Super Smash Bros.

Pikachu (SSB)/Forward smash: Difference between revisions

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The move is worse in the Japanese version due to having less range which overall makes it a worse spacing tool. On the flip side, the move is better in the PAL versions of the game due to the late hit dealing 20% damage. This makes it as powerful as {{SSB|Donkey Kong}}'s non angled {{mvsub|Donkey Kong|SSB|forward smash}}, KOing Mario at 89% at the center of Dream Land. This also makes the late hit even safer on shield.  
The move is worse in the Japanese version due to having less range which overall makes it a worse spacing tool. On the flip side, the move is better in the PAL versions of the game due to the late hit dealing 20% damage. This makes it as powerful as {{SSB|Donkey Kong}}'s non angled {{mvsub|Donkey Kong|SSB|forward smash}}, KOing Mario at 89% at the center of Dream Land. This also makes the late hit even safer on shield.  


{{technical data|<br>NTSC-J/PAL hitbox tables.}}
==Hitboxes==


==Hitboxes==
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=80
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=140
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=160
|bn=0
|ypos=100
|zpos=600
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
|}


===NTSC-U===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{HitboxTableTitle|Early hit|42}}
Line 41: Line 100:
|fkv=0
|fkv=0
|r=120
|r=120
|rbg=nerf
|bn=0
|bn=0
|ypos=100
|ypos=100
Line 59: Line 119:
|fkv=0
|fkv=0
|r=130
|r=130
|rbg=nerf
|bn=0
|bn=0
|ypos=100
|ypos=100
|zpos=425
|zpos=425
|zposbg=change
|clang=0
|clang=0
|rebound=f
|rebound=f
Line 86: Line 148:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableRowNote|Hitbox 2 has been added.|42|buff}}
|}
|}
===PAL===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=18%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=80
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=120
|bn=0
|ypos=100
|zpos=200
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=130
|bn=0
|ypos=100
|zpos=425
|clang=0
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=2
|part=0
|damage=20%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=160
|bn=0
|ypos=100
|zpos=750
|clang=f
|rebound=f
|effect=Electric
|sfx=Shock
|slvl=L
}}
|}
====Summary====
=====NTSC-J to NTSC-U=====
*{{nerf|Late hit hitbox sizes (140u/160u → 120u/130u).}}
*{{buff|The late hit has gained a new far hitbox (size 160u, z position: 725), increasing its range.}}
**{{change|The previous far hitbox has been moved closer backwards (z position: 600 → 425) to compensate.}}
=====NTSC-U to PAL=====
*{{buff|Late hit damage (18% → 20%).}}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Revision as of 03:36, June 4, 2020

Overview

The hitbox of Pikachu's f-smash.

Pikachu fires a small jolt of electricity from its cheeks, dealing 18% damage. The move consists of two sets of hitboxes. The first hitbox is rather small and only covers a small space in front of Pikachu. The second set of hitboxes are very large and disjointed which can also hit above Pikachu very slightly. Both the early and late hit are identical in terms of power (at least in NTSC versions), KOing Mario at around 102% at the center of Dream Land. While it is a powerful KO move that can easily be done from a distance due to its long disjointed range with a long lasting hitbox, it is very slow compared to Pikachu's other moves not coming out until frame 21 and it is slower and weaker than Pikachu's other smash attacks. It can be used for edgeguarding to intercept characters with linear and/or predictable recoveries, such as Fox and Captain Falcon. The move is punishable on shield if used at close range although if spaced properly, it can easily leave Pikachu at a frame advantage on shield.

The move is worse in the Japanese version due to having less range which overall makes it a worse spacing tool. On the flip side, the move is better in the PAL versions of the game due to the late hit dealing 20% damage. This makes it as powerful as Donkey Kong's non angled forward smash, KOing Mario at 89% at the center of Dream Land. This also makes the late hit even safer on shield.

Hitboxes

NTSC-J

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Early hit
0 0 18% 0 Sakurai angle 20 100 0 80 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
Late hit
0 0 18% 0 Sakurai angle 20 100 0 140 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 18% 0 Sakurai angle 20 100 0 160 0 0 100 600 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock

NTSC-U

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Early hit
0 0 18% 0 Sakurai angle 20 100 0 80 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
Late hit
0 0 18% 0 Sakurai angle 20 100 0 120 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 18% 0 Sakurai angle 20 100 0 130 0 0 100 425 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
2 0 18% 0 Sakurai angle 20 100 0 160 0 0 100 750 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
Hitbox 2 has been added.

PAL

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Early hit
0 0 18% 0 Sakurai angle 20 100 0 80 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
Late hit
0 0 20% 0 Sakurai angle 20 100 0 120 0 0 100 200 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 20% 0 Sakurai angle 20 100 0 130 0 0 100 425 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
2 0 20% 0 Sakurai angle 20 100 0 160 0 0 100 750 HitboxTableIcon(NoClang).png Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock

Summary

NTSC-J to NTSC-U
  • Nerf Late hit hitbox sizes (140u/160u → 120u/130u).
  • Buff The late hit has gained a new far hitbox (size 160u, z position: 725), increasing its range.
    • Change The previous far hitbox has been moved closer backwards (z position: 600 → 425) to compensate.
NTSC-U to PAL
  • Buff Late hit damage (18% → 20%).

Timing

Early hit 21-24
Late hit 25-42
Animation length 61
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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change