Super Smash Bros. Melee

Pichu (SSBM)/Forward smash: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Pichu charges electricity from its cheek pouches before leaning forward and aggressively releasing it. Comes out on frame 16 and ends on frame 49.
It is somewhat easy to escape the finishing hit using Directional Influence, largely limiting its use to edgeguard scenarios.
==Application==
Forward smash excels at edgeguarding fast-fallers such as {{SSBM|Fox}}, {{SSBM|Captain Falcon}}, and {{SSBM|Falco}}, where Pichu can use its low hitboxes to make recovering an arduous task. This is especially prominent if characters like Falco are unable to sweetspot the ledge, making it far easier for Pichu to [[edgehogging|edgehog]]. The move's sourspots can be used to surprise the aforementioned fast-fallers near the ledge, which can cause them to flub their recovery and subsequently self-destruct. The move can also be used after a jab reset, where Pichu can capitalize off their tech animations. Pichu is able to more effectively pressure opponents near the ledge, since their options are more limited there. Lastly, Pichu can use it as a situational neutral tool, allowing it to circumvent its difficulty in landing the move otherwise. Pichu's forward smash, while potent as an edgeguarding tool, is rarely seen elsewhere, as it fails to protect Pichu from hits above or behind it, which can allow the opponent a free punish. Using it to call out ledge invincibility positions is risky, since this can lead to prediction battles for Pichu.
Overall, Pichu’s forward smash excels at its niche in advantage, while the move’s applications elsewhere requires players to carefully practice in order to fully synergise it with its other moves, like its [[Pichu (SSBM)/Neutral aerial|neutral aerial]] or [[Thunder Jolt|Thunder Jolts]].
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|14-15
|13-14
|-
|-
!Hits 1-5
!Hits 1-5
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|-
|-
!Hit 6
!Hit 6
|33
|31-33
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=14|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=16}}
{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=16}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|charge=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|charge=y}}
{{MvSubNavPichu|g=SSBM}}
{{MvSubNavPichu|g=SSBM}}
==External links==
*[https://www.youtube.com/watch?v=FjWMS0X1Vjc#t=3m18s ChivalRuse's usage of forward smash for edgeguarding]
[[Category:Pichu (SSBM)]]
[[Category:Pichu (SSBM)]]
[[Category:Forward smashes (SSBM)]]
[[Category:Forward smashes (SSBM)]]

Latest revision as of 15:06, October 28, 2024

Hitbox visualization showing Pichu's forward smash.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Pichu charges electricity from its cheek pouches before leaning forward and aggressively releasing it. Comes out on frame 16 and ends on frame 49.

It is somewhat easy to escape the finishing hit using Directional Influence, largely limiting its use to edgeguard scenarios.

Application[edit]

Forward smash excels at edgeguarding fast-fallers such as Fox, Captain Falcon, and Falco, where Pichu can use its low hitboxes to make recovering an arduous task. This is especially prominent if characters like Falco are unable to sweetspot the ledge, making it far easier for Pichu to edgehog. The move's sourspots can be used to surprise the aforementioned fast-fallers near the ledge, which can cause them to flub their recovery and subsequently self-destruct. The move can also be used after a jab reset, where Pichu can capitalize off their tech animations. Pichu is able to more effectively pressure opponents near the ledge, since their options are more limited there. Lastly, Pichu can use it as a situational neutral tool, allowing it to circumvent its difficulty in landing the move otherwise. Pichu's forward smash, while potent as an edgeguarding tool, is rarely seen elsewhere, as it fails to protect Pichu from hits above or behind it, which can allow the opponent a free punish. Using it to call out ledge invincibility positions is risky, since this can lead to prediction battles for Pichu.

Overall, Pichu’s forward smash excels at its niche in advantage, while the move’s applications elsewhere requires players to carefully practice in order to fully synergise it with its other moves, like its neutral aerial or Thunder Jolts.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hits 1-5
0 0 2% 0 AngleIcon0.png 10 50 0 3.991932 0 0.0 4.6872 8.9838 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock
1 0 2% 0 AngleIcon20.png 10 50 0 4.323942 0 0.0 4.6872 16.0146 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock
2 0 2% 0 AngleIcon180.png 10 50 0 5.323878 0 0.0 4.6872 22.6548 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock
Hit 6
0 0 6% 0 Sakurai angle 90 140 0 3.991932 0 0.0 4.6872 8.9838 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 6% 0 Sakurai angle 90 140 0 4.323942 0 0.0 4.6872 16.0146 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
2 0 6% 0 Sakurai angle 90 140 0 5.323878 0 0.0 4.6872 22.6548 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock

Timing[edit]

Charges between 13-14
Hits 1-5 16-18, 19-21, 22-24, 25-27, 28-30
Hit 6 31-33
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change

External links[edit]