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. This move, coming out on frame 16 and ending on frame 49, is one of its most useful versatile tools. Pichu's forward smash is difficult to tech thanks to its long duration, low hitboxes, and great knockback potential. The move's sourspots can be used to surprise fast-fallers such as {{SSBM|Fox}} and {{SSBM|Captain Falcon}} 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. 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.
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==
==External links==
*[https://www.youtube.com/watch?v=FjWMS0X1Vjc#t=3m18s ChivalRuse's usage of forward smash for edgeguarding]
*[https://www.youtube.com/watch?v=FjWMS0X1Vjc#t=3m18s ChivalRuse's usage of forward smash for edgeguarding]

Latest revision as of 16:06, October 28, 2024

Hitbox visualization showing Pichu's forward smash.
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OverviewEdit

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.

ApplicationEdit

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.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hits 1-5
0 0 2% 0   10 50 0 3.991932 0 0.0 4.6872 8.9838             Shock
1 0 2% 0   10 50 0 4.323942 0 0.0 4.6872 16.0146             Shock
2 0 2% 0   10 50 0 5.323878 0 0.0 4.6872 22.6548             Shock
Hit 6
0 0 6% 0   90 140 0 3.991932 0 0.0 4.6872 8.9838             Shock
1 0 6% 0   90 140 0 4.323942 0 0.0 4.6872 16.0146             Shock
2 0 6% 0   90 140 0 5.323878 0 0.0 4.6872 22.6548             Shock

TimingEdit

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

External linksEdit