nyuuzyou/wikis huggingface dataset:
Radar

The Radar, sometimes referred to as a Minimap, is a user interface element introduced in Super Smash Bros. Ultimate. It appears during a game whenever a fighter is off-screen to keep track of their location and where the blast lines are.
==Overview==
To minimize screen clutter, the radar is not normally visible on screen. When a character is far enough off a stage that the camera no longer follows them, the radar appears in the upper corner of whatever side of the screen the character is on. The radar is a gray, semi-transparent box that represents the blast lines, with a white rectangle inside of it that represents the camera range. All characters appear as diamonds inside this box, colored after their port color—CPUs are colored grey and Figure Players are a gradient blue to yellow—with team color being used in team battles. The radar comes in two different sizes that can be changed in the Options menu: "Small" and "Large" (the default size). An "Off" setting also exists that removes the radar entirely.
The radar's position will not change while it is active. For instance, if a character goes off-screen on the right the radar will appear in the top-right corner. If that character remains off-screen and goes to the far left, the radar will stay in the top-right corner. The radar will, however, change shape depending on the state of the stage, with camera boundaries shown to be shifting as the stage does, where applicable. On stages such as Mario Galaxy and Windy Hill Zone, the entire radar takes on a rounded arc shape, to represent the curved gravity of those stages. If the radar is on-screen during a Stage Morph, it will warp to the shape of the incoming stage.
The radar is primarily meant for players to keep track of each other, as it shows their locations relative to each other and the blast lines. The radar helps alleviate instances of players self-destructing by losing track of the location of their character and removes most instances of players hiding off stage, making it easier for their opponent to perform aerial chases and edgeguards.
The game has functionality for changing the radar's color to red, green, blue, or white depending on the stage, but black is the only color used so this feature goes unused.
Category:Super Smash Bros. Ultimate
Category:Gameplay
Rage (Kazuya)

Rage (, Rage State) refers to a fighter ability exclusive to in Super Smash Bros. Ultimate that increases attack power and grants access to Rage Drive while active.
==Overview==
Rage automatically activates once Kazuya reaches 100% damage or 1/4 of his maximum HP during a battle. Rage is indicated by an engulfing red aura, the namespace under the damage meter glowing red, and controllers with HD rumble will vibrating in a manner that resembles a heartbeat. Other controllers will simply vibrate in a regular pattern. Being healed will not remove Rage if it is active.
While Rage is active, all of Kazuya's attacks will deal 1.1× damage. Rage affects knockback much like with Winged Form, in that only the difference from Kazuya's normal form is the opponent's resulting percent being taken into account; for an example, an attack that normally deals 10% damage would KO 1% earlier when Rage is active.
Rage does not have a time limit, but it will expire when Kazuya has either taken too much damage, has successfully executed a Rage Drive, or when too many of his Rage Drive attempts fail to grab anyone. The deactivation threshold is determined by the number of missed Rage Drives (whether it's by doing grabs or a grounded Heaven's Door) that Kazuya attempts after rage activates. Once Rage deactivates, Kazuya must lose a stock before he can activate it again.
==Technical data==
The formula for the depletion of Rage is (g × 110) + (d × ) ≥ 650, where g is the number of Rage Drive inputs Kazuya whiffs, and d is the amount of damage Kazuya has taken while in Rage.
The following is a chart that determines how much damage Kazuya can sustain after activating Rage with each consecutive missed grab:
Number of missed Rage Drives	Damage sustained (1v1)	Damage sustained (other)
0 	36.93% 	57.93%
1 	30.68% 	48.16%
2 	24.43% 	38.32%
3 	18.18% 	28.52%
4 	11.93% 	18.72%
5 	5.68% 	8.91%
6 	0% 	0%
==Origin==
Rage was introduced into the series with Tekken 6 and have reappeared in every mainline Tekken game since. At its simplest, Rage activates when low on health and will overall increase the damage output of the effected character, making it a comeback mechanic that a losing player can use to potentially turn the tides of a battle. The effect activates when a character reaches 10% of their health (changed to 5% in the Bloodline Rebellion update). While in Rage, the fighter gains a red aura and their health bar glows red, which is reflected in Ultimate. Tekken Tag Tournament 2 expanded upon this by a character under the affect of Rage being granted a "Tag Crash" where they can spend their Rage to crash into the opponent and protect the partner. Tekken 7 again changed the health threshold to 20% and introduced Rage Arts, which are effectively Super attacks that can only be activated while under the effect of Rage. Using a Rage Art spends available Rage. the Fated Retribution update added Rage Drives, which are upgraded normal moves that can be activated by spending Rage.
==Names in other languages==
Category:Character-specific terminology
Category:Kazuya
Category:Kazuya (SSBU)
Rage Blaster

The Rage Blaster (, Revenge Shooter) is an item in Super Smash Bros. Ultimate original to the Smash series.
==Overview==
The Rage Blaster fires large plasma projectiles straight ahead. The projectiles become stronger and larger the higher the user's damage is, at the cost of the gun's firing speed and startup lag becoming proportionally slower as well. Additionally, the Rage Blaster's "jaws" will visibly open up and the barrel extends outwards with each 10% increment (up to 100%), although this is difficult to notice in regular gameplay. The "mouth" will also start emanating flames after 60%.
As with other shooting-type items, the gun itself can be used as a thrown projectile, even when the gun isn't fully depleted.
The formula for the damage dealt is 1.6 + 0.214d where d is the user's damage limited to between 0 and 100. This gives a minimum of 1.6% and a maximum of 23% damage dealt.
The Rage Blaster can fire eight shots before depletion. Only one shot from a given Rage Blaster can be on screen at once; attempting to fire a second time before the first shot disperses will perform the firing animation, but no shots will be fired.
==Origin==
The Rage Blaster is original to the Smash series. It resembles a clawed tentacle like the ones Dharkon possesses. It also resembles a Dark Cannon.
==Spirits==
Equipping the Strangelove, Dark Man 4, or Gangster, Lady, & Policeman support spirits will give the player a Rage Blaster at a start of their stock.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
768	 	 	★ 	1 	Rage Blaster Equipped	Metal Gear Solid Series	
899	 	 	★ 	1 	Rage Blaster Equipped	Mega Man Series 	
976	 	 	★ 	1 	Rage Blaster Equipped	Hogan's Alley 	
==Gallery==
Rage-Blaster-Stages-SSBU.gif|Animation showing how the Rage Blaster changes as the player takes damage.
==Names in other languages==
Category:Items
Category:Items (SSBU)
Category:Shooter items
Category:Super Smash Bros. universe
Rage Drive

The Rage Drive (, Rage Drive) is a special move accessible to Kazuya when he is under the effects of Rage (, Rage Mode).
==Overview==
When under the effects of Rage and grounded, Kazuya can use his Rage Drive. If attempted in the air, Kazuya will use Heaven's Door instead. In effect, Rage Drive is a more powerful variation of Heaven's Door, which will fittingly trigger Special Zoom. Additionally, it also uses super armor on frames 5-12, rather than the 10% damage-based armor. While somewhat similar to 's Super Special Moves, Rage Drive can only be used once per stock and will end Rage thereafter. 
There are three ways to use Rage Drive: grabbing the opponent (except through Gates of Hell), using Heaven's Door while grounded, or a command input (→ ↓ ↘ + held attack or special button). However, it is possible to perform throws normally without triggering Rage Drive by directly buffering them out of the grab; doing this will not deplete Rage. The command input version is significantly stronger than a normal Rage Drive. Because it is performed by holding the attack button, it is impossible to use Dragon Uppercut during Rage; however, it is still possible to perform Spinning Demon to Left Hook by tapping the special button for less than 5 frames. Like the moves it replaces, the command Rage Drive can be inputted out of a Crouch Dash, making it a powerful approach tool.
==Origin==
Rage Drives were introduced in Tekken 7: Fated Retribution as one of the abilities characters can only use while in Rage. These attacks are essentially powerful modified versions of regular moves, often with higher damage and better properties. Rage Drives generally open up combo opportunities and/or allow the player to apply pressure to the opponent; in Kazuya's case, his Rage Drive turns Dragon Uppercut into Heaven's Door and transforms Kazuya into Devil Kazuya for the remainder of the round if the attack lands and he is holding ↗. Even when blocked, he still has frame advantage. Like with Rage Arts, its sister mechanic, only one Rage Drive can be used per round, as using it instantly removes Rage.
==Gallery==
Kazuya SSBU Skill Preview Extra.png|Kazuya's Rage meter as shown by the Move List in Ultimate.
==Names in other languages==
Category:Command input special moves
Category:Kazuya
Category:Kazuya (SSBU)
Category:Tekken universe
Category:Bandai Namco
Raichu

Raichu (, Raichu) is a creature from the series, appearing in its Alolan form as a Poké Ball Pokémon in Super Smash Bros. Ultimate.
==Origin==
 is an Electric-type Pokémon introduced in Pokémon Red Version, Green Version, and Blue Version, and is categorized within the Pokédex at #026 as the "Mouse Pokémon". It is characterized by its orange fur, yellow cheeks, and long, wiry tail. It is the evolved form of Pikachu, and, in Pokémon Gold Version and Silver Version, became the final evolution of the Pichu evolution line.
In Pokémon Sun and Moon, several Generation I Pokémon received variations to accommodate for Alola's climate — among those was Raichu, who received an Electric/Psychic-type variation. Alolan Raichu is rounder than its Kantonian form, and has a tendency to use its tail as a makeshift surfboard while using its psychokinetic powers to float. This may be a callback to how Pikachu could learn in , and how evolving it into Raichu would cause it to use its tail as a makeshift surfboard.
Alolan Raichu's attack in Ultimate is similar to Wild Charge and its signature , , where it rides on its tail and tackles into the opponent with an electric charge, heavily damaging the opponent.
==In Super Smash Bros. Melee and Super Smash Bros. Brawl==
Though Raichu itself is completely absent in any other capacity, it is mentioned briefly in the description of Pikachu's trophy in both games.
==In Super Smash Bros. for Wii U==
Raichu is briefly mentioned in the Palutena's Guidance for Pikachu, when Viridi talks about Pikachu's evolutionary family.
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Raichu appears in its Alolan Form as a Poké Ball summon. Using its tail to surf around the stage, it attacks opponents in its path with electricity.
Alolan Raichu cannot be summoned on Onett or Spirit Train.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
427	 	 	★★ 	1 	Bury Immunity	Pokémon Series	
==Gallery==
SSBUAlolanRaichu.png|Artwork of Alolan Raichu from Super Smash Bros. Ultimate.
SSBUWebsiteRaichu2.jpg|An Alolan Raichu posing between and in Ultimate.
SSBUWebsiteRaichu3.jpg|Raichu surfing on Skyloft.
==Names in other languages==
===Alolan Raichu===
==Trivia==
*Raichu is the first Poké Ball summon to be in the same evolutionary line as a Pokémon playable in the same game, in this case both and .
Category:Spirits
Ramblin' Evil Mushroom

The Ramblin' Evil Mushroom (, Walking Mushroom) is a creature from the series, appearing as an item in Super Smash Bros. Ultimate.
==Origin==
s are enemies in and that attack by spreading spores on a party member. The status they inflict is Mushroomization, which causes a mushroom to sprout on their heads which overtime reverses and rotates their controls on the overworld, which is referenced by their effect in Ultimate. Similar variants of this enemy appear in both EarthBound and Mother 3.
==In Super Smash Bros. Ultimate==
===As an item===
The Ramblin' Evil Mushroom walks around the stage, waiting for players to pick it up. Should they do so, they can attack with its spores in a manner similar to the Fire Flower's flames. Any fighter hit with its spores will receive the effect, which a small mushroom appears on the character's head, similar to the Flower effect. Once the opponent is hit by of the spores (visualized by a larger mushroom, which will begin to emit spores), the affected fighter's controls will become reversed. The mushroom cannot be planted on fighters equipped with a spirit with an "Irreversible Controls" effect. If the Ramblin' Evil Mushroom is attacked, it will spray spores around itself, damaging anyone around it.
===Spirits===
The Ramblin' Evil Mushroom also appears as a spirit.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
579	 	 	★ 	1 	Ramblin' Evil Mushroom Equipped	EarthBound Series	
In addition to the above, equipping the Toadsworth, Grim Leecher, Bellossom or Palico support spirits will give the player a Ramblin' Evil Mushroom at the start of their stock.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
34 	 	 	★ 	1 	Ramblin' Evil Mushroom Equipped	Super Mario Series 	
309 	 	 	★ 	1 	Ramblin' Evil Mushroom Equipped	Yoshi Series 	
469 	 	 	★ 	1 	Ramblin' Evil Mushroom Equipped	Pokémon Series 	
1,468	 	 	★ 	1 	Ramblin' Evil Mushroom Equipped	MONSTER HUNTER Series	
== Gallery ==
Ramblin'EvilMushroomSSBU.png|Render of a Ramblin' Evil Mushroom from Ultimate.
Mushroom effect.gif|The Ramblin' Evil Mushroom scattering its spores on .
==Names in other languages==
Category:Items (SSBU)
Category:Thrown items
Category:Items
Category:EarthBound universe
Category:Character items
Category:Spirits
Ramuh

Ramuh (, Ramuh) is a summon from the series.
==Origin==
Ramuh is a recurring summonable entity, introduced in Final Fantasy III along with the Summon ability. He made several appearances in later games, always associated with the Lightning element. His attack, Judgment Bolt, deals lightning damage to all enemies. His most prominent role in the series is in Final Fantasy VI, where he explains the nature of the Espers to the party, and becomes the first Esper to become summonable.
His appearance in the Midgar stage is based on his Final Fantasy VII summoning sequence, where he rains thunderbolts on the enemies from atop a mountain. The Ramuh Summon Materia can be found in the Gold Saucer at the Chocobo Jockey Room after Barret defeats Dyne in Corel Prison. If Cloud doesn’t pick up the Materia then it can’t be obtained for the rest of the game.
==In Super Smash Bros. 4 and Super Smash Bros. Ultimate==
===As a stage element===
Ramuh appears as one of the summons on Midgar. During his entrance, a mountain rises in the background with him on top: he then casts an electric spell which moves the three floating platforms to a random position and electrifies them, damaging opponents who touch them. His summoner is immune to this effect.
In Smash 4, Ramuh also appears as a Profile icon, unlocked with and Midgar.
==Gallery==
Ramuh on midgar.jpg|Ramuh as he appears in Midgar.
Ramuh Judgment Bolt.jpg|Ramuh uses Judgment Bolt.
==External links==
*Ramuh on the Final Fantasy Wiki
*Judgment Bolt on the Final Fantasy Wiki
Category:Square Enix
Category:Third-party characters
Range

Range, also known as reach, is a general term used to describe how far an attack's hitbox reaches relative to the attacker. Range is measured based on how far an attack extends from a character when in a stationary position. Attacks with disjointed hitboxes generally have more range, such as most of Marth's attacks, Simon's whip attacks, and Ike's aerials, allowing them to attack opponents from a safe distance. On the other hand, many grabs have poor range: a user must get in very close to be able to connect with them, which is usually risky to do. Projectiles in general have very long range.
Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to space more easily. For example, most characters with a weapon (sword, hammer, whip, etc.) have longer range than ones who do not. Characters with short range are forced to approach more often, while those with longer range can often afford to camp. Larger and heavier characters, such as Donkey Kong, tend to have better reach than smaller and lighter characters, such as Pichu, in exchange for a larger hurtbox.
There are attacks that are considered to have "long" range, when the character is merely rushing ahead to attack. An example of this is 's forward smash in Brawl. Additionally, there is also variation in attack hitboxes. Falcon Kick, for instance, covers a lot of ground, but the range of the move is only as long as Captain Falcon's leg. Pikachu and Pichu's Skull Bash and Luigi's Green Missile cover more ground, but the hitbox on those moves covers the entirety of the attacker's body. Wario's Wario Bike is unique in that it covers ground as well, but is actually an item that attacks. Sonic's Spin Dash side special and Spin Charge down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum.
It is generally considered advantageous for a player to have a longer range than their opponent, as they can safely hit said opponent without the risk of being hit back. There is much more to this element of gameplay in terms of spacing, but longer ranged attacks being better holds true in the simplest terms. However, as a form of balance, characters and attacks with longer range tend to be on the slower end of the spectrum with high amounts of lag. This means that long range attacks tend to lose up close with characters that have shorter range, but are faster and can get more moves out.
Category:Game physics
Category:Hitboxes
Rapid

The rapid effect (known internally as rush) is used by a small amount of attacks in Super Smash Bros. Ultimate, mainly those that strike quickly and repeatedly. The effect has a subtle aesthetic difference from the normal effect, in that the random displacement of the visuals when hitting an opponent is larger, with a maximum distance of 7 units from the collision point instead of 2 units. Otherwise, both effects function identically.
==List of attacks with rapid hitboxes==
Character	Move(s)
 	Rapid jab
 	Witch Twist
 	Rapid jab
 	Rapid jab
 	Fly
 	Down aerial
 	Up aerial
 	Screw Attack
 	Spinning Kong
 	Dr. Tornado
 	Rapid jab
 	Forward aerial
 	Down aerial
 	Up aerial
 	Up tilt
 	Lloid Trap (Lloid)
 	Rapid jab
 	Down aerial
 	Rapid jab
 	Side tilt
 	Up aerial
 	Rapid jab
 	Down aerial
 	Down throw
 	Rapid jab
 	Rising Uppercut
 	Dash attack
 	Luigi Cyclone
 	Down aerial
 	Down throw
 	Rapid jab
 	Onslaught
 	Helicopter Kick
 	Thrust Uppercut
 	Forward smash
 	Up aerial
 	Rapid jab
 	Rapid jab
 	Neutral air
 	Up tilt
 	Neutral aerial
 	Down aerial
 	Up tilt
 	Neutral aerial
 	Up aerial
 	Down aerial
 	Back aerial
 	Down smash
 	Up aerial
 	Arm Rotor
 	Rapid jab (Luma)
 	Up aerial
 	Screw Attack
 	Sheikah Dance
 	Up smash
 	Forward aerial
 	Down throw
 	Down aerial
 	Corkscrew (while rising)
 	Fire Wolf
 	Down aerial
 	Boost Kick
==Trivia==
*When an opponent is sent into tumbling by a rapid attack, the launch smoke trail doesn't appear for unknown reasons.
Category:Effects
Rats

The Rats is a collective slang term that refers to the following characters:
*Pikachu
*Pichu
"The Rat" originated as a disparaging nickname for Pikachu in Super Smash Bros. due to its long-standing status as that game's undisputed best character. "The Rats" was then later adopted by Ultimate players as a term to refer to both and collectively, as is frequently applicable due to being clones of each other, and often with similar negative connotations. The term could also apply to and in Melee where they are even closer clones, but due to Pichu being practically competitively irrelevant in Melee, the term never saw widespread usage among its playerbase.
Category:Pikachu
Category:Pichu
Category:Character-specific terminology
Ray (disambiguation)

Ray may to refer to one of the following:
*Ray Gun, an item in the series.
*Ray Mk II, a trophy in Super Smash Bros. Melee.
*Ray Mk III, an Assist Trophy in Super Smash Bros. Brawl.
*Metal Gear RAY, a background character in the Shadow Moses Island stage of Brawl, as well as a trophy.
*Ray, an Argentine smasher.
*Ray, a Texas smasher.
*Rayman, a trophy in Smash 4.
Ray of Punishment / Chroma Dust

Ray of Punishment (, Punishment Ray) is Mythra's up special move. With another press of the button, it becomes Chroma Dust (, Rainbow Dust).
==Overview==
Ray of Punishment is a move where Mythra slashes into the air before firing off a green projectile. If the special move button is pressed (or just held) before the projectile is fired, it will instead turn into Chroma Dust, a fan of five smaller projectiles. The initial slash has a fairly large horizontal hitbox that combos into the projectiles, making it a decent out of shield option. However, the projectiles cannot pass through platforms, limiting its use on certain stages. Ray of Punishment's single strong projectile is generally better for a single opponent caught by the initial slash, as it is guaranteed to hit and will deal more damage overall. On the other hand, Chroma Dust is better for multiple opponents and when recovering, as while the many projectiles individually deal significantly less damage than the single Ray of Punishment projectile, they cover a wider range and are more likely to incidentally hit an opponent. Mythra is able to grab the ledge during the start of the move and after firing the projectiles. When firing Mythra hangs in the air for a bit, leaving her vulnerable from above. 
==Instructional quotes==
==Origin==
Ray of Punishment is Mythra's Level 1 Blade Special in Xenoblade Chronicles 2. In the original game, Mythra made less of a leap into the air for both moves, likely due to the ground-based combat of the Xenoblade Chronicles series. Additionally, unlike in Smash, Ray of Punishment's projectile caused an explosion on impact, damaging nearby enemies. Chroma Dust is her Level 2 Special in the game's expansion, Torna ~ The Golden Country. This move shoots multiple projectiles, giving it a wider area of effect.
==Gallery==
Mythra SSBU Skill Preview Up Special.png|Mythra using her Up Special as shown by the Move List in Ultimate.
==Names in other languages==
===Ray of Punishment===
===Chroma Dust===
Category:Xenoblade Chronicles universe
Category:Up special moves
Category:Mythra
Category:Mythra (SSBU)
Category:Projectiles