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Pikachu (SSB)/Down smash: Difference between revisions

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==Overview==
==Overview==
[[File:Pikachu Down Smash Hitbox Smash 64.gif|thumb|The hitbox of Pikachu's d-smash.]]
[[File:Pikachu Down Smash Hitbox Smash 64.gif|thumb|The hitbox of Pikachu's d-smash.]]
Pikachu does a spinning break dance on the floor that can hit in front and back of itself, doing 10%-16% damage and moderately powerful knockback, with the front hit being able to KO at 87%; by far the strongest [[down smash]] in ''Smash 64''. It could be considered a slightly less powerful version of its {{mvsub|Pikachu|SSB|forward smash}}, and due to Pikachu usually having many better options, it is seldom used outside of [[mindgame]]s. Despite this, its pretty quick [[startup]] makes it a fast move to use, and it has some good [[shield stun]]. The move is useful for [[punish]]ing, especially when reading [[roll]]s, due to the duration of the two hits being able to intercept many roll options (like {{SSB|Mario}}'s {{mvsub|Mario|SSB|down smash}}). It can also [[edgeguard]] some opponents, especially since it is able to hit opponents hanging on the [[edge]]. However, it has some noticeable [[ending lag]] and can be punished or [[shield grab]]bed by many characters without much difficulty.
Pikachu does a spinning break dance on the floor that can hit in front and back of itself, doing 10%-16% damage and moderately powerful knockback, with the front hit being able to KO at 86%; by far the strongest [[down smash]] in ''Smash 64''. It could be considered a slightly less powerful version of its {{mvsub|Pikachu|SSB|forward smash}}, and due to Pikachu usually having many better options, it is seldom used outside of [[mindgame]]s. Despite this, its pretty quick [[startup]] makes it a fast move to use, and it has some good [[shield stun]]. The move is useful for [[punish]]ing, especially when reading [[roll]]s, due to the duration of the two hits being able to intercept many roll options (like {{SSB|Mario}}'s {{mvsub|Mario|SSB|down smash}}). It can also [[edgeguard]] some opponents, especially since it is able to hit opponents hanging on the [[edge]]. However, it has some noticeable [[ending lag]] and can be punished or [[shield grab]]bed by many characters without much difficulty.


{{technical data}}
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Front hit|24}}
{{SSB64HitboxTableRow
|id=0
|damage=16%
|angle=361
|bk=30
|ks=120
|fkv=0
|r=135
|bn=26
|xpos=100
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=16%
|angle=361
|bk=30
|ks=120
|fkv=0
|r=135
|bn=21
|xpos=100
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=2
|damage=16%
|angle=361
|bk=30
|ks=120
|fkv=0
|r=90
|bn=5
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{HitboxTableTitle|Back hit|24}}
{{SSB64HitboxTableRow
|id=0
|damage=13%
|angle=361
|bk=30
|ks=110
|fkv=0
|r=135
|bn=26
|xpos=100
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=13%
|angle=361
|bk=30
|ks=110
|fkv=0
|r=135
|bn=21
|xpos=100
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=2
|damage=13%
|angle=361
|bk=30
|ks=110
|fkv=0
|r=90
|bn=5
|type=Foot
|effect=Normal
|clang=t
|rebound=t
|slvl=L
|sfx=Kick
}}
|}
 
 
==Timing==
{|class="wikitable"
|-
!Front hit
|10-13
|-
!Back hit
|25-28
|-
!Animation length
|53
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=25}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}


{{MvSubNavPikachu|g=SSB}}
{{MvSubNavPikachu|g=SSB}}

Revision as of 05:05, March 15, 2020

Overview

The hitbox of Pikachu's d-smash.

Pikachu does a spinning break dance on the floor that can hit in front and back of itself, doing 10%-16% damage and moderately powerful knockback, with the front hit being able to KO at 86%; by far the strongest down smash in Smash 64. It could be considered a slightly less powerful version of its forward smash, and due to Pikachu usually having many better options, it is seldom used outside of mindgames. Despite this, its pretty quick startup makes it a fast move to use, and it has some good shield stun. The move is useful for punishing, especially when reading rolls, due to the duration of the two hits being able to intercept many roll options (like Mario's down smash). It can also edgeguard some opponents, especially since it is able to hit opponents hanging on the edge. However, it has some noticeable ending lag and can be punished or shield grabbed by many characters without much difficulty.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Front hit
0 0 16% 0 Sakurai angle 30 120 0 135 26 100 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 16% 0 Sakurai angle 30 120 0 135 21 100 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 16% 0 Sakurai angle 30 120 0 90 5 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Back hit
0 0 13% 0 Sakurai angle 30 110 0 135 26 100 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 13% 0 Sakurai angle 30 110 0 135 21 100 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 13% 0 Sakurai angle 30 110 0 90 5 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick


Timing

Front hit 10-13
Back hit 25-28
Animation length 53
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(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(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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change