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| {{SSBBMatchupTable|pikachu=yes}} | | {{SSBBMatchupTable|pikachu=yes}} |
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| =Moveset and frame data= | | =Moveset= |
| ==Normal attacks== | | ==Normal attacks== |
| ===Neutral attack=== | | ===Neutral attack=== |
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| Name: Side Kick | | Name: Side Kick |
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| Damage: 9.45% (normal) / 10.5% (angled up) / 8.4% (angled down) | | Damage: 9.45% (normal), 10.5% (angled up), 8.4% (angled down) |
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] |
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| Name: ThunderShock | | Name: ThunderShock |
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| Damage: {{ChargedSmashDmgSSBB|21}} (frames 15-17), {{ChargedSmashDmgSSBB|17.85}} (frames 18-20), {{ChargedSmashDmgSSBB|14.7}} (frames 21-22) <small>(hitbubbles extend on frames 18 and 21)</small> | | Damage: {{DamageWhenCharged|21}} (frames 15-17), {{DamageWhenCharged|17.85}} (frames 18-20), {{DamageWhenCharged|14.7}} (frames 21-22) <small>(hitbubbles extend on frames 18 and 21)</small> |
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] |
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| Name: Tail Flip | | Name: Tail Flip |
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| Damage: {{ChargedSmashDmgSSBB|14.7}}/{{ChargedSmashDmgSSBB|13.65}} (frames 9-10) <small>(more damage closer to Pikachu)</small>, {{ChargedSmashDmgSSBB|11.55}} (frames 11-12), {{ChargedSmashDmgSSBB|7.35}} (frames 13-16) | | Damage: {{DamageWhenCharged|14.7}}/{{DamageWhenCharged|13.65}} (frames 9-10) <small>(more damage closer to Pikachu)</small>, {{DamageWhenCharged|11.55}} (frames 11-12), {{DamageWhenCharged|7.35}} (frames 13-16) |
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] |
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| Name: Electric Spin | | Name: Electric Spin |
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| Damage: {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|2.1}}, {{ChargedSmashDmgSSBB|3.15}} (7 hits) <small>(maximum: {{ChargedSmashDmgSSBB|15.75}})</small> | | Damage: {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|3.15}} (7 hits) <small>(maximum: {{DamageWhenCharged|15.75}})</small> |
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] |
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| ==Special moves== | | ==Special moves== |
| ===Neutral special===
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| [[File:Pikachu Thunder Jolt.png|thumb|Thunder Jolt used on the ground.]]
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| [[File:Pikachu Thunder Jolt air.png|thumb|Thunder Jolt used in the air.]]
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| Name: Thunder Jolt
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| Damage: 6.3% (ground jolt) / 9.45% (aerial jolt)
| | ........................ |
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
| | The rest is coming soon. |
| | |
| Description: Pikachu releases a jolt of electricity that bounces along the ground in front of himself. It can travel up walls, along ceilings, and below the edge. This projectile is useful for keeping opponents at bay, as it forces them into the air and it can't be crouched under. If the move is used in midair, the jolt of electricity will instead travel diagonally down towards the ground, dealing more damage than a grounded jolt. Since it can travel along walls and edges, you can use this for anti-planking against characters like Meta Knight. Overall a pretty useful projectile.
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Jolt released on
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| |19
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |59
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| |-
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| !Ground jolt duration
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| |100
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| |-
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| !Aerial jolt duration
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| |99
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| |}
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| ''Note: If an aerial jolt hits the ground, it will become a ground jolt and last 100 frames from that point.''
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| ===Side special===
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| [[File:Skull Bash.jpg|thumb|Skull Bash]]
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| Name: Skull Bash
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| Damage: 7.35% (uncharged) - 26.25% (fully charged)
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
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| Description: Charges up, then fires forward like a missile. Of course, the longer you charge, the faster and more powerful the move will be. This is quite a useful special. It has strong knockback and can easily be used for punishing. You can also use this for recovery - it travels a great distance, and if you happen to be recovering from high up, this is a great move to use. It can sweetspot the edge easily, but remember that some projectiles can stop it, such as Dedede's Waddle Dees. You can't cancel the charge, and there's no way to stop yourself from flying forward, so be careful. If you miss, you're indeed vulnerable, as the move isn't that hard to shield grab. If your opponent underestimates how powerful this attack is, it can be pretty useful.
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits
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| |18-? (uncharged)
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |91 (uncharged)
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| |-
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| !Advantage on block
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| |?
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| |}
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| ===Up special===
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| [[File:Pikachu Quick Attack.png|thumb|Quick Attack]]
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| Name: Quick Attack
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| Damage: 3.15% (QA1), 2.1% (QA2)
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
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| Description: Pikachu moves at warp speed in one or two directions (second is optional). You can control both via the Control Stick, though the second most be 45° different from the first. Quick Attack is an extremely versatile move. The most basic use is obviously to use it for recovery. Since you can aim in any two directions it's very unpredictable. What's great about the move is the Quick Attack Cancel technique - most of it will be explained later, but I'll mention it here. If you aim the move into the ground and then jump, you'll avoid all the lag and be in the air already. This can be used for approaching quickly and attacking simultaneously, and it can be used to lead into a nair as a combo or finisher. You can maneuver around the stage by doing this, and you can also drop through soft platforms by simply holding down on the Control Stick when you warp into them (and you won't become helpless). The move can also lock - this is advanced to the point where top professionals can't do it consistently, but apparently it isn't out of the human realm. Check this [http://www.youtube.com/watch?v=h2PPUh5if2U], and maybe this too [http://www.youtube.com/watch?v=pP0JwYgGuTA].
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits
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| |15-19 (QA1), 30-34 (QA2)
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| |-
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| !Advantage on block
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| |?
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| |}
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| | |
| =====Overview=====
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| Quick Attack (part 1 only):
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| *1-13: Startup
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| *14: Startup / <font style="color:purple">QA1 direction input</font> <small>(Control stick position is read on frame 14 only; therefore, you may switch directions during startup)</small>
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| *15: <font style="color:red">Hitbox</font>
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| *16-18: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font>
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| *19: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font> / <font style="color:blue">first frame able to input QAC actions</font>
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| *20: <font style="color:limegreen">edge grab allowed</font> / <font style="color:forestgreen">RCO activated</font>
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| *21: -
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| *22-24: Hurtbox stretched (vertical long)
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| *25: -
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| *26: Hurtbox stretched (horizontal small)
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| *27: Hurtbox stretched (horizontal long)
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| *28: Hurtbox stretched (horizontal small)
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| *29: <font style="color:blue">Last frame able to input QAC actions</font>
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| *30: <font style="color:orange">Cooldown</font> / <font style="color:blue">QAC frame</font>
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| *31-70: <font style="color:orange">Cooldown</font>
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| *71: <font style="color:darkgreen">Freefall begins</font>
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| Quick Attack (parts 1 and 2):
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| *1-13: Startup
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| *14: Startup / <font style="color:purple">QA1 direction input</font> <small>(Control stick position is read on frame 14 only; therefore, you may switch directions during startup)</small>
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| *15: <font style="color:red">Hitbox</font>
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| *16-18: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font>
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| *19: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font> / <font style="color:blue">first frame able to input QAC actions</font>
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| *20: <font style="color:limegreen">edge grab allowed</font> / <font style="color:forestgreen">RCO activated</font>
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| *21: -
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| *22-24: Hurtbox stretched (vertical long)
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| *25: -
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| *26: Hurtbox stretched (horizontal small)
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| *27: Hurtbox stretched (horizontal long)
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| *28: Hurtbox stretched (horizontal small)
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| *29: <font style="color:purple">QA2 direction input</font> <small>(Control stick position is read on frame 29 only; therefore, you may switch directions until then)</small>
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| *30: <font style="color:red">Hitbox</font>
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| *31-33: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font>
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| *34: <font style="color:red">Hitbox</font> / <font style="color:limegreen">edge grab allowed</font> / <font style="color:blue">first frame able to input QAC actions</font>
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| *35: <font style="color:limegreen">edge grab allowed</font>
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| *36: -
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| *37-39: Hurtbox stretched (vertical long)
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| *40: -
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| *41: Hurtbox stretched (horizontal small)
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| *42: Hurtbox stretched (vertical long)
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| *43: Hurtbox stretched (horizontal small)
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| *44: <font style="color:blue">Last frame able to input QAC actions</font>
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| *45: <font style="color:orange">Cooldown</font> / <font style="color:blue">QAC frame</font>
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| *46-85: <font style="color:orange">Cooldown</font>
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| *86: <font style="color:darkgreen">Freefall begins</font>
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| ===Down special===
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| [[File:Pikachu Thunder air.png|thumb|Thunder]]
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| Name: Thunder
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| Damage: 10.5% (bolt) / 17.85% (shockwave)
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| Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
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| KO percentage: From as low as 75% to as high as 190%. <small>Varies a lot on the character's position and how you use this attack.</small>
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| Description: You probably already know what Thunder is. Basically Pikachu shouts "PIKA!", calling a bolt of thunder above himself. This attack can hit in two different places - the bolt itself, or the shockwave surrounding Pikachu when the bolt hits him. If you do it while moving in the air, the bolt may miss Pikachu. The shockwave produces very strong horizontal knockback, while the bolt produces vertical knockback. A technique is to use the bolt for a Star KO, called Thunderspiking - a move like a u-tilt or u-smash can lead into this. You can also use Thunder offstage near the edge to give characters with short and/or linear recoveries a hard time - but only do this if you know what you're doing, as it can be dangerous. It's overall a great move that can KO very early, and sometimes Pikachu relies on it for KOs.
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits
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| |15-74 (bolt) / 43-74 (shockwave)
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |79 (thunder hits Pikachu) / 88 (thunder misses Pikachu)
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| |-
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| !Invincibility
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| |43-50 <small>(shockwave only)</small>
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| |-
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| !Advantage on block
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| |? (shockwave)
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| |}
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| ==Edge options==
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| ===Edge grab===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-34 <small>(invincibility can carry over into ledge drop actions)</small>
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |12 (edge attack, roll, or jump) / 14 (edge drop or climb)
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| |}
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| ''Note: You must wait at least 30 frames after releasing the ledge before you can re-grab it.''
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| ===Edge attack <100%===
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| Name: Somersault
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| Damage: 8.4%
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| Description: Does a somersault while climbing onto the stage.
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits on
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| |22-24
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |54
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| |-
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| !Invincibility
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| |1-20
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| |-
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| !Advantage on block
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| ||-21 (normal shield drop) / -28 (jump/grab OoS)
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| |}
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| ===Edge attack >100%===
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| Name: Tail Kick
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| Damage: 10.5%
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| Description: Slowly kicks up onto the stage, then does a tail attack.
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits on
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| |55-59
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |70
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| |-
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| !Invincibility
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| |1-59
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| |-
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| !Advantage on block
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| ||-4 (normal shield drop) / -11 (jump/grab OoS)
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| |}
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| ===Edge climb <100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-30
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |33
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| |}
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| ===Edge climb >100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-56
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |60
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| |}
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| ===Edge roll <100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-24
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |50
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| |}
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| ===Edge roll >100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-60
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |80
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| |}
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| ===Edge jump <100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-15
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |16
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| |}
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| ===Edge jump >100%===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-26
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |27
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| |}
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| ==Floor and tech moves==
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| ===Tech===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-21
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |27
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| |}
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| | |
| ===Tech roll forward===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |?
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |42
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| |-
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| !Roll length
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| |35.99 <small>(units unknown)</small>
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| |}
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| ===Tech roll back===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |?
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |42
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| |-
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| !Roll length
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| |32.41 <small>(units unknown)</small>
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| |}
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| ===Flop===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |27
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| |}
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| | |
| ===Stand (back/front)===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-22
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |30
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| |}
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| | |
| ===Floor attack (back)===
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| Name: Sweeper Kick
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| Damage: 6.3%, 6.3% (2 hits)
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| | |
| Description: Does a sweeper kick.
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| | |
| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits on
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| |13-14, 18-19
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |50
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| |-
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| !Invincibility
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| |1-19
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| |-
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| !Advantage on block
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| ||-27, -22 (normal shield drop) / -34, -29 (jump/grab OoS)
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| |}
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| | |
| ===Floor attack (front)===
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| Name: Sweeper Kick
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| Damage: 6.3%, 6.3% (2 hits)
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| | |
| Description: Does a sweeper kick.
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| | |
| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Hits on
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| |17-18, 23-24
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |51
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| |-
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| !Invincibility
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| |1-24
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| |-
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| !Advantage on block
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| ||-24, -18 (normal shield drop) / -31, -25 (jump/grab OoS)
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| |}
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| | |
| ===Floor roll forward (back)===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-14
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |36
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| |}
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| | |
| ===Floor roll forward (front)===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-19
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |37
| |
| |}
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| | |
| ===Floor roll back (back/front)===
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| ====Frame data====
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| {|class="wikitable"
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| |-
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| !Invincibility
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| |1-19
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| |-
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| !{{rollover|IASA|Interruptible as soon as frames|y}}
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| |36
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| |}
| |
| | |
| ===Dash trip===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Duration
| |
| |?
| |
| |}
| |
| | |
| ===Pivot trip===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Duration
| |
| |?
| |
| |}
| |
| | |
| ===Forced trip===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Duration
| |
| |?
| |
| |}
| |
| | |
| ===Trip stand===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Invincibility
| |
| |1-17
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |22
| |
| |}
| |
| | |
| ===Trip attack===
| |
| Name: Tail Sweeper Kick
| |
| | |
| Damage: 5.25%, 5.25% (2 hits)
| |
| | |
| Description: Does a sweeper kick with his tail.
| |
| | |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Hits on
| |
| |19-20, 31-32
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |50
| |
| |-
| |
| !Invincibility
| |
| |1-8
| |
| |-
| |
| !Advantage on block
| |
| ||-22, -10 (normal shield drop) / -29, -17 (jump/grab OoS)
| |
| |}
| |
| | |
| ===Trip roll forward/back===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Invincibility
| |
| |1-10
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |29
| |
| |}
| |
| | |
| ==Shield, jump, rolls, and dodges==
| |
| ===Shield===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Active on
| |
| |1
| |
| |-
| |
| !Shield drop
| |
| |7
| |
| |}
| |
| | |
| ===Jump===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Jump squat duration
| |
| |4 <small>(to short hop, hold jump for 4 or less frames; to full hop, hold jump for 5 or more frames)</small>
| |
| |-
| |
| !Short hop air time
| |
| |40
| |
| |-
| |
| !Full jump air time
| |
| |60
| |
| |-
| |
| !Soft landing
| |
| |2
| |
| |-
| |
| !Hard landing
| |
| |4
| |
| |-
| |
| !Soft {{rollover|RCO|Recovery carryover|y}} landing
| |
| |15
| |
| |-
| |
| !Hard {{rollover|RCO|Recovery carryover|y}} landing
| |
| |24
| |
| |}
| |
| | |
| ===Forward/back roll===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Invincibility
| |
| |4-19
| |
| |-
| |
| !Total duration
| |
| |31
| |
| |}
| |
| | |
| ===Spot dodge===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Invincibility
| |
| |2-20
| |
| |-
| |
| !Total duration
| |
| |22
| |
| |}
| |
| | |
| ===Air dodge===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !Invincibility
| |
| |4-29
| |
| |-
| |
| !Total duration
| |
| |49
| |
| |}
| |
| | |
| ==Taunts==
| |
| ===Up taunt===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |90
| |
| |}
| |
| | |
| ===Down taunt===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |90
| |
| |}
| |
| | |
| ===Side taunt===
| |
| ====Frame data====
| |
| {|class="wikitable"
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |81
| |
| |}
| |
| | |
| ==Item moves==
| |
| ===Item pickup/drop===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item pickup on
| |
| |7
| |
| |-
| |
| !Drop on
| |
| |1
| |
| |}
| |
| | |
| ===Forward toss (ground)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |12
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |29
| |
| |}
| |
| | |
| ===Back toss (ground)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |14
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |29
| |
| |}
| |
| | |
| ===Up toss (ground)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |15
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |29
| |
| |}
| |
| | |
| ===Down toss (ground)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |8
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |22
| |
| |}
| |
| | |
| ===Dash toss===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |5
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |39
| |
| |}
| |
| | |
| ===Forward toss (aerial)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |10
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |30
| |
| |}
| |
| | |
| ===Back toss (aerial)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |14
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |30
| |
| |}
| |
| | |
| ===Up toss (aerial)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |14
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |30
| |
| |}
| |
| | |
| ===Down toss (aerial)===
| |
| {|class="wikitable"
| |
| |-
| |
| !Item thrown on
| |
| |8
| |
| |-
| |
| !{{rollover|IASA|Interruptible as soon as frames|y}}
| |
| |22
| |
| |}
| |
| | |
| =Combos and techniques=
| |
| | |
| =Stages=
| |
| | |
| =Matchup Strategy=
| |