Editing Pikachu (SSB)/Forward smash

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{{ArticleIcons|ssb=y}}
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==Overview==
==Overview==
[[File:Pikachu Forward Smash Hitbox Smash 64.gif|thumb|The hitbox of Pikachu's f-smash.]]
[[File:Pikachu Forward Smash Hitbox Smash 64.gif|thumb|The hitbox of Pikachu's f-smash.]]
Pikachu fires a small jolt of electricity from its cheeks, dealing 18% damage. The move consists of two sets of hitboxes. The first hitbox is rather small and only covers a small space in front of Pikachu. The second set of hitboxes are very large and disjointed which can also hit above Pikachu very slightly. Both the early and late hit are identical in terms of power (at least in NTSC versions), KOing {{SSB|Mario}} at around 102% at the center of {{SSB|Dream Land}}. While it is a powerful KO move that can easily be done from a distance due to its long disjointed range with a long lasting hitbox, it is very slow compared to Pikachu's other moves not coming out until frame 21 and it is slower and weaker than Pikachu's other smash attacks. It can be used for [[edgeguarding]] to intercept characters with linear and/or predictable recoveries, such as {{SSB|Fox}} and {{SSB|Captain Falcon}}. The move is punishable on shield if used at close range although if spaced properly, it can easily leave Pikachu at a frame advantage on shield.
Pikachu fires a small jolt of electricity from its cheeks, dealing 14-18% damage. The move has a very large disjointed hitbox, and it also hits above Pikachu very slightly. While it is a powerful KO move that can easily be done from a distance, it is very slow compared to Pikachu's other moves. It can be used for [[edgeguarding]] to intercept characters with linear and/or predictable recoveries, such as {{SSB|Fox}} and {{SSB|Captain Falcon}}. The move is also virtually safe on block against certain characters.


The move is worse in the Japanese version due to having less range which overall makes it a worse spacing tool. On the flip side, the move is better in the PAL versions of the game due to the late hit dealing 20% damage. This makes it as powerful as {{SSB|Donkey Kong}}'s non angled {{mvsub|Donkey Kong|SSB|forward smash}}, KOing Mario at 89% at the center of Dream Land. This also makes the late hit even safer on shield.
{{technical data}}
 
==Hitboxes==
 
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=80
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=140
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=160
|bn=0
|ypos=100
|zpos=600
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
|}
 
===NTSC-U===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=80
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=120
|rbg=nerf
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=130
|rbg=nerf
|bn=0
|ypos=100
|zpos=425
|zposbg=change
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=2
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=160
|bn=0
|ypos=100
|zpos=750
|clang=f
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableRowNote|Hitbox 2 has been added.|42|buff}}
|}
 
===PAL===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=80
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=120
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=130
|bn=0
|ypos=100
|zpos=425
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=2
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=160
|bn=0
|ypos=100
|zpos=750
|clang=f
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
|}
 
====Summary====
=====NTSC-J to NTSC-U=====
*{{nerf|Late hit hitbox sizes (140u/160u → 120u/130u).}}
*{{buff|The late hit has gained a new far hitbox (size 160u, z position: 750), increasing its range.}}
**{{change|The previous far hitbox has been moved closer backwards (z position: 600 → 425) to compensate.}}
 
=====NTSC-U to PAL=====
*{{buff|Late hit damage (18% → 20%).}}
 
==Timing==
{|class="wikitable"
!Early hit
|21-24
|-
!Late hit
|25-42
|-
!Animation length
|61
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=18|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=19}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}


{{MvSubNavPikachu|g=SSB}}
{{MvSubNavPikachu|g=SSB}}

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