nyuuzyou/wikis huggingface dataset:
Single person match

A single person match is a glitched match which features only one player or team of players. If the game mode is set to Stock, the match ends as soon as it starts: this happens because, due to the absence of opponents, there are no opposing stocks to deplete, so the player or team instantly wins. If the game mode is set to Time, or Coin the single player or team can fight normally on the stage until the timer runs out.
This is not to be confused with the various single player game modes where the player is intended to play alone. This method is the multiplayer mode not functioning correctly.
==In Super Smash Bros. Melee==
It is possible to initiate a Single person Melee with a variation of the Name Entry glitch, discovered by Exchord92.
The glitch can be performed in Versus mode by using the following method:
#With the cursor over the name field, the player should press and simultaneously.
#The player should release , but continue holding .
#The player should scroll down to "Name Entry". Then the player should press at the correct time while still holding .
#If this is timed correctly, the player will go to the stage selection screen.
If the player performed the glitch correctly and the game does not freeze upon selecting a stage, the match will end as soon as the announcer says "Go!" in Stock or Stamina, or the player will be alone in other modes.
Players can also perform this glitch with two to four characters all on the same team (using the black character glitch) instead of only one player. The match will end instantaneously due to there being only one team remaining.
==In ==
As of version 1.1.6, an online match could start with one player or team if:
*All players selected their character, and were waiting in the lobby. In this state, all players' statuses were marked as OK and it was not possible to exit the match via the pause menu.
*After the confirmation sound plays and the screen started going black, but before the actual start of the battle, one of the players disconnected.
The still-online player then would enter a single-player match, which would end just a frame after the announcer gave the "GO!" signal.
==See also==
*Name Entry glitch
*Master Hand glitch
==External links==
*Smashboards thread detailing 0-Second Melee.
*A single-player match with one player. (Super Smash Bros. Melee)
*A single-player match with one player. (Super Smash Bros. for Wii U.)
Category:Glitches (SSBM)
Category:Glitches (SSB4)
Category:Modes (SSBM)
Category:Name entry glitch
Size change super jump

The size change super jump is a glitch in Super Smash Bros. Brawl. This glitch allows certain characters to perform a superjump. It is caused by a character changing size during a special move that provides significant momentum (commonly an up special move).
The glitch can easily be caused by using an applicable up special move into a Super Mushroom or Poison Mushroom; other causes include being hit by Lightning or having one's size returned to normal. The character will fly into the air until they hit a ceiling, at which time they will "float" there for several seconds. If no solid platforms are in the way, the character will go above the upper blast line, but not be KO'd or put in helpless.
==Characters that gain a significant vertical distance==
This is a list of characters that gain a large vertical distance from the size change super jump.
*: Performed with Super Dedede Jump. The second-highest of the super jumps, taking Dedede from the bottom of Target Smash! Level 2 to just below the top of the screen.
*: Performed with Quick Attack. Easily the highest super jump, taking Pikachu from the bottom of Target Smash! Level 2 to well above the upper blast line.
==Other characters that can perform the glitch==
These characters can perform the glitch but do not gain any significant vertical distance.
*: Performed with Rocketbarrel Boost.
*: Performed with Screw Attack.
*: Performed with Spring Jump.
*: Performed with Spin Attack.
==Video==
Category:Glitches (SSBB)
Skuttler

Skuttlers (, Bokkun) are common ground enemies in Kid Icarus: Uprising that make up the primary ground forces of the Underworld Army.
==Origin==
Skuttlers are a series of ground enemies introduced in Uprising. Each variant shares common characteristics in appearance: purple tentacles, a white skull body with crossbones, and a singular eye. Skuttlers are separated into four various classes: the basic Skuttler, which wields a bone club and a shield; the cannoneer, which wields a cannon that can be used to fire lasers or homing missiles; the mage, which carries a wand that they can use to cast a jet of flame close-up or a ing curse; or the Suit of Skuttler, which wears a heavy suit of armor that renders any attacks harmless unless directed at its exposed backside.
==In Super Smash Bros. for Nintendo 3DS==
===In Smash Run===
Skuttlers appear as common enemies, and can appear in three different variants:
* The standard Skuttler simply attacks the player character with a club. It can attack three different ways; a standard attack which consists of two quick consecutive strikes, a strong attack that deals heavy knockback, and a jump attack to catch higher fighters. If left alone enough, it will fly away.
* The Skuttler Cannoneer shoots a projectile at the player character. The projectile's behavior depends on the cannon's color: a green cannon shoots cannonballs, a blue one shoots energy projectiles and a red one shoots a single, slow homing missile.
* The Skuttler Mage takes aim at the player character with a crosshair and, if not interrupted, casts a stat-reducing spell that can't be shielded or countered. They can also strike the player character directly with their club, which also causes stat reductions.
===Trophies===
==Gallery==
Skuttler Cannoneer green Smash Run.jpg|A green Skuttler Cannoneer shooting a cannonball.
Skuttler Cannoneer blue Smash Run.jpg|A blue Skuttler Cannoneer shooting an energy beam.
Skuttler Cannoneer red Smash Run.jpg|A red Skuttler Cannoneer and its homing missile.
Skuttler Mage Smash Run.jpg|A Skuttler Mage attacking with its club.
Skuttler Mage crosshair Smash Run.jpg|A Skuttler Mage aiming at .
Category:Common enemies
Category:Trophies (SSB4-3DS)
Sky Pirates

Sky Pirates is a co-op event match in . In it, player 1 controls and player 2 controls and must defeat and in a 1 stock match before the plane returns to the airfield.
==Progression==
This event is unlocked by clearing Keep 'Em off the Ship! and unlocking . Completing the event does not unlock any further paths.
Completing the event within 50 seconds on normal or hard difficulty awards a Glider Turbo Boost equipment.
==Trivia==
*The opponents are the same as in Event 43: Birds of Prey from Melee.
Skyward Slash Dash

Skyward Slash Dash (, Skyward Slash Dash), known as Super Slash Dash in the PAL version, is one of three up special moves for the Mii Swordfighter. 
==Overview==
When used, the Swordfighter unleashes a series of strikes above their head while rising into the air. This move can be directed to head in any direction, including downwards. The last hit deals considerably more knockback than the rest. It is quite similar to 's Fire Wolf and 's Twisting Fox.
In Ultimate, the move's startup lag has been reduced and its damage output has been buffed significantly, dealing the most raw damage of all of the Swordfighter's up specials. However, it still has the most start-up frames, making it a poor out-of-shield or combo option, and fails to KO at reasonable percent ranges.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Stone Scabbard 	2. Skyward Slash Dash 	3. Hero's Spin
 	 	
"Jumps high and follows up with a firm downward strike."	"Slashes with a flurry, launching in the direction the control stick is tilted."	"Spins with a sword attack that rises upward if used in the air."
==Gallery==
Skyward Slash Dash (SSB4-U).JPG|Skyward Slash Dash in for Wii U.
Mii Swordfighter SSBU Skill Preview Up Special 2.png|Skyward Slash Dash as shown by the Move List in Ultimate.
==Names in other languages==
 
Category:Up special moves
Category:Super Smash Bros. universe
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Category:Mii Swordfighter (SSB4)
Category:Mii Swordfighter (SSBU)
Skyworld Hothead glitch

The Skyworld Hothead glitch is a glitch in Super Smash Bros. Brawl where a Hothead can get stuck on the breakable terrain in Skyworld.
==Performing the glitch==
To perform the glitch, the left side of the hightest platform in Skyworld must be broken. The player must then throw the Hothead on the right side of the same platform, making sure that it circulates clockwise. When the Hothead reaches the top left corner, it will rapidly move back and forth in the same space.
Category:Glitches (SSBB)
Sleep

:For the status condition caused by moves with the sleep effect, see asleep.
Sleep is an attack effect that has appeared in every game in the Super Smash Bros. series. Fighters hit by a sleep attack fall asleep for an amount of time based on the victim's total damage and the knockback value of the move used. If a fighter that is already asleep is hit by a sleep attack, its current sleep condition will not be increased in duration or reset. In Super Smash Bros., every fighter's sleeping animation was identical to their stun animation, albeit with music notes appearing over their heads. From Super Smash Bros. Melee onwards, every fighter would get a unique sleeping animation.
Since enemies are immune to all status conditions, sleep attacks instead trip Smash Run enemies. In Super Smash Bros. Ultimate, the Support Spirit skill Slumber Immunity prevents the equipped fighter from being put to sleep.
==List of sleep attacks==
===By characters===
Character 	Move(s) 	Games
 	Daisy Blossom 	
 	Snooze (through normal selection or Hocus Pocus) 	
 	Command Selection: (Hocus Pocus: may occur; only affects the user)	
Jigglypuff	Sing 	
 	Negative Zone 	
Peach 	Peach Blossom 	
Peach 	Sleepy Toad 	
 	Supernova (One of the possible effects of the move) 	
===By items===
Item 	Attack 	Games
Assist Trophies 	Riki: Bedtime 	
Poké Ball Pokémon	Bellossom: Sweet Scent 	
Poké Ball Pokémon	Darkrai: Dark Void 	
Poké Ball Pokémon	Ditto: Transform (if the summoner has sleeping attacks)	
Poké Ball Pokémon	Togepi: Metronome (Sleep Powder) 	
===By enemies and bosses===
Enemy/Boss 	Attack(s) 	Games
Master Hand 	Sleeper Grab 	
Master Hand and Crazy Hand	Applause (combo move)	
Petilil 	Sleep Powder 	
===By stage hazards===
The Spirit Battle condition "The floor is sleep-inducing" creates a hazard that causes players that touch it to fall asleep.
Category:Effects
SleepSliding

SleepSliding is a Super Smash Bros. glitch involving and . If Pikachu does a horizontal Quick Attack through a singing Jigglypuff while on a flat platform, once a hit has registered as Pikachu connects with Jigglypuff, Pikachu will slide along the entire platform until it comes in contact with a ledge. 
==Video==
Category:Character-specific terminology
Category:Glitches (SSB)
Category:Pikachu
Category:Pikachu (SSB)
Category:Jigglypuff
Category:Jigglypuff (SSB)
Sleep Kirby (disambiguation)

Sleep Kirby appears as:
*A trophy in Super Smash Bros. Brawl
*A trophy in Super Smash Bros. for Wii U
*The basis of one of Jigglypuff's alternate costumes in Brawl, in Super Smash Bros. 4, and in Super Smash Bros. Ultimate.
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:Kirby universe
Slide Launcher

Slide Launchers are common stage elements found mostly in the Subspace Emissary in Super Smash Bros. Brawl.
They are found on the ground in different stages in the SSE, such as jungle areas, cave areas, and even inside buildings and factories, and are about the size of the character. Characters can ride on them by simply jumping on them. As characters take their shielding position while riding a Slide Launcher, rides them in his egg form. Slide Launchers appear initially in the stage, where and can use them to travel quickly across the stage.
Slide Launchers can serve both helpful and harmful purposes. They are sometimes situated where there is a large gap, and the player can use the launchers to make it across the gap with ease. They also guide the player to where they need to go, especially in The Great Maze. However, some Slide Launchers launch players into harm's way. In The Subspace Bomb Factory II, there is one that launches the player into jets of fire, unless a switch has been hit beforehand to deactivate the flames. Others sometimes launch characters into Jyks, especially in The Swamp. In this level, there are launchers that shoot the player off of the stage and near the blast line. Depending on the difficulty, launchers can propel the character slowly or they can propel the character very quickly and farther of a distance. On the higher difficulties, some of the launchers are used as obstacles to throw the character off balance or off course. On the easier difficulties, it is possible to jump off the launcher before it activates.
There is one launcher that appears outside of the SSE; in Target Smash! Level 3, there is a launcher that is placed in front of where the player spawns. This launcher shoots the player to the upper-left side of the stage, where the first targets are located.
Any character can jump off a Slide Launcher immediately after landing on one to avoid being launched.
==Origin==
While Slide Launchers are an original addition to the series, objects similar to Slide Launchers have also made appearances within other games. Slide Launcher-like objects can be found in the series, most notably in Kirby Super Star, with these counterparts also having the character take their shielding position before being launched.
Similar objects to the Slide Launcher appear in early games like Sonic the Hedgehog 2, Sonic & Knuckles, and Sonic the Hedgehog CD.
The real-life origin of this object is likely inspired on s seen in Aircraft Carrier ships. These constructions help jet planes to slide forward across the ground and launch them at high speed into flight, similar to how the Slide Launcher functions.
Category:Subspace Emissary
Category:Stage parts
Slide smash

Slide smashing, also known as smash dashing or hyphen smashing, is a simple, yet useful technique. To do it, one must simply dash and use an up smash; the player's character will slide to a stop while performing their up smash. All characters can slide smash, though characters with low traction and/or high ground speed will cover a larger distance.
==Application==
The most obvious use for the slide smash is as an alternative to using the character's dash attack, which is generally mediocre to weak in terms of power; many dash attacks also leave the character vulnerable to punishing (such as shield grabbing), whereas the slide smash is generally more difficult to punish, and up smashes are usually considerably more powerful than dash attacks. Another use is simply as a method to setup an up smash directly from an approach, which can be used during a combo, as a raw KO technique, or as a mindgame or punish. Characters such as and can make great use of this technique, due to their fast speed and useful up smashes.
==See also==
*DACUS, a very similar technique with the addition of a canceled dash attack.
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Category:Slide techniques
Slideoff DI

Slideoff DI is an advanced technique in Melee, utilising Automatic Smash DI when at the edge of the stage or a platform to immediately slide off and become actionable. It is particularly useful against platform tech chases which use moves other than grabs, as it will frequently allow for reversals out of those scenarios. 
Most often, the input for Slideoff DI is to hold down on the C-stick and to the side on the control stick, facing the edge of the platform/stage. It is easiest to do it whilst right by the platform/stage edge, such as after a tech-roll.
Slideoff DI is easiest to do against moves that send the opponent at a roughly horizontal angle (like 's forward aerial), or ones that send vertically at low percent (like 's up aerial). At higher percents, moves that send the opponent vertically will become impossible to Slideoff DI. Additionally, some moves, like Marth's up tilt, require slightly different inputs to correctly slideoff, and multi-hit moves, like Fox's up air, will require different DI inputs.
It should be noted that, on a per-character basis, there are frame windows during each tech-roll animation in which the character performing the tech-roll is unable perform Slideoff DI. A spreadsheet of each of these windows can be found here.
Sometimes, Slideoff DI is colloquially used to refer to a different technique, which is DI'ing a move so that you edge-cancel the knockdown animation and fall off the platform completely actionable.
Category:Techniques (SSBM)
Category:Advanced techniques
Slingshot

The slingshot is an advanced technique in Super Smash Bros. Ultimate. The earliest known mention of the technique can be seen by twitter user Sabaca2g on December 23, 2018. The technique was later popularized and coined by during his May 6th, 2022 livestream introducing it.
==Overview==
To perform the slingshot, simply start a dash, then quickly pull the control stick in the opposite direction and hold diagonally up or down. If done correctly, the character will turn around while keeping their forward momentum. This opens up a wide variety of movement and positional options, particularly with aerial movement.
==Variations==
===Flickshot===
The flickshot is the most basic version of the slingshot. It is performed by moving forward, then flicking either up-back or down-back on the control stick and pressing jump after the stick has returned to neutral. The character will be sent forwards in the air with maximum airspeed while facing backwards.
===Holdshot===
The holdshot is similar to the flickshot in input. Instead of flicking up-back or down-back, the input is held. This results in drifting backwards instead of going forwards.
===Fullshot===
The fullshot is the same as the holdshot, except the control stick is rolled from up-back or down-back to back, increasing the drift backwards.
==Video==
 
Category:Techniques (SSBU)
Category:Advanced techniques
Slingshot Crash

The Slingshot Crash was a glitch in the early versions of Super Smash Bros. Ultimate. As the name implies, the glitch crashed the game when performed. The glitch was performed by two players — one controlling , and the other . One player (either Villager or Isabelle) needed to do their forward or back aerial (the slingshot) and the other player had to catch the slingshot with their neutral special, Pocket. Once caught, the player pocketing the slingshot ball would use Pocket to toss the slingshot ball to the other player, which the other player would catch with their Pocket. Once the person who had received the slingshot ball was about to throw it, the game would crash. For unknown reasons, this glitch could not be performed with two Villagers or two Isabelles.
The glitch was patched with update 2.0.0.
==Video==
Category:Glitches (SSBU)
Slip

There are a small number of attacks in Super Smash Bros. Brawl, Super Smash Bros. 4 and Super Smash Bros. Ultimate that cause the slip effect. Attacks with this effect are guaranteed to trip grounded opponents, regardless of how much knockback the hit would otherwise deal. By contrast, attacks with regular trip chances can only cause tripping if the target does not leave the ground from the knockback. Attacks with this effect also cause soft trip, while attacks with trip chances causes hard trips.
==List of slip attacks==
===By characters===
Character 	Move(s) 	Games
 	Slip Bomb 	
Diddy Kong	 	
 	Slip Gyro 	
 	Slip Bomb 	
 	Timber Counter (sapling)	
Wario 	Wario Waft (uncharged) 	
Wario 	Quick Waft 	
Wario 	Garlic Breath (far) 	
===By items===
Item 	Attack 	Games
Banana Peel 	Thrown 	
Poké Ball Pokémon	Ditto: Transform (if the summoner possesses slipping attacks)	
Poké Ball Pokémon	Inkay: Topsy-Turvy 	
==Gallery==
Diddy Fox banana.jpg| slipping on a banana thrown by 
Category:Effects
Slipperiness

:For the American smasher, see Smasher:Slick
Slippery (sometimes referred to as slick, or ice physics) is a term used to describe certain platforms or floors throughout the series on which characters can slide and have less traction than normal. In Super Smash Bros. Brawl, slippery platforms significantly increase the chances of prat falling. 
The Ice Climbers have the unusual property of being able to walk along the ice with no loss of traction, but otherwise have lower traction on regular floors. Luigi from Smash 64 to Smash 4 and Mii Gunner in Ultimate have the worst traction in their respective games, which bodes well for them in certain aspects of competitive play.
==Stages with slippery platforms==
*Brinstar Depths: the surface of the pipe structures.
*Flat Zone: the oil slick in the center of the stage.
*Flat Zone X: as in Flat Zone, the oil slick.
*Fourside: the surface of the UFO.
*Great Bay: the parts of the turtle's shell not covered by grass. Melee only.
*Icicle Mountain: the ice platforms.
*: the areas of the track.
*Pokémon Stadium 2: floor of the ice transformation.
*Summit: the stage takes place on an iceberg.
*Super Mario Maker: the ice blocks, one of the possible random stage elements.
==Other sources of slipperiness==
*The Ice Climbers' Final Smash, Iceberg, temporarily makes the floor slippery.
*The Tingle Assist Trophy in Brawl and Smash 4 temporarily turns the floor slippery as one of the many random effects.
*The Glacial Peak (and its recreation in The Great Maze) in The Subspace Emissary. The fight after climbing atop the mountain takes place on 3 ice structures.
*The Stage Builder features ice blocks as a selectable terrain type in every game it appears, excluding Smash 4.
*The fourth level from Brawl's Target Smash!! is entirely made of ice.
*In Ultimate, some Spirit Battles turn the floor slippery for the whole match.
Category:Game mechanics
Small

Small is an unused stage in Super Smash Bros. It can be accessed only through the use of cheat codes or other devices, by means such as the . It is similar to .
==Layout==
It is identical to Dream Land in the fact that it has three floating platforms above the center of the main platform; however, both sides of these platforms serve as ledges. The main platform is slightly thinner than Dream Land's, and like Congo Jungle's main platform, can be jumped through from below. The stage has absolutely no terrain effects or moving platforms. The tree in the background also looks different compared to Whispy Woods (the tree in the background of Dream Land).
==Instability==
This stage is not used in tournaments, both due to the difficulty of accessing it and due to the bugs and glitches found in the stages. Aside from the fact that the platforms in the stage serve as ledges, there are often times where a character's up special move will cause a self destruct near the edges of the stage, due to characters being boosted through the main platform of the stage and falling to their death.
The stage also crashes on console (and accurate emulators) whenever a character is respawned, due to the lack of respawn co-ordinates.
==See also==
*New
Category:Stages
Category:Stages (SSB)
Category:Kirby universe
Category:Hacked stages
es:Escenário Beta de Kirby No. 1
Small (disambiguation)

Small may refer to:
*"Tiny," an effect caused by:
**Touching a Poison Mushroom
**Playing a Tiny Melee or activating 'Mini' in Special Brawl.
**Facing an enemy that is tiny by default in an event match or Adventure Mode.
*Kirby Beta Stage 1, listed as Small in the debug menu of Super Smash Bros.
*Small Battlefield, a smaller version of .