Super Smash Bros. Ultimate

Pikachu (SSBU)/Neutral attack: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing Pikachu's first jab. ==Overview== ==Hitboxes== {{UltimateHitboxTableHeader}} {{UltimateHitbo...)
 
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|damage=1.4%
|damage=1.4%
|angle=0
|angle=0
|af=3
|bk=12
|bk=12
|ks=20
|ks=20
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|damage=1.2%
|damage=1.2%
|angle=0
|angle=0
|af=3
|bk=12
|bk=12
|ks=20
|ks=20
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|damage=1.0%
|damage=1.0%
|angle=0
|angle=0
|af=3
|bk=18
|bk=18
|ks=20
|ks=30
|fkv=0
|fkv=0
|r=3.5
|r=3.5
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|}
|}
==Timing==
==Timing==
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting four times with the move, any subsequent hits push Pikachu back slightly until it is interrupted.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|2-3
|2-3
|-
|-
!Earliest continuable
!Earliest loop frame
|8
|7
|-
!Repeat window
|7-17
|-
|-
!Interruptible
!Interruptible
Line 84: Line 91:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=10|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=11|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=12}}
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=11|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=12}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|interruptible=y}}


{{MvSubNavPikachu|g=SSBU}}
{{MvSubNavPikachu|g=SSBU}}
[[Category:Pikachu (SSBU)]]
[[Category:Pikachu (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 20:59, February 4, 2022

Hitbox visualization showing Pikachu's first jab.

Overview[edit]

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 1.4% 0 AngleIcon0.png Forward 12 20 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 7.2 1.0× 1.5× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 1.2% 0 AngleIcon0.png Forward 12 20 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 9.6 1.0× 1.5× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 1.0% 0 AngleIcon0.png Forward 18 30 0 HitboxTableIcon(False).png 3.5 top 0.0 3.0 12.6 1.0× 1.5× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Head (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting four times with the move, any subsequent hits push Pikachu back slightly until it is interrupted.

Hitboxes 2-3
Earliest loop frame 7
Repeat window 7-17
Interruptible 18
Animation length 29
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
Interruptibility
Interruptible