nyuuzyou/wikis huggingface dataset:
Main

:This article refers to a main character in terms of a player. It does not refer to the main character of a game (i.e. protagonist).
A player's main character, usually shortened to main, is the character a person uses the most often, or is the only character they play competitively. For instance, 's main in Super Smash Bros. Melee is . "Main" also can be used as a verb, e.g., " mains and ". In contrast, secondary characters are used less often or in specific situations. 
It is possible for a player to use more than one main character. Instead of having secondaries, some players use characters equivalently in conjunction with each other. In tournaments, multiple mains are more common with low tier mainers as they usually require more than one character in order to face difficult matchups. Players maining a single character solo main them, and players maining two characters dual main them.
One may also main different characters in different games, like how mains in Melee, in Super Smash Bros. Brawl, and in Super Smash Bros. 4. This is common, as the way characters play and their competitive viability can vary significantly across games.
The sub-term character loyalist or character specialist refers to someone who mains specific characters throughout different Smash games with a degree of devotion, regardless of viability. Notable examples include and who respectively use Jigglypuff and Fox/Falco in every game. Many times, a loyalist may not play a Smash game for the sole reason of their main being nerfed, unviable, or being absent entirely from a particular title in the series. Some players argue in favor of maining different characters in each Smash game, believing that character and gameplay alterations in one Smash title can carry over into a smasher's playstyle in another, negatively affecting their performance with the character in tournament.
The opposing terminology would be a random character main, as in someone who mains no one and uses the entire cast, though this is predominantly a non-competitive ideology. On the other hand, someone who can play the majority of the cast and can demonstrate competent tournament play with versatility; (such as ), could play a random character in a serious setting even when they have a main (Ike in Ryo's case). Some jokingly say "maining the random button" when talking of such players.
The term was used officially in the E3 presentation for Ultimate, when Masahiro Sakurai's translator said of the removal of the Pokémon Trainer's stamina mechanic, "Feel free to choose a main."
Category:Terms
Category:Competitive play
Main Theme (Super Mario 64) (disambiguation)

Main Theme (Super Mario 64) can refer to:
*, the original, unremixed music track in Super Smash Bros. Brawl.
*, the original, unremixed music track in .
*, a remixed music track in Super Smash Bros. 4.
*, the original, unremixed music track in Super Smash Bros. Ultimate.
*, the remixed music track from Smash 4 in Ultimate.
Maine Power Rankings

The Maine Power Rankings is a list that ranks the top ten Melee, Smash 4, and Project M and top five Brawl players from the state of Maine.
==Melee==
===Summer 2024===
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Honorable Mentions: , 
===Winter 2023/Spring 2024===
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Inactive Mentions: , , 
===Fall 2023===
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Honorable Mentions: 
===Spring 2023===
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Honorable Mentions: , 
13 Panelists
===Spring/Summer 2022===
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9 Panelists
===Fall/Winter 2021===
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9 Panelists
===2021 Jan-June Rollback===
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15 Panelists
===Winter 2020===
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Panelists: , , , 
===Fall/Winter 2019===
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Panelists: , , , , 
===Summer 2019===
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===Fall 2017===
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===Summer 2017===
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===Winter 2017===
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===Summer 2016===
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===Summer 2015===
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===Winter 2008===
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===Summer 2007===
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==Brawl==
===Spring 2010===
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== rankings==
===Fall 2018===
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===Spring 2018===
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===Winter 2018===
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===Fall 2017===
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===Summer 2017===
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===April 1st-June 30th, 2017===
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===January 1st-March 31st, 2017===
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===Fall-Winter 2016===
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===Summer 2016===
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===Spring 2016===
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===Winter-Spring 2016===
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===Summer 2015===
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==Super Smash Bros. Ultimate rankings==
===Fall 2024===
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===Spring 2024===
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Honorable Mentions: , ,
===Summer 2023===
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Honorable Mentions: , ,
===Summer 2023===
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Honorable Mentions: , , 
===Spring 2023===
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Honorable Mentions: , , , 
===January-March 2023===
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Honorable Mentions: , , , ,
===Winter 2022===
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Honorable Mentions: , , , , 
===Summer 2022===
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Honorable Mentions: , , 
===Spring 2022===
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Honorable Mentions: , , 
===Fall 2021===
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Honorable Mentions: , , , , 
===Summer 2021===
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Honorable Mentions: , , 
Away: 
===Winter 2019===
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Honorable Mentions: , , 
===Fall 2019===
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===Summer 2019===
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Away: , 
===Spring 2019===
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===Winter 2018-2019===
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Hidden Bosses: , , , 
==Project M rankings==
===Summer 2017===
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===Summer 2016===
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===Spring 2016===
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==External links==
*Maine Melee PR Fall 2017
*Maine Power Rankings Fall 2017
*Smash 4 Official Summer 2017
*Smash 4 Official April 1st-June 30th 2017 PR
*Smash 4 Official Jan 1st-March 31st 2017 PR
*Smash 4 Official Winer-Spring 2016 PR
*Smash 4 Summer 2016 PR
*Smash 4 Fall 2016 PR
*Fall-Winter 2016 PR
*Project M Spring 2016 PR
*Project M Summer 2016 PR
Category:American Power Rankings
Male Wire Frame (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	30
===Dash grab===
Grab 	9-11
Animation length	40
Category:Male Wire Frame (SSBM)
Category:Grabs (SSBM)
Male Wire Frame (SSBM)/Neutral attack

==Overview==
Male Wire Frame's neutral attack is a two-hit attack consisting of a jab followed by a straight.
For the technical data of each individual hit, see:
*Male Wire Frame (SSBM)/Neutral attack/Hit 1
*Male Wire Frame (SSBM)/Neutral attack/Hit 2
Category:Male Wire Frame (SSBM)
Category:Neutral attacks (SSBM)
Male Wire Frame (SSBM)/Neutral attack/Hit 2

:For an overview of the overall natural combo, see here.
==Overview==
==Hitboxes==
|}
==Timing==
Continuation window	1-24
Hitbox 	4-6
Interruptible 	18
Animation length 	19
Category:Male Wire Frame (SSBM)
Category:Neutral attacks (SSBM)
Mang0 Cloud9 Series

Mang0 Cloud9 Series is a biographical mini-documentary series directed by Cassidy Sanders and first released in February 2016. The story follows Joseph "" Marquez through the top Super Smash Bros. Melee competitive scene while talking about his origins, going through interviews, discussing and commentating on the various tournaments that he has entered. The series was last updated February 9th, 2017 with the note that episode #7 would be produced the following week after; it is unknown whether the series will still be continuing.
==Episodes==
*Ep. 1: Prelude
*Ep. 2: Genesis 3
*Ep. 3: Battle of the Five Gods
*Ep. 4: Pound 2016
*Ep. 5: Back on the Board 
*Ep. 6: Evo 2016
==Future Episodes==
*The Big House 6
==External links==
*Cloud9 "Mang0" | Series Teaser
*C9 Mang0's Coach Announcement
*Cloud9|Genesis 4 Memories
*AXE Presents Fan Favorite - C9 Mang0 vs. TSM Leffen
Category:Documentaries
Manhole (disambiguation)

Manhole is a game which may refer to:
*Mr. Game & Watch's down tilt in all of his appearances.
*A sticker in Brawl.
*A trophy in .
*A spirit in Ultimate.
Category:Game & Watch universe
Category:Mr. Game & Watch
Category:Trophies (SSB4-Wii U)
Category:Stickers
Category:Spirits
Manitoba Power Rankings

The Manitoba Power Rankings is a list of the top players in Manitoba as determined by a group of panelists.
==Super Smash Bros. Ultimate==
===Season 11 September - December 2023 ===
Announcement Tweet
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===Season 10 May - August 2023 ===
Announcement Tweet
|}
===Season 9 January - April 2023===
Announcement tweet
|}
*Kodra went by Royal during this season
===Season 8 July - December 2022===
Announcement tweet
|}
===Season 7 March - June 2022===
Announcement tweet
|}
===Season 6 August - December 2021===
|}
===Season 5 January - March 2020===
Announcement tweet
|}
===Season 4 October - December 2019===
Announcement tweet
|}
===Season 3 July - September 2019===
Announcement tweet
|}
===Season 2 April - June 2019===
Announcement tweet
|}
===Season 1 December - March 2019===
Announcement tweet
|}
===Pembina Valley===
====Season 2 April - August 2019====
Announcement tweet
|}
====Season 1====
Announcement tweet
|}
==Smash 4==
===Second Quarter 2018===
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===Spring 2018===
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===Fall/Winter 2017===
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===Summer 2017===
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===Spring 2017===
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===Winter 2016===
PR video created by Crilix
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===Western Manitoba Winter 2016===
PR image
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===Pembina Valley Smash Winter 2017===
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==Melee==
===Winter 2022===
Announcement tweet
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===Summer 2022===
Announcement tweet
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===Winter 2021===
|}
===Winter 2020===
Announcement tweet
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===Fall 2019===
Announcement tweet
|}
===Spring 2019===
|}
===Winter 2018===
Announcement tweet
|}
===Summer 2018===
Announcment tweet
|}
===Fall 2017===
Announcement tweet
|}
===Winter 2017===
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===Fall 2016===
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===Summer 2016===
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===Spring 2016===
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===Winter 2016===
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===Fall 2015===
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===Summer 2015===
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===Spring 2015===
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===Winter 2015===
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===Fall 2014===
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==Project M==
===Spring 2017===
|}
Category:Canadian Power Rankings
Mano a Mano

Mano a Mano (, Road to Fighting King) was an Event Tourney. It ran from 6 a.m. on November 8, 2019 to 6 a.m. on November 11, 2019 (), and was repeated on the following dates:
*6 a.m. on February 4, 2022 to 6 a.m. on February 7, 2022 (UTC)
*6 a.m. on February 3, 2023 to 6 a.m. on February 6, 2023 (UTC)
*6 a.m. on February 2, 2024 to 6 a.m. on February 5, 2024 (UTC)
*6 a.m. on January 31, 2025 to 6 a.m. on February 3, 2025 (UTC)
During the event, all matches were 1-on-1 stamina battles on Ω form stages. The original run commemorated the release of .
==Description==
===North America===
:This time-limited tourney is a little different—you'll be pitted against others in 1-on-1 stamina battles on Ω Form stages!
:The further you advance, the better the spirit you'll win!North American event pageNorth American event page (repeat)North American event page (second repeat)
===PAL regions===
:This time-limited tourney is a little different from the norm: you'll be pitted against others in 1-on-1 in stamina battles on Ω Form stages!
:The further you advance, the better the spirit you'll win!PAL region event pagePAL region event page (repeat)PAL region event page (second repeat)
==Rules==
*Format: 1-on-1
*Rules: Stamina
*Stamina: 200
*Stock: 1
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
*Stage Form: Ω form
==Names in other languages==
==Trivia==
*Mano a Mano was the first Online Tourney event to not use Time as the battle rules.
*Mano a Mano was the first Online Tourney event to be followed by another Online Tourney event rather than a Spirit Board event.
*Mano a Mano is the only Online Tourney event where the original run commemorated the release of a DLC fighter but did not restrict fighter selection.
*The Japanese name of this tourney is the same as from the series.
==References==
Marcina

Marcina is a collective slang term that refers to the following characters:
*Marth
*Lucina
With both Marth and Lucina being near-identical clones of each other in Super Smash Bros. 4 and Super Smash Bros. Ultimate, with minimal functional differences between them outside of Lucina's sword attacks dealing consistent damage across their hitboxes, they are often referred to by players collectively, such as when discussing how a particular combo works on opposing characters or when discussing tier lists and matchups. The name "Marcina" is a simple portmanteau of their names.
Category:Unofficial lingo
Category:Character-specific terminology
Category:Marth
Category:Lucina
Marill

Marill (, Maril) is a creature in the media franchise.
==Origin==
 is a Water-type Pokémon introduced in , who gained the Fairy-type in . Its debut was in the short movie and its video game debut in . Additionally, a Marill was under the ownership of Tracey Sketchit during the Orange Islands saga of the anime. Its similarity to Pikachu caused it to be nicknamed "Pikablu" before it was officially named, and it is sometimes considered a "Pikaclone" as a result. Marill is categorized within the Pokédex at #183 as the "Aqua Mouse Pokémon". It evolves from when leveled up with high friendship, and into starting at level 18.
 is a Normal-type move with 40 base power and 100% accuracy (35 and 95% before , 50 and 100% from then until Generation VI) and no added effects. It is a very basic move which consists in a simple charge against a single opponent, and it is part of the starting moveset of many Pokémon, including Marill in all games.
==In Super Smash Bros. Melee==
===As a Poké Ball Pokémon===
Marill uses Tackle, running around the stage and slapping any opponent in its way, dealing damage and pushing its targets back. It can fall down ledges, and if it comes across a wall it turns around and continues to attack. If it's trapped in an enclosed space, like between the two houses in Onett, it will continue to run back and forth until it disappears. Marill can be KO'd by other characters (including the summoner), like Cyndaquil and Chansey, but nothing is rewarded for doing this.
===Trophy===
Marill features as a collectible trophy, unlocked as one of the trophies that can be collected randomly in the various Single-player Regular Matches.
==In Super Smash Bros. Ultimate==
Marill doesn't return as a Poké Ball Pokémon, but does appear in Ultimate as a spirit.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
470	 	 	★ 	1 	Impact Run	Pokémon Series	
==Names in other languages==
Category:Trophies (SSBM)
Category:Spirits
Mario (SSB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-19
Ending autocancel 	20-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Mario (SSB)
Category:Back aerials (SSB)
Category:Aerial attacks (SSB)
Mario (SSB)/Back throw

==Overview==
Mario grabs the opponent by the legs, swings them multiple times, and then throws them back. It is a fairly standard back throw, dealing 16%, having high knockback and being a reliable KO move. It can KO Mario at 124% at the center of and at 91% when used at the ledge. The throw is rather slow, although it has a collateral hitbox while Mario is swinging his opponent, which deals 10% to bystanders. This hitbox is not particularly powerful although it does grant Mario some protection while performing the throw. Considered Mario's second most useful KO move, behind his .
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	4-17
Hitbox 	18-45
Turnaround 	46
Throw release 	46
Animation length	66
|-
==Trivia==
*This is a throw taken directly from , where during the Bowser battles, Mario must throw Bowser into one of the explosive spiked pillars surrounding the arena.
==Similar moves==
*Luigi (SSB)/Back throw
Category:Mario (SSB)
Category:Back throws (SSB)
Mario (SSB)/Down aerial

==Overview==
Mario does a basic drill kick, dealing 3% damage per hit, with up to 8 hits, for a total of 24% damage. It is a meteor smash with very weak set knockback, though despite this, it is an appreciably useful damage racker, dealing decent damage on its own, while easily being able to combo straight into an , which can be done extremely quickly after the down aerial. At base to very low percentages, when an has too much ending lag to reliably chain into itself repeatedly and combo into other moves to rack up damage, down aerial→up aerial combos are almost always the quickest way to rack up damage. The move does meteor smash, though the knockback is very low, meaning its greatest use offstage is for gimping recoveries. However, due to the knockback being fixed, it can combo into itself repeatedly to ensure the opponent is unable to recover. The move does have high landing lag making it easily punishable even on hit. As a result, it is essential to Z-cancel down aerial when landing with it. Additionally like other drill attacks in the game, it is heavily SDIable, slightly limiting its uses, though it is still a rather good move to use.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Hits 	10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32
Ending autocancel 	33-
Animation length 	38
|-
===Landing lag===
Animation length 	36
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Mario (SSB)
Category:Normal attacks (SSB)
Category:Down aerials (SSB)
Category:Meteor smashes (SSB)
Category:Aerial attacks (SSB)
Mario (SSB)/Down smash

==Overview==
Mario spins around while performing a breakdance kick on the ground, dealing 17% damage and horizontal knockback, with a similar animation to Mario's crouching attack from Super Mario 64. The move is pretty powerful, being capable of KOing most characters at around 110%. Its fairly quick startup makes it a decent way to react OoS, and a decent surprise KO option. It can also be used in a jab cancel. The move's duration makes it a great option for reading rolls, as attempting to roll behind Mario during the front part of the attack will cause the opponent to get hit by the back part of the attack. Additionally, the move is able to edgeguard in certain situations, and is a great way to deal with many edge options, especially at above 100%. Considered Mario's third strongest KO move, behind his and .
==Hitboxes==
|}
==Timing==
Hitboxes 	8-29
Animation length	44
==Related moves==
*
Category:Mario (SSB)
Category:Normal attacks (SSB)
Category:Down smashes (SSB)
Mario (SSB)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
The second hit cannot connect if the first hit connects, meaning that the move can only hit 14 times.
===Grounded===
Hit 1 	1-3
Hits 2-14 	4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Hit 15 	43-44
Animation length	86
===Aerial===
Hit 1 	1-3
Hits 2-14 	4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Hit 15 	43-46
Animation length	86
Category:Mario (SSB)
Category:Down special moves (SSB)
Mario (SSB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-10
Clean hit 	11-14
Late hit 	15-26
Ending autocancel 	27-
Animation length 	39
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Mario (SSB)
Category:Forward aerials (SSB)
Category:Aerial attacks (SSB)
Mario (SSB)/Forward smash

==Overview==
Mario performs a strong forwards punch where his fist increases in size. The move has average speed and range and it deals 17% with average knockback for a forward smash. It can be angled up or down (as well as slightly up or down) which will increase or decrease its damage by 1%. 
The main advantages Mario's forward smash has are its range and power. While it does not shine in these areas compared to other forward smashes, it still has more range and power than most of Mario's other attacks, making it a decent option if Mario's opponent is far away from him. Additionally since the move can be angled, it also has utility as a hard hitting edgeguarding option.
The main downside to Mario's forward smash is its speed. The move does not come out until frame 16, making it his slowest attack. While this isn't particularly slow for a forward smash, it is still very slow compared to the rest of Mario's moveset, making it difficult to land or combo into. The move also has a short lasting hitbox and a decent amount of ending lag, having an FAF of 54. The move is -6 on shield, which allows most characters to grab punish Mario if they shield it, unless he spaces it or if he angles it up. 
Overall, Mario's forward smash serves its purpose as a powerful KO move although it is rather unspectacular for a forward smash, having unimpressive range and being unsafe on shield. Mario is almost always better off using his up or down smash. Down smash is much faster and easier to land, while not sacrificing much KO power or range. Up smash has much less startup lag, is much more powerful, can be used out of a dash and out of shield (like all up smashes) and it can be used as an anti air, making Mario's up smash his go to option. As a result, while Mario's forward smash isn't bad, it isn't good either and is overall one of Mario's less useful moves.
==Hitboxes==
|}
==Timing==
Hitbox 	16-20
Animation length	53
==Related moves==
*
Category:Mario (SSB)
Category:Normal attacks (SSB)
Category:Forward smashes (SSB)
Mario (SSB)/Forward throw

==Overview==
Mario grabs the opponent and then swings them forward. It is a fairly standard forward throw, having decent knockback and being a reliable KO move. It can KO Mario at 153% at the center of and at 110% when used at the ledge. The throw is decently fast, although Mario is usually better off using his back throw for KOes (unless he is facing forwards near the edge). 
==Throw Data==
|}
==Timing==
Invincibility 	4-13
Throw release 	14
Animation length	27
|-
==Similar moves==
*Luigi (SSB)/Forward throw
Category:Mario (SSB)
Category:Forward throws (SSB)
Mario (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	Lead Headbutt 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Fire Ball 	
Up special 	Super Jump Punch	
Down special 	Mario Tornado 	
Grab 	 	
Forward throw 	 	
Back throw 	Airplane Swing 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast)	 	
Ledge attack (slow)	 	
Category:Mario (SSB)
Category:Hitboxes (SSB)
Mario (SSB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-2
Clean hit 	3-10
Late hit 	11-36
Ending auto-cancel 	37-
Animation length 	49
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Mario (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Mario (SSB)/Neutral attack

==Overview==
Mario's neutral attacks consist of 2 jabs and a kick. It comes from the same combo in .
For the technical data of each individual hit, see:
*Mario (SSB)/Neutral attack/Hit 1
*Mario (SSB)/Neutral attack/Hit 2
*Mario (SSB)/Neutral attack/Hit 3
Category:Mario (SSB)
Category:Neutral attacks (SSB)
Mario (SSB)/Up aerial

==Overview==
Mario does an aerial flip kick, dealing 12% damage clean, and 9% damage late. Like , the angle it sends the opponent depends on what part of the attack hits, but compared to Falcon's up aerial, Mario's is overall less versatile and useful. Still, Mario's up aerial is a particularly useful comboing and juggling move, and is considered Mario's primary aerial combo move. It has extremely fast startup lag coming out on frame 2. Along with , it is the fastest aerial in the entire game in terms of startup. This allows it easily be used after a at low percentages, where it can lead into another down aerial to continue the chain, and its low knockback allows it to chain into itself. The late hit is also useful at high percentages, being able to lead into other aerials, and even finishers such as , especially when platforms are involved in the combo. It does have some weaknesses, such as being difficult to time and use perfectly in combos, along with having moderately high landing lag if not Z-cancelled. Overall, a usable move in many situations, though when it is used often depends on the player's preference.
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1
Clean hit 	2-4
Late hit 	5-11
Ending auto-cancel 	12-
Animation length 	39
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Mario (SSB)
Category:Up aerials (SSB)
Category:Aerial attacks (SSB)