gain during the combo. On shield, Hero will gain 9.52 MP, but this is less useful due to the final hit being -25 on shield. 
For the technical data of each individual hit, see:
*Hero (SSBU)/Neutral attack/Hit 1
*Hero (SSBU)/Neutral attack/Hit 2
*Hero (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	6-7
Jab 2 	14-15
Jab 3 	23-25
Interruptible 	26, 34, 54
Animation lengths	47, 53, 69
|-
|-
Category:Hero (SSBU)
Hero (SSBU)/Neutral attack/Hit 1

==Overview==
An upward slash. Being frame 6, this is among the slowest neutral attacks in the game, but also 's fastest normal attack. It recovers 2.4 MP for Hero on hit, and 2.856 MP on shield. Given it will connect into the rest of the neutral attack combo, this move is important for gaining MP for Hero throughout the game. It transitions to Hit 2 on frame 9. 
Given the hitbox placement, this move can serve as a decent anti-air, deterring jump-ins. As a result, it isn't uncommon to see a Hero player throw the move out in neutral after dashing back. Given its FAF of 26, it is also one of Hero's safest options on whiff. However, the startup will make it worse up-close, often being out-framed. 
This is tied with Hit 2 for Hero's safest neutral attack on shield, at -15. If spaced, it can be safe against characters with poor out of shield options. However, due to the poor shield data on Hero's end, simple options such as Climhazzard will usually cause issues with attempting to mix up opponents. On hit, however, it has exceptional qualities, being -2 at 0%. As a result, it has strong mixup potential. It becomes neutral on hit at 50%, before becoming + at 75% onwards.
With Oomph, Hit 1 becomes more + on hit, allowing for potential loops into itself at around 115%. While frame perfect and limited by Oomph's time, it will become easier as the opponent's percentage increases. At 100%, Oomph will allow for Hero to get a grab, and leads to a KO confirm with up throw at 150%. Psyche Up has similar qualities, usually being more + on hit in most instances compared to Oomph, leading to quicker grabs. Using this move to confirm a grab, a few pummels and a throw can usually lead to an upwards of 20 MP gained back, and a strong advantage state.
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0, 1, and 3 hitboxes, but they apply to all hitboxes due to a glitch.
! Hitstun
|+7 frames
|+7 frames
|—
|+7 frames
|—
|—
|}
==Timing==
Hitboxes 	Hitboxes 	6-7
Continuability 	Held on hit or tapped	9-30
Continuability 	Held without hitting 	13
Interruptible 	Interruptible 	26
Animation length	Animation length 	47
|-
Category:Hero (SSBU)
Category:Neutral attacks (SSBU)
Hero (SSBU)/Neutral attack/Hit 2

==Overview==
 does a downward slash. Gains 2.4 MP on hit, 2.856 MP on shield. It transitions to Hit 3 on frame 9. It's virtually identical to Hit 1 in every aspect, bar the hitbox being a bit lower. As a result, it is strictly a worse move outside of confirming the 3rd hit.
However, the fact it has the same shield advantage is a strong benefit. The consistency means that mixing up hits 1 and 2 on hit or shield is a valid strategy. On shield, this can mix up opponents looking to use an out of shield option given the -15 shield advantage. It also serves as an extender before going into the grab confirm on hit with Oomph from around 100%. However, using Psyche Up is impossible due to the first hit likely taking the boost, though situations opponents are only hit by this one can happen. 
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0 and 1 hitboxes, but they apply to all hitboxes due to a glitch.
! Hitstun
|+7 frames
|+7 frames
|—
|—
|—
|}
==Timing==
Hitboxes 	Hitboxes 	6-7
Continuability 	Held on hit or tapped	9-30
Continuability 	Held without hitting 	13
Interruptible 	Interruptible 	26
Animation length	Animation length 	45
|-
Category:Hero (SSBU)
Category:Neutral attacks (SSBU)