Editing Quick Attack

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==Overview==
==Overview==
This attack consists of Pikachu moving in a straight line in the direction in which the player's control stick is tilted, or upwards if it is not tilted. A [[tilt]] of the [[control stick]] in a different direction will cause another, similar burst. The quick speed of this makes Pikachu extremely difficult to hit, but it is exposed at the beginning (at least after the original ''[[Super Smash Bros.]]''), middle, and end moments, when it briefly holds still. Quick Attack requires much practice before players can effectively take advantage of its two-direction functionality.
This attack consists of Pikachu moving in a straight line in the direction in which the player's control stick is tilted, or upwards if it is not tilted. A [[tilt]] of the [[control stick]] in a different direction will cause another, similar burst. The quick speed of this makes Pikachu extremely difficult to hit, but it is exposed at the beginning (at least after ''Smash 64''), middle, and end moments, when it briefly holds still. Quick Attack requires much practice before players can effectively take advantage of its two-direction functionality.


===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
[[File:SSB64 Ledge-Stalling.gif|thumb|Pikachu using Quick Attack to [[ledge]]-stall.]]
[[File:SSB64 Ledge-Stalling.gif|thumb|Pikachu using Quick Attack to [[ledge]]-stall.]]
Unlike other special moves, Quick Attack completely lacks any hitboxes. However, it is considered one of the best recovery options overall in the game. The move travels a very long distance and since Pikachu can angle it and use it twice, Quick Attack is an extremely flexible and diverse recovery tool, giving Pikachu many options when using the move, to allow it to return back to the stage from great distances. Quick Attack is able to [[edge sweetspot|sweetspot the edge]] from almost any distance within the move's range and Pikachu can easily aim for the edge in order to grab it and avoid any lag the move would otherwise have. Pikachu can even extend Quick Attack's distance if they player lets go of the control stick after a warp. If this happens, Pikachu will retain the momentum from the warp. These traits also allows Pikachu to go far out from the edge to edgeguard, further than any other character can go and Pikachu will still be able to make it back to the stage. Pikachu is completely [[intangible]] during Quick Attack's startup which not only aids its recovery potential but it also allows Quick Attack to be used as an effective tool to escape disadvantage. The move's intangibility frames allows Pikachu to easily escape combos or shield pressure using Quick Attack. Even when Pikachu is not intangible, it is difficult to hit during Quick Attack's warps, making it hard to punish if Pikachu uses it effectively. The move's intangibility combined with its generous ability to snap edges, allows Pikachu to [[ledge-stall]] indefinitely, which is very difficult to punish. It can also go through a portion of the wall in Pikachu's [[Break the Targets]] stage strangely.
Unlike other special moves, Quick Attack completely lacks any hitboxes. However, it is considered one of the best recovery options overall in the game. The move travels a very long distance and since Pikachu can angle it and use it twice, Quick Attack is an extremely flexible and diverse recovery tool, giving Pikachu many options when using the move, to allow it to return back to the stage from great distances. Quick Attack is able to [[edge sweetspot|sweetspot the edge]] from almost any distance within the move's range and Pikachu can easily aim for the edge in order to grab it and avoid any lag the move would otherwise have. Pikachu can even extend Quick Attack's distance if they player lets go of the control stick after a warp. If this happens, Pikachu will retain the momentum from the warp. These traits also allows Pikachu to go far out from the edge to edgeguard, further than any other character can go and Pikachu will still be able to make it back to the stage. Pikachu is completely [[intangible]] during Quick Attack's startup which not only aids its recovery potential but it also allows Quick Attack to be used as an effective tool to escape disadvantage. The move's intangibility frames allows Pikachu to easily escape combos or shield pressure using Quick Attack. Even when Pikachu is not intangible, it is difficult to hit during Quick Attack's warps, making it hard to punish if Pikachu uses it effectively. The move's intangibility combined with its generous ability to snap edges, allows Pikachu to [[ledge-stall]] indefinitely, which is very difficult to punish. It can also go through a portion of the wall in Pikachu's [[Break the Targets]] stage strangely.
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===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
[[File:QAC lock.gif|thumb|Pikachu using Quick Attack Cancelling to [[lock]] {{SSBB|Meta Knight}}.]]
[[File:QAC lock.gif|thumb|Pikachu using Quick Attack Cancelling to [[lock]] {{SSBB|Meta Knight}}.]]
In ''Brawl'', Quick Attack is slightly slower and it has less range than in ''Melee''. The move is particularly more laggy in the [[landing lag]] department as the move no longer [[auto-cancel]]s once Pikachu enters free fall and the move now suffers from [[RCO lag]], making Pikachu much easier to punish once it lands. However, Quick Attack is still a great recovery tool and Pikachu has gained a new powerful technique with Quick Attack called [[Quick Attack Cancel]]ling. If Pikachu hits the ground with Quick Attack and hits jump, Pikachu will jump, ignoring the ending lag Pikachu would otherwise receive. The technique is considered a staple for Pikachu's metagame in [[competitive play]] as it allows Pikachu to effectively approach with Quick Attack and it can be used as a powerful [[lock]]ing tool against a missed [[tech]].
In ''Brawl'', Quick Attack is slightly slower and it has less range than in ''Melee''. The move is particularly more laggy in the [[landing lag]] department as the move no longer [[auto-cancel]]s once Pikachu enters free fall and the move now suffers from [[RCO lag]], making Pikachu much easier to punish once it lands. However, Quick Attack is still a great recovery tool and Pikachu has gained a new powerful technique with Quick Attack called [[Quick Attack Cancel]]ling. If Pikachu hits the ground with Quick Attack and hits jump, Pikachu will jump, ignoring the ending lag Pikachu would otherwise receive. The technique is considered a staple for Pikachu's metagame in [[competitive play]] as it allows Pikachu to effectively approach with Quick Attack and it can be used as a powerful [[lock]]ing tool against a missed [[tech]].


If Pikachu takes a [[Poison Mushroom]] or is shrinking from a [[Super Mushroom]] during the first step of Quick Attack, it will perform an [[Superjump|extra-high jump]]. This is assumed to be a glitch.<ref>[http://youtube.com/watch?v=9H2BNOEK41M]</ref>
If Pikachu takes a [[Poison Mushroom]] or is shrinking from a [[Super Mushroom]] during the first step of Quick Attack, it will perform an [[Superjump|extra-high jump]]. This is assumed to be a glitch. [http://youtube.com/watch?v=9H2BNOEK41M]
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Quick Feet.JPG|Quick Feet
Quick Feet.JPG|Quick Feet
</gallery>
</gallery>
==Quick Attack cancel==
[[File:QAC lock.gif|thumb|300px|{{Sm|ESAM}} utilizing Quick Attack Canceling to lock {{SSBB|Meta Knight}} for longer than what is normally possible with Quick Attack.]]
'''Quick Attack Canceling''', abbreviated as '''QAC''' and also known as '''QuACking''', is a technique usable by {{SSBB|Pikachu}} in ''[[Super Smash Bros. Brawl]]''. When Pikachu normally Quick Attacks in ''Brawl'' and touches the ground, it goes into its [[helpless]] landing animation. This occurs when Pikachu Quick Attacks horizontally on the ground or when it lands at any point after the Quick Attack dash. If Pikachu quick attacks into the ground before the dash's animation has ended however, Pikachu will not go into its helpless landing animation once the animation is over. Instead, Pikachu is put into an animation transition frame, where Pikachu is considered airborne but it is also touching the ground. After this frame, Pikachu will enter its normal landing animation with [[RCO lag]]. Pikachu is actionable during this one animation transition frame, allowing Pikachu to act out of this frame to avoid landing. When Pikachu is in this frame, it can jump, use its aerials (with Pikachu being able to perform an instant landing down aerial), air dodge, use its specials (including Quick Attack) or drop through platforms. This can be performed with both Quick Attack dashes so in a situation where Pikachu cannot Quick Attack cancel with the first dash, Pikachu can use the second dash. This variant of the technique is only possible to its full extent in ''Brawl'', although in ''[[Super Smash Bros. 4]]'', Pikachu can still perform the technique on slopes. Pikachu can also cancel Quick Attack by [[edge cancel]]ing, which works in all games up to ''Super Smash Bros. 4''.
The technique is essentially a form of [[Second Jump Recovery]], working in the same way. The main difference is that with a normal SJR, the player has to frame perfectly time their aerial so that they land the exact frame after the animation ends in order to get the animation transition frame. Quick Attack instead allows the player can touch the ground at any point during Quick Attack's dash to get the animation transition frame, which along with how Quick Attack functions, makes it far easier and much more versatile and practical than a normal SJR.
The technique is considered vital for competitive Pikachu players due to its high versatility. It gives Pikachu a way to quickly maneuver around the stage without much lag, massively helping Pikachu's approach and aerial game, as well as being a retreat option. It can also easily play "[[mindgame]]s" with the opponent due to the move's high mixup potential, easily allowing it to bait and punish opponents. It can also allow extended followups to certain moves knocking the opponent across the stage. Notably, it is an efficient way to lead into a neutral aerial, which is one of Pikachu's move effective KO moves due to its low startup and decent power.
The technique also makes Quick Attack highly effective as a [[lock]]ing tool. As Quick Attack has a 0 degree angle and low knockback, it can lock opponents very effectively and when combined with Quick Attack Canceling, Pikachu has access to an infamous combo on the floored opponent with proper execution. The combo is not an infinite, as the Quick Attack's knockback does scale but it can lead into 0-death combos. Pikachu can even set up a QAC lock using up aerial into [[footstool]], making it practical to go for in matches. Even if the player does not continuously Quick Attack the opponent, they can still get a guaranteed followup as the floored opponent gets up.
The technique also has utility on slopes. If Pikachu does a QAC on a slope, Pikachu will stay in the air for longer and gain additional momentum as it lands. This is naturally very situational, especially in a competitive setting where slopes are generally not prefered. In ''Smash 4'', slopes enable Pikachu to QAC (even on the slightest inclines such as on [[Dream Land]] in certain positions) which it normally cannot do, allowing Pikachu to greatly take advantage of slopes in ''Smash 4''.


==Origin==
==Origin==
[[File:PikachuQuickAttackRBY.gif|thumb|Quick Attack being used by [[Pikachu]] in ''{{iw|bulbapedia|Pokémon Red}}''.]]
[[File:PikachuQuickAttackRBY.gif|thumb|Quick Attack being used by [[Pikachu]] in ''{{pkmn|Pokémon Red}}''.]]
{{iw|bulbapedia|Quick Attack|move}} is a physical Normal-type attack introduced in the Generation I {{uv|Pokémon}} games. It's a rather weak move, with a low base power similar to Tackle and [[Pound]]. Unlike these other moves, however, it has +1 priority, meaning it will go before other moves unless the opponent uses a move whose priority is higher. Pikachu learns Quick Attack by leveling up and can be learned among early levels in any ''Pokémon'' game. In ''{{iw|bulbapedia|Pokémon Red and Green}}'', Pikachu learned it at level 16, which was later reduced to 11 in ''{{iw|bulbapedia|Pokémon Yellow}}''.
Quick Attack is a physical Normal-type attack introduced in the Generation I [[Pokémon (universe)|''Pokémon'']] games. It's a rather weak move, with a low base power similar to Tackle and [[Pound]]. Unlike these other moves, however, it has +1 priority, meaning it will go before other moves unless the opponent uses a move whose priority is higher. Pikachu learns Quick Attack by leveling up and can be learned among early levels in any ''Pokémon'' game. In ''{{s|bulbapedia|Pokémon Red and Green}}'', Pikachu learned it at level 16, which was later reduced to 11 in ''{{s|bulbapedia|Pokémon Yellow}}''.


In the main ''Pokémon'' games, Quick Attack is commonly depicted as a single quick dash towards the foe, but the {{iw|bulbapedia|Pokémon anime}} often shows users of Quick Attack running in zigzag patterns to evade incoming attacks.
In the main ''Pokémon'' games, Quick Attack is commonly depicted as a single quick dash towards the foe, but the {{s|bulbapedia|Pokémon anime}} often shows users of Quick Attack running in zigzag patterns to evade incoming attacks.


Pikachu's Quick Attack in the ''Super Smash Bros.'' series has a unique trail of electrical bubbles, which also deal [[electric]] damage, despite the attack being Normal-type in the origin games. In a similar matter, [[Skull Bash]] in ''Melee'' also has an electrical property attack despite not being an Electric-type attack. The option to "move" twice is also completely unique to ''Smash''.
Pikachu's Quick Attack in the ''Super Smash Bros.'' series has a unique trail of electrical bubbles, which also deal [[electric]] damage, despite the attack being Normal-type in the origin games. In a similar matter, [[Skull Bash]] in ''Melee'' also has an electrical property attack despite not being an Electric-type attack. The option to "move" twice is also completely unique to ''Smash''.


One of Pikachu's custom moves in ''Super Smash Bros. 4'', {{iw|bulbapedia|Quick Feet|Ability}}, shares its name with an {{iw|bulbapedia|ability}} in the main ''Pokémon'' series, which increases a Pokémon's speed if it is under a status ailment. However, Pikachu has no access to this ability in any of the ''Pokémon'' games. It is, however, used by {{pkmn|Jolteon}}, another Generation I Electric-type Pokémon.
One of Pikachu's custom moves in ''Super Smash Bros. 4'', {{s|bulbapedia|Quick Feet}}, shares its name with an {{s|bulbapedia|ability}} in the main ''Pokémon'' series, which increases a Pokémon's speed if it is under a status ailment. However, Pikachu has no access to this ability in any of the ''Pokémon'' games. It is, however, used by {{pkmn|Jolteon}}, another Generation I Electric-type Pokémon.


<gallery>
<gallery>
Quick Attack Anime.gif|Quick Attack in ''Pokémon: The Movie 2000''.
File:Quick Attack Anime.gif|Quick Attack in ''Pokémon: The Movie 2000''.
QuickAttack.png|Quick Attack as it appears in Generation VII ''Pokémon'' games.
File:QuickAttack.png|Quick Attack as it appears in Generation VII ''Pokémon'' games.
</gallery>
</gallery>
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==Trivia==
==Trivia==
*Pikachu's up special used to be called Agility but was changed to Quick Attack later.<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn038.html</ref>
**However, [[Agility]] would eventually be given to [[Pichu]] for its up special in ''Melee'' and ''Ultimate''.
*This is one of 2 up specials that initially didn't do damage, but does in the next ''Smash'' game. The other is [[Extreme Speed]].
*This is one of 2 up specials that initially didn't do damage, but does in the next ''Smash'' game. The other is [[Extreme Speed]].
**Coincidentally, both are offensive Normal-type moves with boosted priority used by Pokémon.
**Coincidentally, both are offensive Normal-type moves with boosted priority used by Pokémon.
*Quick Attack is one of three up special moves that always uses up the character's double jump in ''Brawl'' and ''Smash 4'' regardless if the player saved it before use, despite the near-universal change across all other characters that allows them to use their double jump after their up special move if they are hit out of it. The other two up special moves are [[Hydro Pump]] and [[Spin Attack]].
*Quick Attack is one of three up special moves that always uses up the character's double jump in ''Brawl'' and ''Smash 4'' regardless if the player saved it before use, despite the near-universal change across all other characters that allows them to use their double jump after their up special move if they are hit out of it. The other two up special moves are [[Hydro Pump]] and [[Spin Attack]].
==Technical details==
==Technical details==
*[[Pikachu (SSB)/Up special]]
*[[Pikachu (SSB)/Up special]]
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*[[Pikachu (SSB4)/Up special]]
*[[Pikachu (SSB4)/Up special]]
*[[Pikachu (SSBU)/Up special]]
*[[Pikachu (SSBU)/Up special]]
==See also==
==See also==
*[[Agility]]
*[[Agility]]
 
*[[Quick Attack cancel]]
==References==
{{reflist}}


{{Special Moves|char=Pikachu}}
{{Special Moves|char=Pikachu}}
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[[Category:Pikachu (SSB4)]]
[[Category:Pikachu (SSB4)]]
[[Category:Pikachu (SSBU)]]
[[Category:Pikachu (SSBU)]]
[[es:Ataque rápido]]

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