nyuuzyou/wikis huggingface dataset:
Samus (SSBU)/Dash attack

==Overview==
Samus performs a shoulder tackle. It is based on the ability from her home series.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Early hit 	8-9
Clean hit 	10-13
Late hit 	14-18
Interruptible 	42
Animation length	54
Category:Samus (SSBU)
Category:Dash attacks (SSBU)
Samus (SSBU)/Down aerial

==Overview==
Samus swings downwards with her arm cannon, starting behind her. The move is a powerful spike when below her. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Early hit 	17-18
Clean hit 	19-21
Late hit 	22-23
Ending autocancel 	34-
Interruptible 	49
Animation length 	59
|-
===Landing lag===
Interruptible 	13
Animation length	37
Category:Samus (SSBU)
Category:Down aerials (SSBU)
Samus (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hit 1 	9-10
Hit 2 	17-18
Interruptible 	45
Animation length	72
==Trivia==
*This move has a 30% chance to trip. Due to the angle, it can only occur on slants.
Category:Samus (SSBU)
Category:Down smashes (SSBU)
Samus (SSBU)/Down special

Samus down special hitbox visualizations.	Samus down special hitbox visualizations.	Samus down special hitbox visualizations.	Samus down special hitbox visualizations.	Samus down special hitbox visualizations.
Detection 	Explosion 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
 
*
**
==Hitboxes==
|}
==Timing==
If the detection hitbox connects, the bomb immediately explodes on the next frame, causing the explosion hitbox to come out earlier. A Bomb jump (if the Bomb hits Samus) has the same duration as the aerial version of the move. Additionally, the grounded version can be canceled by crouching from frame 45 onward, slightly earlier than its interruptibility frames.
Bomb generation 	11
Detection hitbox 	33-82
Explosion (early, mid, late)	83-94, 95-97, 98-100
Interruptible (grounded) 	48
Interruptible (aerial) 	49
Animation length (grounded) 	53
Animation length (aerial) 	49
|Bomb 
|-
|Grounded 
|-
|Aerial 
==Parameters==
===Move===
Air speed and acceleration multipliers apply during frames 11-43.
Initial vertical speed 	1.2 (grounded)0.9 (aerial)
Air speed multiplier 	0.8
Air acceleration multiplier 	2
Maximum Bombs at a time 	3
Bomb Y offset 	2
Bomb jump detection size 	7.4
Bomb jump initial duration 	11 frames
Lowest bomb jump angle 	44.7°
Bomb jump initial speed 	1.9
Bomb jump horizontal speed multiplier	0.5 (grounded)0.7 (aerial)
===Bomb===
Maximum duration before exploding 	72 frames
Flashing frames before exploding 	40 frames
Initial vertical speed 	0.5
Gravity 	0.03
Falling speed 	1.2
Speed multiplier when bouncing off ground	0.6
Minimum speed to bounce off ground 	0.2
Rotation speed 	
Category:Samus (SSBU)
Category:Down special moves (SSBU)
Samus (SSBU)/Down throw

Samus down throw hurtbox visualization	Samus down throw hurtbox visualization	Samus down throw hurtbox visualization	Samus down throw hurtbox visualization	Samus down throw hurtbox visualization
 	 	 	 	
==Overview==
Low knockback throw that can start combos and lead to potential follow-ups while the opponent is in hitstun, depending on their weight and directional influence.
==Throw Data==
|}
==Timing==
Invincibility 	1-21
Throw Release 	21
Interruptible 	38
Animation length	59
|-
Category:Samus (SSBU)
Category:Down throws (SSBU)
Samus (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Interruptible 	45
Animation length	56
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Samus (SSBU)
Category:Down tilts (SSBU)
Samus (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)	1-27
Intangibility (2nd grab)	1-22
Intangibility (3rd grab)	1-13
Hitbox 	25-27
Interruptible 	56
Animation length 	65
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Samus (SSBU)
Category:Edge attacks (SSBU)
Samus (SSBU)/Forward aerial

==Overview==
Samus shoots 5 fiery blasts in front of herself starting high and going lower with every blast. Has fast startup at frame 6, large disjointed hitboxes, high damage and KO potential, and an amazing 
interruptibility window which when combined with her fast falling speed, makes it an outstanding anti-air option and arguably one of the safest pressuring tools in the game.
Forward aerial's effectiveness largely stems from its excellent synergy with her projectiles, Charge Shot and Missile, its large coverage allowing Samus to catch opponents attempting to maneuver around said projectiles via jumping. Additionally it can be comboed into via down throw at low-mid percentages, typically putting opponents into an awkward position for dealing with further pressure from projectiles. However, due to the move starting above Samus and not being able to hit targets below her until late into its long duration, it is generally ineffective at hitting grounded opponents, not garnering as much reward even if it does connect in this manner. Compounding on this is its poor safety on shield relative to Samus' other aerials (-12 for hits 1-4, -11 for final hit), although the disjointed nature of its hitboxes does allow Samus to space around shields.
Overall, while it was ultimately designed to be an anti-air move, it is nevertheless an important move in Samus' arsenal, especially playing a pivotal role in her zoning flowchart as it is a perfect counter to opponents who are jumping to approach her or to evade her projectiles.
==Hitboxes==
|}
==Timing==
===Attack===
Hit 1 	6-7
Hits 2-4 	12-13, 18-19, 24-25
Hit 5 	30-31
Ending autocancel	47-
Interruptible 	60
Animation length 	63
|-
===Landing lag===
Interruptible 	15
Animation length	36
Category:Samus (SSBU)
Category:Forward aerials (SSBU)
Samus (SSBU)/Forward smash

Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations	Samus forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hitboxes 	10-11
Interruptible 	49
Animation length	54
Category:Samus (SSBU)
Category:Forward smashes (SSBU)
Samus (SSBU)/Forward throw

Samus forward throw hurtbox visualization	Samus forward throw hurtbox visualization	Samus forward throw hurtbox visualization	Samus forward throw hurtbox visualization	Samus forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-16
Throw Release 	16
Interruptible 	42
Animation length	61
|-
Category:Samus (SSBU)
Category:Forward throws (SSBU)
Samus (SSBU)/Forward tilt

Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.	Samus forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Samus kicks in front of her with her right leg. This attack's high range makes it a decent spacing move.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-10
Interruptible 	34
Animation length	47
Category:Samus (SSBU)
Category:Forward tilts (SSBU)
Samus (SSBU)/Grab

==Overview==
==Update History==
 
*
**
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
The arm cannon grabbox is only active for the first 3 frames.
===Standing grab===
Grab 	15-17, 18-22
Interruptible 	60
Animation length	78
===Dash grab===
Grab 	17-19, 20-24
Interruptible 	68
Animation length	80
===Pivot grab===
Grab 	18-20, 21-25
Interruptible 	63
Animation length	81
Category:Samus (SSBU)
Category:Grabs (SSBU)
Samus (SSBU)/Grab aerial

==Overview==
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The tether recovery can be triggered on frames 2-4.
Hit 1 	8-15
Hit 2 	16-19
Interruptible 	60
Animation length	59
===Landing lag===
Interruptible 	9
Animation length	13
Category:Samus (SSBU)
Category:Grab aerials (SSBU)
Samus (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Straight 	
Neutral attack 2 	Cannon Hammer 	
Forward tilt (mid) 	Spin Kick 	
Forward tilt (high) 	Spin Kick 	
Forward tilt (low) 	Spin Kick 	
Up tilt 	Heel Kick 	
Down tilt 	Earth Blaster 	
Dash attack 	Shoulder Tack 	
Forward smash (mid) 	Arm Cannon Knuckle 	
Forward smash (high) 	Arm Cannon Knuckle 	
Forward smash (low) 	Arm Cannon Knuckle 	
Up smash 	Cover Fire 	
Down smash 	Spinning Low Kick 	
Neutral aerial 	Turning Kick 	
Forward aerial 	Aerial Fire 	
Back aerial 	Sobat 	
Up aerial 	Drill Kick 	
Down aerial 	Meteor Drop 	
Grab aerial 	Midair Grapple Beam 	
Neutral special (minimum charge)	Charge Shot 	
Neutral special (maximum charge)	Charge Shot 	
Side special homing 	Missile 	
Side special super 	Missile 	
Up special (ground) 	Screw Attack 	
Up special (air) 	Screw Attack 	
Down special 	Bomb 	
Down special explosion 	Bomb 	
Standing grab 	Grapple Beam 	
Dash grab 	Grapple Beam 	
Pivot grab 	Grapple Beam 	
Pummel 	Grab Chop 	
Forward throw 	Grappling Front Throw	
Back throw 	Grappling Back Throw 	
Up throw 	Grappling Cannon 	
Down throw 	Grappling Throw Down 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Samus (SSBU)
Category:Hitboxes (SSBU)
Samus (SSBU)/Neutral aerial

==Overview==
Samus kicks in front of her then behind her.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hit 1 	8-11
Clean hit 2 	14-15
Late hit 2 	16-22
Ending autocancel 	35-
Interruptible 	46
Animation length 	51
|-
===Landing lag===
Interruptible 	10
Animation length	28
Category:Samus (SSBU)
Category:Neutral aerials (SSBU)
Samus (SSBU)/Neutral attack

==Overview==
Samus's neutral attacks consist of a straight jab followed by downward arm cannon swing. It does 11% in total. The hits are notorious for not connecting together to the point of the game itself mentioning it in a tip saying "Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee."
For the technical data of each individual hit, see:
*Samus (SSBU)/Neutral attack/Hit 1
*Samus (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	3-4
Jab 2 	20-23
Interruptible 	18, 44
Animation lengths	34, 60
|-
Category:Samus (SSBU)
Category:Neutral attacks (SSBU)
Samus (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+4 frames
|+4 frames
|+4 frames
|}
==Timing==
Hitboxes 	3-4
Continuability window	15-30
Interruptible 	18
Animation length 	34
|-
Category:Samus (SSBU)
Category:Neutral attacks (SSBU)
Samus (SSBU)/Neutral special

==Overview==
==Update History==
 
*
==Hitboxes==
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
*Damage: 5 + 23 * charge frames / 112
*Shield damage: -2.5 - 4.5 * charge frames / 112
*Base knockback: 14 + 32 * charge frames / 112
*Knockback scaling: 42 + 8 * charge frames / 112
*Radius: 1.9 + 6.1 * charge frames / 112
|}
==Timing==
===Not fully charged===
Charge-canceling the move incurs 4 frames of lag before the selected action.
Charges between 	13-14
Hitbox (from release) 	16-75 (3-62)
Interruptible (grounded; from release)	45 (32)
Interruptible (aerial; from release) 	46 (33)
Animation length (from release) 	67 (54)
!Shot 
|-
!Grounded 
|-
!Aerial 
===Fully charged===
Hitbox 	16-75
Interruptible (grounded)	61
Interruptible (aerial) 	46
Animation length 	66
!Shot 
|-
!Grounded 
|-
!Aerial 
===Differences for 's Copy Ability===
*
==Parameters==
===Move===
Total charge time 	112 frames
Minimum recoil speed after shot	-0.1
Maximum recoil speed after shot	-0.8
===Shot===
Lifetime 	60 frames
Minimum speed 	1.6
Maximum speed 	3.3
Minimum size multiplier	0.3
Maximum size multiplier	1
Can pierce opponents? 	No
Category:Samus (SSBU)
Category:Neutral special moves (SSBU)
Samus (SSBU)/Side special

Samus side special hitbox visualizations.	Samus side special hitbox visualizations.	Samus side special hitbox visualizations.	Samus side special hitbox visualizations.	Samus side special hitbox visualizations.
Missile 	Super Missile 	 	 	
 	 	 	 	
==Overview==
Samus fires a Missile with a tilt input or a Super Missile with a smash input. The missiles have a duration of 120 and 76 frames respectively.
==Update History==
 
*
*
==Hitboxes==
Due to the 0° angle's special behavior in Ultimate, the homing Missile's angle changes to 32° if it deals knockback of at least 120 units. However, under normal damage and knockback conditions, this does not take effect until ludicrously high damage percents (over 500% for middleweights).
|}
==Timing==
For the aerial versions of both Missile types, manual horizontal movement is enabled starting on frame 35.
===Missile===
Missile 	18-137
Interruptible (grounded)	55
Interruptible (aerial) 	60
Animation length 	72
!Missile 
|-
!Grounded 
|-
!Aerial 
===Super Missile===
Super Missile 	21-96
Interruptible (grounded) 	58
Interruptible (aerial) 	62
Animation length (grounded)	82
Animation length (aerial) 	61
!Missile 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Smash input window 	5 frames
Horizontal speed divisor 	2
Air friction 	0.0025
Missile X offset 	1u
Maximum Homing Missiles at a time	2
Maximum Super Missiles at a time 	1
===Homing Missile===
Lifetime 	120 frames
Initial speed 	1.15
Homing deviation per frame 	0.65°
Maximum homing deviation 	70°
Period before decelerating 	85 frames
Speed multiplier per frame when decelerating	0.95
Minimum speed 	0.4
===Super Missile===
Initial speed 	0.18
Period before accelerating	26 frames
Lifetime upon accelerating	50 frames
Acceleration 	0.16
Maximum speed 	4.2
Rotation speed 	2
Category:Samus (SSBU)
Category:Side special moves (SSBU)
Samus (SSBU)/Up aerial

==Overview==
Samus drills above her with her right leg, hitting multiple times. She then thrusts upwards to launch her opponents.
==Hitboxes==
For hit 1 and the multihits, only the ID 0 hitbox has a hitstun modifier specified in the scripts, but it applies to all their hitboxes due to a glitch.
! Hitstun
|-10 frames
|—
|-10 frames
|—
|—
|—
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hit 1 	5
Multihits 	7-14 (rehit rate: 3)
Final hit 	16-17
Ending autocancel 	34-
Interruptible 	40
Animation length 	53
|-
===Landing lag===
Interruptible 	19
Animation length	40
==Trivia==
*The ID 1 hitbox for the first hit and multihits is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.
Category:Samus (SSBU)
Category:Up aerials (SSBU)
Samus (SSBU)/Up smash

==Overview==
Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.
==Update History==
 
*
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hit 1 	11-12
Hit 2 	15-16
Hit 3 	19-20
Hit 4 	23-24
Hit 5 	27-28
Interruptible 	57
Animation length	66
Category:Samus (SSBU)
Category:Up smashes (SSBU)
Samus (SSBU)/Up special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
The move enables ledge grabs from the front starting on frame 8, and from behind starting on frame 28.
Intangibility 	3-6
Hit 1 	4-6
Multihits (early)	7-11 (rehit rate: 3)
Multihits (mid) 	12-14 (rehit rate: 3)
Multihits (late) 	15-24 (rehit rate: 3)
Final hit 	25-26
Animation length 	38
|-
===Aerial===
The move enables ledge grabs from the front starting on frame 6, and from behind starting on frame 30.
Intangibility 	3-4
Multihits (early)	5-10 (rehit rate: 2)
Multihits (late) 	11-26 (rehit rate: 2)
Final hit 	27-28
Animation length 	47
|-
===Landing===
Interruptible 	25
Animation length	41
==Parameters==
Initial grounded speed 	0.35 (horizontal)2.8 (vertical)
Air acceleration 	0.017
Air speed 	0.57
Stick sensitivity to reverse 	0.25
Landing lag 	24 frames
Helplessness air speed multiplier	0.66
==Trivia==
*Every hitbox except the final hit is coded as an extended hitbox despite not being extended. This prevents them from interpolating.
Category:Samus (SSBU)
Category:Up special moves (SSBU)
Samus (SSBU)/Up tilt

==Overview==
Samus performs an axe kick. Fairly slow at frame 15 and laggy for a tilt, but boasts respectable KO power and has its role in ledge trapping due to its large and arcing hitbox that can simultaneously catch jumps and 2-frame quite effectively. Notably, it meteor smashes grounded opponents but sends aerial opponents at the Sakurai angle. This allows it to start combos and KO around 150% on grounded opponents, while it KOs aerial opponents around 120% when standing near the ledge.
==Hitboxes==
|}
==Timing==
Hitboxes 	15-18
Interruptible 	40
Animation length	54
Category:Samus (SSBU)
Category:Up tilts (SSBU)
San Diego Power Rankings

The San Diego Power Rankings, abbreviated SDPR, is a list compiled by a pre-selected panel which lists the most powerful players of the SoCal Subregion of San Diego.
==Super Smash Bros. Ultimate==
===Q4 2024===
|}
===Q3 2024===
|}
===Q2 2024===
|}
===Q1 2024===
Announcement post
|}
===Q4 2023===
Announcement post
|}
===Q2 2023===
Announcement post
|}
===Q1 2023===
Announcement post
|}
===Q4 2022===
Announcement post, graphic
|}
===Q3 2022===
Announcement post, graphic
|}
====Honorable Mentions====
|}
===Q2 2022===
Announcement post, graphic, graphic 2
|}
====Honorable Mentions====
|}
===Q1 2022===
Announcement post, graphic
|}
===Q4 2021===
Announcement post
|}
===July-September 2021===
Announcement post
|}
===January-March 2020===
|}
===October-December 2019===
|}
===July-September 2019===
|}
===April-June 2019===
|}
===January-March 2019===
|}
==External links==
*San Diego Smash Ultimate Facebook Group
*San Diego Smash Ultimate Twitter
Category:American Power Rankings
Saria (disambiguation)

Saria is a character from series that appears as:
*The namesake of , which has been remixed in Smash several times:
**A remix debuting in Melee as .
**A remix debuting in Brawl as part of .
**A remix debuting in for Wii U as part of .
*A trophy in Super Smash Bros. for Nintendo 3DS.
*A spirit in Ultimate.
Category:The Legend of Zelda universe
Category:Trophies (SSB4-3DS)
Category:Spirits
Saskatchewan Power Rankings

The Saskatchewan Power Rankings is a list of the top players in Saskatchewan as determined by a group of panelists from each game. The seasons for the panels are usually divided into a Winter Season (January to June) and a Fall season (July to December). They were formerly divided into a Summer season (May to August), a Fall season (September to December) and a Winter/Spring season (January to April). The panels have primarily been organized by for Smash 4, for Melee and for Ultimate.
Saskatchewan has also historically maintained a Glicko2-based player rating system organized and maintained by local player , known as Rankhub. Rankhub experienced hosting difficulties in mid 2017 and has since been discontinued. A modern algorithmic ranking for all three games is now hosted on Braacket.com.
==Super Smash Bros. Melee rankings==
===Summer/Fall 2023===
|}
===Winter/Spring 2023===
|}
PR video by JcReans
===Summer/Fall 2022===
|}
PR image by SpikeyMike
===Winter 2022===
|}
PR image by SpikeyMike
===Fall 2021===
|}
PR image by Overcast!
===Winter 2020===
|}
PR image by Mailor
===Summer 2019===
|}
PR image by Mailor
===Winter 2019===
|}
PR image by Qwexe
===Summer 2018===
|}
PR image by Mono
===Winter 2018===
|}
PR image by Mono
== rankings==
===Lifetime===
|}
PR image by SpikeyMike
===Summer 2018===
|}
PR image by SpikeyMike
===Winter 2018===
|}
PR image by SpikeyMike
===Fall 2017===
|}
PR image by SpikeyMike
===Summer 2017===
|}
PR image by SpikeyMike
===Winter 2017===
|}
PR image by SpikeyMike
===Fall 2016===
|}
PR image created by Qwexe
===Summer 2016===
|}
PR image by Qwexe
==Super Smash Bros. Ultimate rankings==
===Summer/Fall 2023===
|}
PR image by Quote
===Winter/Spring 2023===
|}
PR image by Overcast!
===Summer/Fall 2022===
|}
PR image by SpikeyMike
===Winter 2022===
|}
PR image by SpikeyMike
===Fall 2021===
|}
PR image by gamut & SpikeyMike
===Winter 2020===
|}
PR image by RSpak
===Fall 2019===
|}
PR image by SpikeyMike
===Summer 2019===
|}
PR image by SpikeyMike
===Winter 2019===
|}
PR image by SpikeyMike
==External links==
* Current Glicko ranking system for Ultimate
* Current Glicko ranking system for Melee
* Current Trueskill ranking system for Project M, not up to date
* ELO system created and formerly maintained by for all 3 Smash games
Category:Canadian Power Rankings
Satoru Iwata

Satoru Iwata () was a programmer and the fourth President and CEO of Nintendo from 2002 to 2015. He had expressed his love and interest in video games ever since he was young and later majored in at the . Iwata joined HAL Laboratory in 1980 while attending the university. During his early years at HAL Laboratory, he worked as a programmer and collaborated closely with Nintendo. Notable titles he contributed to at this time include EarthBound and the series. Following the downturn and near-bankruptcy of the company, Iwata became the president of HAL Laboratory in 1993 at the insistence of , Nintendo's president at the time, and brought the company to financial stability. In the following years, he assisted in the development of the series and with Masahiro Sakurai in making a prototype of a fighting game called Dragon King: The Fighting Game, which would eventually develop into and release as Super Smash Bros. Iwata joined Nintendo as the head of its corporate-planning division in 2000.
In June 2014, a tumor in his bile duct was discovered during a routine physical exam. It was successfully removed and Iwata returned to work in October of that year. However, the issue resurfaced in 2015, and Iwata died at the age of 55 from its complications on July 11. He was succeeded by , who preceded Reggie Fils-Aimé as president of Nintendo of America and had previously served as Managing Director of Nintendo Co., Ltd.
==In the Super Smash Bros. series==
Iwata has played key roles in developing, advertising, and announcing various titles. In addition to closely assisting Sakurai in the production of the 1999 original, he also played a similar role in the development of Super Smash Bros. Melee and contributed greatly to the game's debugging process. In the credits of Super Smash Bros. and Super Smash Bros. Melee he received a special thanks. At E3 2005, Iwata offhandedly announced Super Smash Bros. Brawl while the game was neither in development nor even planned. He approached Sakurai the next day and asked him to direct the next Smash game. In the reveal trailer for the s, Iwata is seen battling against Reggie Fils-Aimé's as a . Super Smash Bros. Ultimate was Iwata's final request to Sakurai before his death, which Sakurai vowed to honor in the best way possiblehttps://twitter.com/PushDustIn/status/1172306041070964738.
==Gallery==
IwataSwordfighter.png|Iwata's Mii Swordfighter with his Mario amiibo after defeating Reggie's Mii Brawler.
==Trivia==
*'s Japanese release date happens to coincide with Satoru Iwata's birthday, while Super Smash Bros. Ultimates global release date is a day after Iwata's birthday.
*Masahiro Sakurai stated in a YouTube video that Iwata came up with the title of Super Smash Bros. ( in Japanese). Iwata explained that while very few of the characters in the game are canonically brothers, the title implied that the characters had personal connections and were not simply fighting each other for no reason, as if they were all friends settling a little disagreement.Mr. Iwata [Grab Bag]
==References==
Category:Nintendo people
Category:Game developers