nyuuzyou/wikis huggingface dataset:
Diet Melee

Diet Melee is a gameplay modification of Super Smash Bros. Melee designed to make the game run more efficiently on Project Slippi.
It does this by lowering the polygon count of the stages via custom models, and using the in game low poly models for the characters. For example, Diet Melee Classic Final Destination has only 754 tris, vs vanilla Melee Final Destination which has 13,008 tris. Running the lower polygon count allows for much weaker hardware to play Project Slippi online and offline.
Along with making the game easier to run, the project also makes the iso smaller by removing non-essential files from the game. This includes trophies, videos, stages, and even single player modes. The vanilla Super Smash Bros. Melee iso is 1.35GB, whereas the Diet Melee iso is only 239MB.
On top of this, the project has taken steps towards making Super Smash Bros. Melee more accessible as a whole through it's Crystal Melee build. It simplifies the game's visual style heavily to help people with visual disabilities be able to play Super Smash Bros. Melee just like everyone else. It simplifies textures, models, and has other changes such as making team colors more fitting for the team they're on, making Fox and Falco's lasers different colors, simplifying the HUD by removing %, simplifying HUD stock icons, and making fire effects make characters less dark, and more.
==Builds==
Diet Melee has 3 optional builds for players to choose from. 
Builds 	Builds 	
Builds 	Descriptions 	
Diet Melee Classic	Diet Melee Classic is the standard version. 	
Diet Melee 64 	Diet Melee 64 is a version with an aesthetic resembling Super Smash Bros. 	
Diet Crystal Melee	Diet Crystal Melee is the cleaner looking version that makes characters more visible and makes the game more visually accessible.	
==Developers==
*Project Leads: , Cjag
*Character retextures: , Cjag, Bimps, Ploaj, and Connor Rentz
*Stage Remodels: Cjag, Pigs, and Prune_Danish.
*Stage Retexturing: VineJuice
*Other devs: Cynthetic, cinnaminion, Pigs, IntifiPixel, David Kimball
Category:Mods
Diffusion Beam

The Diffusion Beam (, Diffusion Robo Beam) is 's Final Smash in Super Smash Bros. Brawl.
==Overview==
R.O.B. gains invincibility and shoots medium ranged whirling lasers out of his eyes (with almost no knockback), followed by some hard-hitting short lasers (with tremendous knockback). Similar to the Superspicy Curry, R.O.B. can move freely during the Final Smash. Being in the general area in front of R.O.B. causes damage that rises at a 2% damage rate and as long as R.O.B. is in front of an enemy, he will continue doing damage. With the laser having good reach in front of R.O.B, in combination with the hitbox being continuous, the attack lasting a considerably long time for a Final Smash, and R.O.B. being free to move and pursue his opponents, it is often considered one of the most difficult Final Smashes to evade. R.O.B's ability to move during it results in some chaos as he chases opponents around the stage, trying to catch them in the deadly vortex of his eye beams.
He can also use his entire moveset (excluding Robo Beam) during the Final Smash, and can even use items and taunts without affecting its hitboxes.
==Origin==
While the move itself is original to Smash, it takes inspiration from several Nintendo peripherals. Accessories such as R.O.B and the Zapper used light and laser technology to function, with R.O.B specifically detecting light changes on a screen to activate one of several actions.
==Trophy==
==Names in other languages==
==Trivia==
*For unclarified reasons, this Final Smash was not described on the Smash Bros. DOJO!!, making this the only Final Smash that was never covered by the DOJO!!.
*R.O.B. is the only character besides who can benefit from the Bridge of Eldin Final Smash glitch, giving him a never ending Diffusion Beam (Jigglypuff's makes it remain huge).
*Even though R.O.B. can grab and use items during this state, he cannot use items that activate on contact (i.e. ).
*Because the lasers are emitted from R.O.B.'s eyes, they point in whichever direction his head is facing. This makes it possible to hit crouching enemies by also crouching, or hitting enemies above by using his side taunt (which makes him look upwards).
*The only Final Smashes (and quite possibly, the only attacks) that can damage R.O.B. during his Final Smash are Luigi's Negative Zone and Jigglypuff's Puff Up (during the shrinking part). The two Final Smashes cannot be used at the same time without exploiting glitches or hacking.
Category:Trophies (SSBB)
Category:R.O.B. universe
Category:R.O.B.
Category:R.O.B. (SSBB)
Category:Final Smashes (SSBB)
Directional buttons

The directional buttons are the four blank, dark-gray buttons present on the left Joy-Con.
==Overview==
In normal gameplay, the directional buttons are the collective equivalent to the directional pad, which typically are to perform taunts. The up button performs an up taunt, the left and right buttons perform a side taunt, and the down button performs a down taunt. Pressing the left, up, and right buttons as a game is ending will also manually trigger its corresponding victory pose just like the D-pad.
When the left Joy-Con is used by itself and held horizontally, they change functionality to mirror the face buttons on the right Joy-Con. The right button becomes the A button and is used for standard attacks. The down button becomes the B button and is used for special moves. The up button becomes the X button while the left button becomes the Y button and they are used to jump. Clicking the control stick then pressing any directional button will perform their respective taunt.
In Super Smash Bros. Ultimate, all four directional buttons can be remapped in the controls menu to perform other functions. Nintendo Switch hardware version 10.0.0 introduced the ability to map the functionality of any button to any other button from the console options menu, further diversifying how the directional buttons can be used in Ultimate.
Category:Game controls
Dismiss

Dismiss is an option within the tab of the mode, which allows players to dismiss spirits from their inventory. There will be a list of all the spirits that the player currently has and can be sorted into various categories, such as date obtained or the type of spirit. Once the player has selected all the spirits they want to dismiss and dismissed them, they will be given Spirit Points (SP) and the cores left behind. These cores can be used to Summon or Level Up other spirits or be sold for more SP.
If any spirit in the selected spirits is over level 70 or is a Legend class, there will be an extra popup message asking the player if they are sure they want to dismiss that spirit.
==Data==
The amount of SP earned by dismissing a spirit comes down to a few factors: level, class, and slots (for support spirits). The table below lists the amount of SP earned based on a spirit's class and the number of slots. For primary spirits only the first row is used and it determines the base SP. The spirit's level increases the amount earned from the base amount up to 5 times more; the following can be used to approximate the amount earned: Base × (1 + ((Level - 1)/98) × 4). Prior to version , the amount of SP given by a DLC spirit was divided by 4 compared to a non-DLC spirit with identical criteria.
 	Novice★☆☆☆	Advanced★★☆☆	Ace★★★☆	Legend★★★★	
1 slot &Primary	 	 	 	 	
2 slots 	100 	250 	500 	1000 	
3 slots 	 	 	 	600 	1200
==Gallery==
SSBU Dismissing Spirits.jpg|Dismissing a spirit.
Dismiss Warning SSBU.png|Warning given when dismiss a level 70+ or Legend class spirit.
==Names in other languages==
==Trivia==
*If the limit of a spirit's core is reached, there won't be a pop-up telling the player to sell off extras unlike other items.
Category:Spirits
Category:Modes (SSBU)
Distance unit

A distance unit (often shortened to unit), symbol u, refers to an arbitrary unit of measurement that calculates the in-game position and size of objects.
==Overview==
Many aspects of video games are reliant on distance to perform specific interactions, ranging from how a character moves, physics engine interactions, to how scenes are rendered. A common practice in 3D games is to correlate units to a real-world measurement (e.g. 1 unit = 1 ), which is commonly done with games that are based on the real-world in order for level design, movement, physics, etc. to accurately/predictably be replicated.
In the original Super Smash Bros., Masahiro Sakurai claims that one unit is equal to 1/3cm."全てのサイズを表す単位は１単位が約1/3cmで、それにマイキャラサイズをかけた値が攻撃サイズになる。" Starting in Super Smash Bros. Melee and remaining unchanged in all games since, the unit size was redefined to be an estimated one , or 1 unit = 0.1 meters; the exception to this is hitboxes in Melee, where the units are about 256 times smaller than other units (i.e. a hitbox with a radius of 2000 would be similar to a radius of 7.8125 in later games). As a result, the "modern" unit is about 30 times the "original" unit, and units between all games can be compared fairly easily. Despite units being compared to real-world units, the size of something in Smash Bros. is generally based on feel and balance, rather than its actual size in its home series or real life.
==Applications==
Hitboxes and hurtboxes use units to define their position and size. The majority of character attributes are measured in "units per frame", such as jump force, walk speed, run speed, air speed, falling speed, and so on. Accelerative stats such as air acceleration and gravity measure in units/frame², and frictional stats such as traction and air friction use negative units/frame². Very few attributes use a different system, such as weight.
Super Smash Bros. Melee introduced the concept of glancing blows. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less. Later games, beginning with Super Smash Bros. Brawl, widen this range to 0.1 units.
Melee also introduced Results screen statistics, many of which are measured by units. These include the total amount of distance a character is launched and the highest amount of knockback dealt and received. These statistics convert in-game units to real life units, the type of units varying by game and region, which are calculated appropriately. These include feet/meters for launch distance and miles/kilometers per hour for highest knockback.
The Training stage in Super Smash Bros. Ultimate has a background that uses a grid. This grid is intended to have each line be 1 unit apart, however this correlation was performed on the squares between the grid lines while ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.06 (16/15) units apart.
==References==
Category:Game mechanics
Category:Game physics
Ditto match

Not to be confused with the Pokémon, Ditto.
A ditto match or a mirror match (often shortened to just ditto or mirror), is a match where both players choose the same character. They are different from other matches in that neither player has an objective matchup or stage advantage over the other player. The name comes from the definition of 'ditto', which means 'the same'. Ditto matches occur frequently during tournaments, often between top-tiered characters, as they are the most commonly played. Due to the possibility of all players being able to pick the same costume, the game gives each player different visual indicators. This includes players being shaded differently to be lighter or darker than each other, and elements like the shield and character outline using different colors based on controller port.
==Strategies==
Strategies for a ditto often vary greatly from the character's normal strategy. Since both players are using the same fighter against each other, both likely know what strategies the other will use ahead of time. This requires the players to take a different approach when playing. An example would be a Melee ditto; both players have access to Jigglypuff's strong aerial drift and large, disjointed hitboxes, and neither can be comboed very easily due to Jigglypuff's floatiness. If one player attempts to land Rest to close stocks out early, the other can easily retaliate with their own and force the game back to a neutral position at worst. Due to this, Jigglypuff dittos disproportionately revolve around the neutral game, with the player that has superior patience and spacing usually edging out their opponent. Another example would be in a Super Smash Bros. ditto match; due to Captain Falcon's incredible combo ability along with his own vulnerability to combos, the match ends up taking advantage of player flaws more frequently than usual.
A general strategy is to be unpredictable at all times and use experience with a character (knowing combos or recovery strategies) against the other player. is a good example of this; in a mirror match of the two, the players have to use projectiles in such ways to make the stage difficult to navigate for the other player.
==Matchups==
Matches in which two players of equal skill use the same fighter should theoretically not favor either player, but this is not always precisely the case, especially when it comes to port priority. The most obvious imbalance regards simultaneous KOs and is overridden in tournaments by the "Suicide Rule". The remaining differences generally have little effect on practical tournament gameplay, though for some characters like Snake the imbalance can be noticeable. Ditto matches are also notorious for weird occurrences. The potential for players to hit each other with the same move at the same time can lead to unexpected interactions and outcomes that may or may not be heavily in favor of one player.
==See also==
*Matchup
Category:Terms
Category:Competitive play
Doc (disambiguation)

Doc may refer to:
*Dr. Mario and his appearance in Melee, Smash 4, and Ultimate
*Doc Louis, a character from the series
*Smasher:Doc (South Florida) - a smasher from South Florida
*Smasher:Logan - a smasher who formerly went by Doc
*Smasher:Doctor A Ness - a smasher from New South Wales
*Smasher:DoctorKayh - a smasher from Canada
*Smasher:Dr. B - a smasher from Missouri
*An abbrevation of documentary
**The Smash Brothers, often referred to as "The Doc" or "The Smash Doc"
Doctor Finale

Doctor Finale (, Doctor Finale) is Dr. Mario's Final Smash.
==Overview==
When the Final Smash is activated, Dr. Mario shoots out two large Megavitamins that circle around each other, harming any opponents they hit, potentially knocking them backwards. This move is a clone of Mario's Final Smash, Mario Finale, but is stronger and does not have a flame effect. It also makes the Megavitamin contact sound. Like Mario's version, it is possible to pull opponents into the move even if they are behind Dr. Mario. The move stretches from approximately one end of Final Destination to a spot directly before the opposite blast line.
==Instructional quotes==
==Trophy==
==Origin==
This move is unique to the Super Smash Bros. series and is based off of Mario Finale, but instead of using giant fireballs, Dr. Mario uses giant Megavitamins.
In Dr. Mario, Megavitamins were used to eliminate es. When the player lines up four vitamins and/or viruses of the same color, the vitamins and the viruses are destroyed. In most Dr. Mario games, they appear in three colors; red, blue and yellow.
==Gallery==
DrMarioFinalSmashSSB4.png|In .
SSB4 - Dr. Mario Screen-8.jpg|In .
Dr Mario SSBU Skill Preview Final Smash.png|Doctor Finale as shown by the Move List in Ultimate.
==Names in other languages==
==External links==
*Footage
Category:Dr. Mario
Category:Dr. Mario (SSB4)
Category:Dr. Mario (SSBU)
Category:Final Smashes
Category:Final Smashes (SSB4)
Category:Final Smashes (SSBU)Category:Trophies (SSB4-Wii U)
Category:Mario universe
es:Dr. Mario Final
Doctor Schmoctor

Doctor Schmoctor (known as I Hate Doctors! in PAL versions of the game) is a single-player event match in . In it, the player controls with a permanent flower effect, and must defeat in a stock match at Luigi's Mansion.
== Progression ==
This event is unlocked by clearing Oh Yeah, Luigi Time! and having unlocked. Completing the event unlocks the right path.
* Right path: Awards 1000G. Leads to Wrecking Mario.
Completing the event on normal or hard difficulty within 30 seconds awards a Speed Walker Gloves equipment.
== Trivia ==
* The music used in this event, , normally plays on Flat Zone X, rather than Luigi's Mansion.
* This event is likely based off of Dr. Mario 64, in which Wario fought Dr. Mario, albeit for Megavitamins.
Dodge staling

Dodge staling is a mechanic in Super Smash Bros. Ultimate that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if spammed in a short amount of time, nerfing the strategy of abusing dodge intangibility to run away or stall for time.
The mechanic is named after stale-move negation, though it is otherwise unrelated. 's Crouch Dash has similar effects to dodge staling if used in succession.
Interestingly, 's Bat Within is not affected by dodge staling, whereas 's Foresight actually is; however, Foresight by itself does not contribute to the dodge staling queue.
==Details==
When a player uses a sidestep, roll, or airdodge, their dodges become one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
Staled dodge data
Staleness	Animation speed	Animation speed	Animation speed	Movement
Staleness	Sidestep 	Forward roll 	Back roll 	
0 	1.0 	1.0 	1.0 	1.0
1 	1.06 	1.06 	1.1 	0.933
2 	1.12 	1.12 	1.2 	0.867
3 	1.18 	1.18 	1.3 	0.8
4 	1.24 	1.24 	1.4 	0.733
5 	1.3 	1.3 	1.5 	0.667
The exact timings of intangibility and interruptiblity, as well as directional airdodge distance and speed, are character-specific and scale uniformly. For example, Mario's sidestep has intangibility starting on 3 for 15 frames when fresh, starting on 6 for 12 frames when fully staled, and various values in between for intermediate staleness levels.
Staleness diminishes at a rate of one level per 2 seconds, counting from the start of the last dodge used. However, an additional timer of 1 second counts from the interruptible point of the last dodge used, and dodges also unstale by one level when it expires. Therefore, dodges will always be fresh if used no more than once a second, whereas allowing them to stack up to full staleness will take about 8 seconds to fully refresh.
==Update history==
===3.0.0===
*
Category:Game mechanics
Dog (disambiguation)

Dog may refer to:
*Duck Hunt, a playable character duo and stage hazard in Super Smash Bros. 4 and Super Smash Bros. Ultimate which consists of a duck and dog.
*Isabelle, a Shih Tzu character who is an Assist Trophy in Smash 4 and playable fighter in Ultimate.
*Nintendog, an Assist Trophy in Super Smash Bros. Brawl, SSB4, and Ultimate and background character on the Living Room stage.
*Boney, Lucas' dog from Mother 3 who appears in his Final Smash as of Ultimate.
*Rush, Mega Man's robot dog who appears in his up special.
*Hot dog, a type of food that appears as a healing item in Smash 4 and Ultimate, as well as a stage hazard on the WarioWare, Inc. stage in Brawl, the 3DS version of Smash 4, and Ultimate.
*Corn dog, a type of food that appears as a healing item in Ultimate.
*, a smasher from Alabama.
*, a smasher from Indiana.
*, a smasher from Colorado.
Dolphin

Dolphin is a Nintendo GameCube and Wii emulator supported on Windows, macOS, Linux, and Android. It can run Super Smash Bros. Melee and Super Smash Bros. Brawl, albeit with minor graphical and performance issues not present on original hardware, Super Smash Bros. via the Wii's Virtual Console, as well as mods, including Project M and Project+. Dolphin's stability and enhancement options makes it the most viable option for emulating the supported systems.
Dolphin also features many graphical and gameplay features unavailable in the original consoles. These most notably include input recording and replaying for tool-assisted superplays, texture file replacement and extraction, and native netplay functionality.
Despite popular belief, Dolphin software in isolation is not inherently illegal to own and operate. In the United States, several lawsuits have ruled in favor of emulators falling under fair use, such as in 1992 and Sony Computer Entertainment, Inc. v. Connectix Corporation and Sony Computer Entertainment America v. Bleem in 2000, as well as the declaring emulators as exempt from standard copyright protections. However, most methods to obtain games in a format that can actually be played on an emulator are considered piracy, which is illegal, so players are often warned to use emulation at their own discretion.
==See also==
*File replacement
*Tool-assisted superplay
==References==
==External links==
*Dolphin's official site
*Official Dolphin Wiki
*Dolphin Steam page
Category:Hacking
Category:Consoles
Category:Technology
Category:Emulators
Dominican Republic Power Rankings

The Dominican Republic Power Rankings are the rankings for the Dominican Republic.
==Super Smash Bros. Ultimate rankings==
===Spring 2022===
|}
===Season 3===
|}
===Season 2===
|}
===Season 1===
|}
==Super Smash Bros. for Wii U rankings==
===Summer 2017===
|}
===S3 PR===
|}
===Summer 2016===
|}
Category:North American Power Rankings
Donbe & Hikari (disambiguation)

Donbe & Hikari are the protagonists of , appearing as:
*A trophy in Super Smash Bros. Melee.
*A solo sticker of Donbe in Super Smash Bros. Brawl.
*Two spirits in Super Smash Bros. Ultimate; the base form and the enhanced form.
Category:Trophies (SSBM)
Category:Stickers
Category:Spirits
Donkey Kong (SSB)/Back aerial

==Overview==
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
==Timing==
Initial autocancel	1-7
Clean hit 	8-13
Late hit 	14-35
Ending auto-cancel	36-
Animation length 	59
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSB)
Category:Aerial attacks (SSB)
Category:Back aerials (SSB)
Donkey Kong (SSB)/Down aerial

==Overview==
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
==Timing==
Initial autocancel	1-5
Clean hit 	6-11
Late hit 	12-29
Ending autocancel 	30-
Animation length 	59
|-
===Landing lag===
Animation length 	41
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSB)
Category:Aerial attacks (SSB)
Category:Down aerials (SSB)
Donkey Kong (SSB)/Forward aerial

==Overview==
Donkey Kong does a front flip with his fists clasped together, smashing them into opponents. The move is a powerful meteor smash if DK hits his opponent with his hand while his arms deal powerful horizontal knockback. This move inspired Donkey Kong's air attack in Donkey Kong 64. These traits give the move solid combo and KO potential. The move also has an extremely lenient initial auto-cancel window which outlasts its hitboxes. Because of this, the move will only enter landing lag during frames 20-35 of the move; removing the need to Z-cancel it if DK decides to use it near the ground. The move does not have a lot of landing lag either so even if DK does not auto-cancel or Z-cancel the move, he will not be at a huge disadvantage.
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-19
Hitboxes 	8-15
Ending auto-cancel 	36-
Animation length 	49
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Donkey Kong (SSB)
Category:Aerial attacks (SSB)
Category:Forward aerials (SSB)