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  • Multi-Man Smash (category Multi-Man modes) (section List of Multi-Man modes)
    Multi-Man Smash (組み手, Group Combat) is a Stadium sub-mode appearing in Super Smash Bros. Melee as Multi-Man Melee, Super Smash Bros. Brawl as Multi-Man
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  • user is interrupted by something else. Several multi-hit throws cannot be distinguished as being multi-hit without reducing the game speed, as their hitbox
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  • Pokémon Multi Battle is a co-op event match in Super Smash Bros. for Wii U. Player 1 initially controls Pikachu while player 2 starts out with Charizard
    3 KB (259 words) - 02:47, April 13, 2022
  • Double jump (redirect from Multi-jump)
    jumps, but if the character is metal, these multi-jumps become useless or nearly useless. Characters with multi-jumps usually have poor air speed (with the
    28 KB (1,533 words) - 17:29, May 5, 2024
  • Corps) is a group of non-playable enemies found in Super Smash Bros. Brawl's Multi-Man Brawl. They fulfill the same role as Super Smash Bros. Melee's Fighting
    11 KB (1,342 words) - 11:30, August 22, 2023
  • Games & More menu. Target Test Home-Run Contest Multi-Man Melee Target Smash!! Home-Run Contest Multi-Man Brawl Boss Battles (unlocked after completing
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  • non-playable enemies found in Super Smash Bros. 4 and Super Smash Bros. Ultimate's Multi-Man Smash. The Fighting Mii Team are Mii Fighters that wear special outfits
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  • characters to escape a majority of multi-hit moves before they can connect their final, usually stronger hits; as a result, multi-hit moves with weak linking
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  • perform quick combos at close ranges by using precise timing to interrupt a multi-hit neutral attack. Although it is usable throughout the series, jab canceling
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  • in Ultimate, the game gives these angles a special treatment that ensures multi-hit moves will function as intended. The autolink angle works differently
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  • Multi-hit rehits every 4 frames.
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  • each game, it is where the enemy team is fought, and by extension, where Multi-Man Smash takes place. Specific iterations of Battlefield may refer to the
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  • visualization in Super Smash Bros. 4. For the move itself, see Drill Rush. Both multi-hits rehit every 6 frames.
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  • finally faces Giant Bowser. They also appear in all modes of Multi-Man Melee, the first of the "Multi-Man" game modes, as well as Event 37: Legendary Pokémon
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  • Adventure Mode All-Star Mode* Event Match Stadium Home-Run Contest Target Test Multi-Man Melee Training Mode Melee Special Melee Tournament Mode Custom Rules
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  • more often than the other items. This event is unlocked by clearing Pokémon Multi Battle! and unlocking Falco. Completing the event does not unlock any further
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  • but not during cutscenes, Home-Run Contest, Training, Target Smash/Test, Multi-Man Brawl, or Wi-Fi matches. However, the player can still take snapshots
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  • Up air autocancels earlier. The final hit has a rehit rate of 2 like the multi-hits. However, as it lasts exactly 2 frames, it can still only hit once.
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  • U. The player controls Diddy Kong, and must defeat 20 Donkey Kongs in a multi-man battle, some of which have custom moves. The Donkey Kongs all wear Bunny
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  • The final hit has a rehit rate of 3 like the multi-hits. However, as it only lasts two frames, it can still only hit once.
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  • characters, stages, and properties that hail from Nintendo's Kirby series of multi-genre video games. It was developed by HAL Laboratory, Inc., the same company
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  • The yo-yo attacks in the back before moving to the front. The move is a multi hit on both sides. Looping hit rehits every 4 frames.
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  • Many of these moves are meteor smashes, and typically either are single or multi-hit attacks directly below the character, or are stall-then-falls where the
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  • 100-Man Smash (category Multi-Man modes)
    100-Man Melee, 100-Man Brawl, 100-Man Smash, and Century Smash are Multi-Man modes in Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros
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  • 8.0.0 The multi-hits have a faster rehit rate (8 → 6), making the move harder to escape and allowing it to deal more damage. The last hit has more knockback
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  • The final hit has a rehit rate of 3 like the multi-hits. However, as it only lasts two frames, it can still only hit once.
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  • knockback scaling (214 → 222). The final hit has a rehit rate of 4 like the multi-hits. However, as it only lasts one frame, it can still only hit once.
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  • whenever the player participates in a Multi-Man Melee mode, with the other option being Multi-Man Melee 1. Just like Multi-Man Melee 1, this is a rock remix
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  • 15-Minute Smash (category Multi-Man modes)
    15-Minute Melee and 15-Minute Brawl are Multi-Man modes in Super Smash Bros. Melee and Brawl respectively. While they both challenge the player to defeat
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  • the event unlocks the down path. Down path: Awards 500G. Leads to Pokémon Multi Battle! Completing the event within 15 seconds (before Giant Bowser appears)
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  • Enters into his shell while spinning downward to the ground. The move is a multi-hit attack that can meteor smash opponents if it hits properly. It does a
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  • The move is a multi hit and can be used as a combo move after a down throw at low percentages and can easily combo into itself. It is also a good edgeguard
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  • their hitboxes due to a glitch. The final hit has a rehit rate of 5 like the multi-hits. However, as it only lasts 2 frames, it can still only hit once.
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  • finished (frame 43 onward). The final hit has a rehit rate of 6 like the multi-hits. However, as it lasts 5 frames, it can still only hit once.
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  • Mario, and Metal Luigi. the battle against Mewtwo in All-Star Mode every Multi-Man Melee mode in Classic Mode, the player may be able to fight Bowser on
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  • was given a rehit rate, allowing it to still function like a traditional multi-hit move.
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  • a big part of many fighters' aerial combos. Down aerial: Almost always a multi-hit, stall then fall, and/or meteor smash, making them capable tools for
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  • (Z offset: 6u—1u → 7u—1u), allowing it to connect more reliably from the multi-hits.
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  • (60° → 50°). This improves its edgeguarding potential. 13.0.1 Dash attack's multi-hits deal more damage (1.8% → 2%), and some of the hitboxes having less base
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  • 16-22u → 18-24u (activated)), allowing it to connect more reliably from the multi-hits. ID 0 is used for minimum and ID 1 is used for maximum, never both at
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  • at mid-high percents. Also an effective edge guard tool, due to being a multi-hit and having decent kill power offstage. Deals 4% on the first hit and
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  • improving its KO potential. The final hit has a rehit rate of 3 like the multi-hits. However, as it lasts exactly two frames, it can still only hit once
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  • button at the same time. It can also be done by tapping the C-stick in the multi-player modes of Melee, or any mode in Brawl and SSB4. SSB4 also added the
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  • finishing blow are similar to Marth and Lucina's Shield Breaker, while the multi-hit portion of the attack resembles the fourth downward strike of Dancing
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  • combo potential, and it also possesses a landing hitbox, making it a useful multi-purpose aerial attack. Byleth may occasionally say "Failnaught!" while using
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  • Cruel mode (category Multi-Man modes)
    Cruel Melee, Cruel Brawl and Cruel Smash are Multi-Man modes in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4 and Super Smash
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  • of Pichu’s few lingering moves that do not inflict recoil damage, or are multi hit.
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  • sections either detailing a fighter ability, or further explaining a complex or multi-step special move. Kirby: Inhale Wario: Wario Bike Olimar: Pikmin Lucario:
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  • is unvoiced and a clone of Zelda. When playable, as is the case with most Multi-Man Melee-style characters, Female Wire Frame is worse than all of the playable
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  • Sonic performs a multi-flipping high speed version of tomoe nage. This throw has some usage potential, mostly as a K.O.er. It's high base knockback and
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  • Considered one of his best moves along with his jab, up aerial serves as a multi-purpose move. Up aerial is used for KOing, approaching, racking up damage
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  • Song 57 in the Sound Test. Multi-Man Melee 1: Synthesized rock variant of the opening theme, heard half the time in the Multi-Man Melee mode, and also as
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  • Fighters appear as enemies (under the name "Fighting Mii Team") in the game's Multi-Man Mode, as well as the retooled Classic Mode. Succeeding the Fighting Alloys
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  • Meta Knight (SSBB)/Down throw (category Multi-hit throws)
    A multi-hit throw in which Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak knockback. The stomps
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  • Samus spins as she kicks upwards. Mostly used as a multi-hit air-to-air move, but due to the low knockback of the individual hits opponents will often
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  • when they taunt in a With Friends match. In Brawl, Home-Run Contest and Multi-Man Smash could also be played. In Super Smash Bros. for Wii U, voice chat
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  • Additionally, as Zelda's version was a multi-hit, this meant that if Zelda hit a grounded opponent with any of the multi hits, it would force the opponent in
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  • battle types will be chosen. There are: 2 Target Smash!! 3 Single 2 Team 2 Multi-Man 2 Giant 1 Metal 1 4 player free for all 1 Final Clearing on Easy gives
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  • li'l gamer, DK, Legacy06 HMs: Mac Attk, Hylian Eli, Semi Stable, sundra, Multi
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  • the mediocre hitbox that gets even smaller throughout and the lack of a multi-hit, it is extremely unsafe on shield or even on hit, due to its low knockback
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  • spin on her left leg and utilizes the edge of her dress. Down smash is a multi-hit smash attack. Each hit deals 2.0% damage (2.8% when fully charged) and
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  • Paratroopas. Like almost all stages of its type, Mushroom Kingdom is accessible in multi-player modes through the debug menu. The game will crash when a character
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  • Neutral aerial's landing lag decreased: 16 frames → 13. 1.1.5 Neutral aerial's multi-hits hitboxes are larger: 2.3u → 3u.
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  • characters such as Luigi, Marth and Sonic have a few giant battles. In a multi-man or horde battle (refers to "Team (character)"), the player fights multiple
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  • separate from crouch canceling. Multi hits are also effective at beating crouch canceling as while the first hit of a multi hit will be crouch canceled, any
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  • 10-Man Smash (category Multi-Man modes)
    KO'd. Multi-Man Mode is always played on the respective version of the Battlefield stage. These are the shortest and perhaps easiest of all Multi-Man events
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  • spin on her left leg and utilizes the edge of her dress. Down smash is a multi-hit smash attack. Each hit deals 2.0% damage (2.8% when fully charged) and
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  • except the move does not bury opponents. In addition, the move is now a multi-hit attack, and deals heavy shield damage, being able to break a full shield
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  • prevented Meta Knight from holding down to go through platforms with his multi-jumps. Multi-hits of neutral attack SDI multiplier: 0.8x → 1x. Forward tilt first
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  • dodge attacks. Fire Bird as an attack is very weak, with poorly connecting multi-hits and a final hit that has very weak knockback growth, and thus is generally
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  • connection. Local Wireless is available for Smash, Smash Run, All-Star, and Multi-Man. Upon selecting Local Wireless the player is able to either host or join
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  • 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
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  • both his down and up smashes are strong when landed; the latter even has multi-hit properties and can spike when struck at the tip, although this is very
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  • Endless Smash (category Multi-Man modes)
    Endless Melee, Endless Brawl, and Endless Smash are Multi-Man modes in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4, respectively
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  • 19 → 18) and much less ending lag (frame 66 → 50) and it is no longer a multi hit only having two hitboxes. The first is weak, while the second is much
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  • strips of darkness". A Floow's attack (some sort of scream or lament) is a multi-hit move that deals medium damage and decent knockback on the last hit. It
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  • record is achieved in Multi-Man Melee. The crowd now says “Ohhh” when the announcer says “Failure” if the player fails in Multi-Man Melee. The game is
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  • two drills from the Junior Clown Car to drill into the opponent. It is a multi-hit attack that deals 16% damage when uncharged and 22.368% damage when fully
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  • should he lose the bike and not have waft charged. As an attacking move, the multi-hits have trouble linking into the final hit, especially on lighter characters
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  • effect received from the item. The Gust Bellows are a highly useful item in Multi-Man Smash due to the Fighting Mii Team taking significantly increased knockback
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  • Mewtwo player is able to consistently drag opponents down with it. Due to the multi-hit nature of the move, drag down combos are possible if the Mewtwo fast
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  • performs a cartwheel based on his attack from Donkey Kong Country. It is a multi hit attack consisting of three hits, all of which contains transcendent priority
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  • fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with a moderate amount of start-up lag, and it can deal serious
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  • opponent techs the move from under the stage. 1.1.3 Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly
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  • Smash, Home-Run Contest, and Multi-Man Brawl. Online, with friends, a second player can join at Home-Run Contest and Multi-Man Brawl. Main article: Adventure
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  • Melee, Peach's down smash is a fearsome attack by any measure. Unlike most multi-hit attacks, all of its hits deal individually high damage and knockback
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  • moves can choose to intercept and heal by a sizeable amount. Due to being a multi-hitting move it can be effected by DI at higher percentages, limiting its
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  • later hitboxes of multi-hit moves from being staled while the move is in progress, fixing the bug that weakened the last hit of multi-hit moves. However
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  • increased knockback (for example, the move can reliably OHKO the wireframes from Multi-Man Melee). Also, unlike Pikachu's up aerial, this one stays at 100 base
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  • support. It has one attack, in which it closes its eyes and shoots three multi-color lasers homing the player's position at the moment of firing, dealing
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  • list, then followed by the Super Mario Bros. series. The remaining tracks (Multi-Man Smash onwards) are listed on the bottom, right after the Bayonetta series
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  • mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier. Similarly
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  • Meta Knight leaps sideways with his blade outstretched. A multi-hit move covering a fairly large distance (it can also be tilted up and down) lasting a
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  • difficulty levels. In Super Smash Bros., the Yoshi Team is made up of 18 multi-colored Yoshis. They are the second opponent(s) the player faces in the 1P
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  • similar reasons. Its fast startup, wide coverage around Palutena, autolinking multi-hits and moderate landing lag combined with her fast dashing speed allow
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  • flip attack from Kirby's Return to Dream Land as a playable character in multi-player mode (although his hammer doesn't light up in flames while charging
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  • potential due to its multi-hit properties as it can now chain into itself or other aerials. Forward aerial is less reliable due to being a multi-hit. The knockback
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  • effective move to use against grounded opponents. Additionally since it is a multi hitting drill kick, the move can be SDIed, which can prevent the opponent
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  • final game, however, opponents just spin in a circle. Unlike other trapping multi-hit Final Smashes, each hit from Ultra Sword will cause a "Deadly Blow" red
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  • shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several shines in a row without leaving the ground;
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