nyuuzyou/wikis huggingface dataset:
Doppelgänger Duel

Doppelgänger Duel is a single-player event match in . The player controls , and must defeat in a 200 HP battle. 
== Progression ==
This event is unlocked by clearing A Situation of some Gravity and unlocking . Completing the event unlocks the down path.
* Down path: Awards a Crazy Orders pass. Leads to Aura Mastery.
Clearing the stage on hard difficulty awards the Air Defender Raiment equipment.
== Trivia ==
* The music used in this event, , normally plays on Palutena's Temple, rather than Skyworld.
* The premise is similar to that of Event 18: Dark Link Duel and its predecessor, except that the roles are flipped; instead of fighting the dopplegänger as the original, the player fights the original as the doppelgänger.
** This may be in reference to Kid Icarus: Uprising, where Dark Pit believed himself to be the original and Pit the doppelgänger towards the beginning of Chapter 6.
Double (disambiguation)

Double may refer to:
*Pair Up, referred to as Double in the Japanese version of Smash 4
*Doubles, the portion of a tournament involving two-on-two play
*Double-Edge Dance, 's side special move
*Double Team, Lucario's down special move
*Double jump, a jump a fighter can perform in the air
**Double jump landing, a -specific tactic in Smash 64
**Double jump rushing, another Ness-specific tactic in Smash 64
**Double jump cancel, a tactic where certain fighters can attack immediately after double jumping to cancel upward momentum
***Double jump cancel counter, a Yoshi-specific tactic
*Ledgehopped double laser, a tactic used by Fox and Falco
**Double shine, another tactic used by Fox and Falco
*Double elimination, a battle format with two brackets
Double XP and SP!

Double XP and SP! was a Spirit Board event that doubled the EXP and SP earned when defeating spirits. It ran from 6 a.m. on January 11, 2019 to 6 a.m. on January 14, 2019 ().
__NOTOC__
==Description==
===North America===
:Experience and Spirit Points received from Spirit Board battles are doubled!
:Time to beef up those spirits!North American event page
===PAL regions===
:The EXP and SP you earn after winning a Spirit Board battle will double during this event!
:Seems like a good time to get in some spirit training!PAL region event page
==Names in other languages==
==Trivia==
*This was the first Spirit Board event to not have a particular theme.
==References==
Double jump cancel counter

The double jump cancel counter, abbreviated DJCC, is a technique unique to Yoshi in all games of the series. The technique exploits Yoshi's midair jump armor to open up numerous strategic options.
==How to perform==
The method to perform a DJCC is relatively consistent throughout the series. Before an opponent is about to hit Yoshi, the player must activate a midair jump. If done at the right time, Yoshi will take damage and applicable freeze frames, but the jump's knockback-based armor will activate and power through most attacks, allowing Yoshi to either safely retreat or punish the opponent with a wide range of options. However, due to the armor being knockback-based, the technique is less reliable the more damage Yoshi takes and outright loses to strong enough attacks.
The technique has been indirectly nerfed in Brawl, SSB4 and Ultimate due to Yoshi now continuing to rise even after the armor activates, making it harder to aim and follow up.
==Usage==
DJCC has a wide array of both offensive and defensive applications. The most basic strategy is using the technique as a retreat mechanism. Yoshi will continue to float in the previous trajectory, often leading to the opponent going in another direction and creating some distance between the characters. This technique can also aid in recovery, as it allows Yoshi to simply armor through most edgeguard attempts to safely get back to the stage.
The technique can also be used as a pseudo counterattack. Any aerial or special move can be done immediately after impact, and the opponent is most often put in a position where they are unable to stuff out any of Yoshi's attacks. The most common attacks are Yoshi's faster aerial attacks (such as neutral aerial) or his Egg Lay. The technique can even be used as a bait and punish gameplan, as the player can rushdown their opponent and trick them into attacking, then use the armor to punish their reckless behavior.
In Smash 64 and Melee, this technique is one form of the many parries of the game. It is overall easier to parry in Smash 64 and Melee due to the long invincibility range of Yoshi's double jump compared to Brawl and SSB4. High level CPUs in Smash 64 are also surprisingly proficient at using this technique, likely due to their very quick reflexes.
Category:Techniques (SSB)
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Character-specific terminology
Category:Advanced techniques
Category:Yoshi
Category:Yoshi (SSB)
Category:Yoshi (SSBM)
Category:Yoshi (SSBB)
Category:Yoshi (SSB4)
Category:Yoshi (SSBU)
Double jump cancel zair

Double jump cancel zair (abbreviated to DJCZ) is an advanced technique exclusive to in Super Smash Bros. Ultimate. The move is essentially a more consistently safer falling zair (tether attack) with more momentum and easier retreating and mixup potential.
==How to perform==
To perform this technique, the player must do a short hop from a standing or crouch position with the control stick tilted in the desired direction. At any point after the fifth frame of the jump, press the jump and grab button on the same frame. If done correctly, Lucas will halt his vertical movement and perform his zair, then land on the ground with only 8 frames of endlag. If done too early, there won't be a hitbox but he will still have 8 frames of endlag. A DJCZ done onstage is a frame away from being as safe as a perfectly spaced sweetspot zair, which leads to it being a very safe tool if used correctly.
The control stick must be tilted in order to perform, otherwise Lucas will keep his upward speed and thus be in-actionable for much longer. A neutral DJCZ can be done by holding the control stick up or down.
==Usage==
DJCZ allows for conversions such as zair loops and can be followed by a , , , a , or other reliable options to potential kill or continue a string. The most practical follow-up attack is another DJCZ, as stringing multiple together at low percents can lock opponents into a combo across the entire stage that can potentially be a zero-to-death. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents. The input can also be delayed to allow for spacing or mixups.
Delaying the DJCZ and using a full-hop can let Lucas perform the technique while landing on platforms. It can also be used to halt his upward movement and land on platforms sooner than he can with a full-hop, with or without a hitbox depending on the timing.
DJCZ is useful in neutral as it can be used to approach or retreat based on the control stick direction. It is only -3 on shield and can avoid many out-of-shield options due to its range and its ability to use it while moving backwards.
==Videos==
Category:Advanced techniques
Category:Character-specific terminology
Category:Lucas
Category:Lucas (SSBU)
Category:Techniques
Category:Techniques (SSBU)
Down

Down (known internally as lay in Ultimate) is an attack effect used in Super Smash Bros. Brawl and Super Smash Bros. Ultimate. It is exclusive to Snake's down throw.
Down attacks cause the victim to lie down (supine), dealing damage without any knockback. If used on a grabbable Assist Trophy, it will immediately be standing again after the throw animation is complete. In Ultimate, unlike a fighter that is lying down due to other methods, a fighter that is lying down due to the down effect can be buried.
Due to the down effect, Snake's down throw is very effective at tech-chasing.
Category:Effects
Down air stall

The down air stall (sometimes referred to as WindWaking) is an exploit which allows a character with a stall-then-fall aerial to float in midair. It was introduced in Super Smash Bros. Brawl. It's also present in Super Smash Bros. 4 and to a lesser extent in Super Smash Bros. Ultimate.
==Overview==
Although it was initially discovered with in Brawl, hence the "WindWaking" nickname, the glitch is not exclusive to Toon Link. In fact, it may not be considered a glitch at all. It is an exploitation of the way that the physics engine works in the Smash Bros. titles since Brawl. If a character who has a stall-then-fall aerial performs their down aerial at a certain height, they will lag and hover for a while in the normal position for their down aerial. Since its movement can be controlled while the player is stalled (like Peach's float), it can be used as a recovery technique to glide back onstage.
In Super Smash Bros. Ultimate, the technique has been mostly removed for all other characters in patch who could previously perform it; only the and can still perform this technique like how it was in the previous games, as of patch 13.0.1. Despite this, it can still be performed by the rest of the characters that have stall-then-fall aerials but only at extremely high percentages with stages that have cave of life.
==Video==
Category:Techniques (SSBB)
Category:Glitches (SSBB)
Category:Techniques (SSB4)
Category:Glitches (SSB4)
Category:Techniques (SSBU)
Category:Glitches (SSBU)
Downloadable content

Downloadable content, usually abbreviated as DLC, is additional content available to download after the initial release of a game. In the Super Smash Bros. series, DLC comes in the form of new characters, stages, music, Mii Fighter costumes, modes, and other extra content, both in purchasable and free forms. 
Downloadable content has been made available in two of the Super Smash Bros. games:
*Super Smash Bros. 4
*Super Smash Bros. Ultimate
**For Ultimate spirits
**For spirits with DLC changes
*
*
Category:Stages
Category:Characters
Category:Mii costume characters
Dr. Eggman (disambiguation)

Dr. Eggman is a character from the series that appears as:
*A sticker in Brawl.
*A trophy in Brawl
*A trophy in Smash 4
*A spirit in Ultimate.
Category:Stickers
Category:Trophies (SSBB)
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Category:Sonic the Hedgehog universe
Category:Sega
Dr. Mario (SSB4)/Back aerial

==Overview==
Dr. Mario performs a backwards dropkick. It has minimal startup, ending and landing lag, as well as a very short amount of time before the move is able to autocancel, making it possible to short hop fast fall the move and autocancel with it. Combined with its decent range, lasting hitbox, and respectable power in both damage and knockback, it is seen as one of the best back aerials in the game. It is able to combo into itself at low percents or slightly higher with the late hit, can kill reasonably well and also is very effective at edgeguarding due to the power and long lasting hitbox. Some of his other moves can combo into back aerial as well, such as the reverse hit of up aerial or down throw. It should be noted that this move has longer lasting hitboxes on both the early and late hits of the move, compared to 's version.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-13
Ending autocancel 	19-
Interruptible 	34
Animation length 	45
|-
===Landing lag===
Animation length	16
Category:Dr. Mario (SSB4)
Category:Back aerials (SSB4)
Dr. Mario (SSB4)/Back throw

==Overview==
Dr. Mario's back throw involves spinning the opponent thrice before throwing them powerfully backwards. It is among the strongest throws in the game, as it is tied with Mario's for the seventh strongest back throw. It deals more damage than Mario's, but has less knockback growth. It KOs reliably under 140% at the ledge with rage. It is a very slow throw, making it easy to DI, but it hits bystanders with almost as much knockback as the throw itself, making it very safe as a throw in doubles.
==Throw and Hitbox Data==
===Throw===
|}
===Collateral===
|}
==Timing==
The speed of this throw depends on the opponent's weight. 
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Dr. Mario (SSB4)
Category:Back throws (SSB4)
Dr. Mario (SSB4)/Dash attack

==Overview==
's dash attack is a sliding kick that deals moderate damage and vertical knockback. While its animation is one to one with 's, it boasts more utility, as it has slight combo potential with the late hit, and the angle puts opponents straight into a juggle situation, rather than knocking them away or behind him. The late hit is able to combo into up aerials at low to mid percents, and can sometimes combo into up tilt if the move hits a ledge hanging opponent at very low percent, although very situational. The move's main use is as a punish tool, when his other punish options normally can't, due to the distance dash attack covers. The overall lag and generally lacking reward of the move makes it bad as an approach option, and combos aren't exactly guaranteed for the most part without the late hit, and even then its combo potential isn't as great as his other moves.
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Late hit 	10-25
Interruptible 	38
Animation length	53
Category:Dr. Mario (SSB4)
Category:Dash attacks (SSB4)
Dr. Mario (SSB4)/Down aerial

==Overview==
Dr. Mario's down aerial is a drill kick with good horizontal knockback on the last hit. This move has a decent damage output, and like most drills, its hits connect more reliably than some other multi-hitting attacks, making it a proficient damage-racker. Its low angle also makes it good at gimping opponents recovering low. However, it has little horizontal range, not much use in combos due to its unfavorable launch angle, and it has no KO power whatsoever because of its low knockback scaling. A strange attribute is tied to the landing hitbox, where it is only able to hit grounded opponents. This makes it quite inconsistent at landing near the ground, and quite punishable due to the landing lag of the move. The landing hitbox itself is a bit more powerful than the final hit of down aerial.
==Update history==
 1.0.4/ 1.0.0
*
*
*
==Hitboxes==
===Attack===
|}
===Landing===
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hits 1-4 	11-26
Hit 5 	27
Ending autocancel 	45-
Interruptible 	52
Animation length 	52
|-
===Landing lag===
Animation length	21
Category:Dr. Mario (SSB4)
Category:Down aerials (SSB4)
Dr. Mario (SSB4)/Down smash

==Overview==
Dr. Mario's down smash is a breakdancing sweep with low startup lag. It has good range, decent power, and is a semi-spike, making it a good finisher, and also great at gimping recoveries. It also transitions well to the second hit, so it is great at punishing rolls. It is not as reliable a finisher as his other smashes, back throw, clean up special, or sweetspotted forward aerial however due to its low vertical range and merely average power. Its hitbox also isn't good enough for 2-framing, so it is best to use other options instead. The second hit does more damage and knockback than the first as well.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	14
Interruptible 	44
Animation length	45
Category:Dr. Mario (SSB4)
Category:Down smashes (SSB4)
Dr. Mario (SSB4)/Down special/Custom 2

==Overview==
==Hitboxes==
! 
|15
|15
|15
|0
|}
==Timing==
Hit 1 	19-42
Hit 2 	55-56
Interruptible 	122
Animation length	121
Category:Dr. Mario (SSB4)
Category:Down special moves (SSB4)
Category:Custom moves
Dr. Mario (SSB4)/Down special/Default

==Overview==
==Hitboxes==
===Ground===
! 
|6
|6
|6
|6
|0
|0
|}
===Air===
! 
|6
|6
|6
|6
|0
|0
|}
==Timing==
Hitboxes 	10-33, 40
Interruptible 	75
Animation length	91
Category:Dr. Mario (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Dr. Mario (SSB4)/Down throw

==Overview==
Dr. Mario body slams the opponent. It is his main method of starting a combo. Compared to 's down throw, Dr. Mario's version has much less knockback growth, but higher base knockback, giving it much different combos. Against most characters, a down throw at 0% can lead into a guaranteed up smash, which has the potential to combo into another up smash, a turnaround tilt, or even another grab. It may also combo into up tilts on fast fallers, and at slightly higher percents, up air to up special becomes a true combo, dealing large amounts of damage, or back aerial can be used for extra damage when up aerial to up special won't work anymore. Most notably, however, down throw can combo into forward aerial, and usually kills at around 90%-100%. On heavier characters, however, due to the throw being weight dependent, thus making it slower the heavier a character is, it has much worse combo potential, and down throw to forward aerial is not a true combo on heavies.
Overall, a very good throw with many deadly combos, making it very useful and important in Dr. Mario's gameplay.
==Throw Data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Dr. Mario (SSB4)
Category:Down throws (SSB4)
Dr. Mario (SSB4)/Down tilt

==Overview==
Dr. Mario performs a one-legged sweep kick. It is used similarly to 's down tilt, as a combo tool into itself, jab, up tilt or aerials and as a punish tool for ledge hangs or 2-framing. It deals more damage than Mario's, with 0.6% more on the sourspot (tip of the foot), and 0.84% more on the sweetspot (the thigh). Since it retains its very weak kill power, the move is slightly worse for combos due to the increased damage. Dr. Mario's forward aerial however allows down tilt to be a decent 50/50 kill setup, where reading an airdodge can net a kill, due to forward aerial's horizontal kill power.
==Hitboxes==
|}
==Timing==
Hitbox 	5-7
Interruptible 	28
Animation length	34
Category:Dr. Mario (SSB4)
Category:Down tilts (SSB4)
Dr. Mario (SSB4)/Forward aerial

==Overview==
Dr. Mario readies a fist, then brings it down. Unlike 's forward aerial, this one trades a meteor for a strong horizontally launching hitbox, and is one of his most potent kill moves. While slow with a fair amount of landing lag, the high power makes it quite useful. The early and late hits of the move are considerably weaker than the mid hit, however, so precision is necessary for maximum effectiveness. Some of Dr. Mario's moves, such as down tilt and most notably down throw can combo into this move as a kill confirm. The move also performs well in edgeguarding, as while it does not send the opponent downwards, it is made up for by its very strong kill power, making it almost equally as effective. However, due to his poor recovery, using forward aerial at even small depths can result in an SD, due to the high amount of endlag the move has.
==Update history==
 1.0.4
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	16
Clean hit 	17-20
Late hit 	21
Ending autocancel 	43-
Interruptible 	60
Animation length 	74
|-
===Landing lag===
Animation length	28
Category:Dr. Mario (SSB4)
Category:Forward aerials (SSB4)
Dr. Mario (SSB4)/Forward smash

Dr. Mario forward smash hitbox visualization	Dr. Mario forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Dr. Mario releases an electric shock from his palm. While it has less disjointed range compared to 's, it boasts more power over it, as well as reversed sweetspot and sourspot locations, making it more rewarding to hit up close. While the move can be angled, it is mostly used to increase the damage output, as both angling down and up have minor damage increases, with up being the strongest. The disjoint on the move is lacking to the point where it is highly unreliable for the downwards angle to 2-frame opponents. It also has notable startup and endlag, being his slowest smash attack in both of those regards.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	15-17
Interruptible 	48
Animation length	56
Category:Dr. Mario (SSB4)
Category:Forward smashes (SSB4)
Dr. Mario (SSB4)/Forward throw

==Overview==
Dr. Mario spins and throws the opponent forward. It is a rather weak throw, not having the ability to kill at realistic percentages even with rage. At early percents, the move can combo into a dash attack on large characters or fastfallers if they miss a tech. Otherwise, it isn't a very useful throw, only being useful to send the opponent offstage when down throw to forward aerial will not work.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Dr. Mario (SSB4)
Category:Forward throws (SSB4)
Dr. Mario (SSB4)/Forward tilt

Dr. Mario forward tilt hitbox visualization	Dr. Mario forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
Dr. Mario performs a reverse roundhouse kick from his outside leg, which can be angled, allowing it to have 2-frame potential with the downwards angle, and slight anti-airing potential with the upwards angle. Comparatively, it is almost the exact the same as 's forward tilt, but deals 0.84% more damage. Otherwise, it has similar use, being able to be used in locks due to the Sakurai angle, as an out of shield option, while also staying a punishable move with low kill power. The slight damage increase allows the move to knock away opponents slightly farther, while also having slightly less locking potential.
==Hitboxes==
|}
==Timing==
Hitbox 	5-7
Interruptible 	31
Animation length	40
Category:Dr. Mario (SSB4)
Category:Forward tilts (SSB4)
Dr. Mario (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	29
Animation length	41
===Dash grab===
Grab 	8-9
Interruptible 	36
Animation length	43
===Pivot grab===
Grab 	9-10
Interruptible 	34
Animation length	46
Category:Dr. Mario (SSB4)
Category:Grabs (SSB4)
Dr. Mario (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial landing 	 	
Neutral special (clean) 	Megavitamin 	
Neutral special (early) 	Megavitamin 	
Neutral special (late) 	Megavitamin 	
Side special 	Super Sheet 	
Up special 	Super Jump Punch	
Down special (grounded) 	Dr. Tornado 	
Down special (aerial) 	Dr. Tornado 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Dr. Mario (SSB4)
Category:Hitboxes (SSB4)