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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 somewhat powerful knockback. This is a slightly less powerful version of its [[Pikachu (SSB)/Forward smash|side smash]], and seldom used outside of mindgames. However, it is a fast move to use, and has some good shield stun. It is good to [[punish]] with this move, especially against rolls, and can edgeguard some opponents as well. However, it has some noticeable ending lag and can be punished or [[shield grab]]bed.
Pikachu does a spinning break dance on the floor that can hit in front and back of itself. The front hit is very powerful, dealing 16% and very high horizontal knockback; KOing {{SSB|Mario}} at around 86% at the center of {{SSB|Dream Land}}. This makes it the strongest [[down smash]] in ''Smash 64'' by a considerable margin. The back hit however is noticeably weaker, only dealing 13% and not being able to KO Mario at the center of Dream Land until he is around 122%.
 
The main uses the move has is to punish rolls, as the duration of the two hits being able to intercept many roll options (like Mario's {{mvsub|Mario|SSB|down smash}}) and it can also be used to [[edgeguard]], especially since it is able to hit opponents hanging on the [[edge]].
 
The move does have some downsides. The move does not come out until frame 10, making it one of the slowest down smashes in the game. In addition to this, it also has quite a bit of ending lag. Because of this, the front hit is easily punishable by most characters. On the positive side, the back hit is on -3 on shield, making it completely safe against every character except Mario, who can punish it with [[Super Jump Punch]] if he is close enough. This is the only positive with the back hit however as it is much slower and weaker than the front hit, meaning that Pikachu players will want to use the front hit whenever they can.
 
Overall, these traits make down smash Pikachu's least useful Smash attack. While forward smash is slower and weaker, it has more range and is overall much safer. Up smash has the same amount of startup lag while also having much less ending lag and it can either lead into combos or earlier KOes with [[Thunderspiking]]. Nevertheless, Pikachu's down smash can still be used to score early KOes, resulting in it still being a decent move overall.
 
==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}}
 
{{MvSubNavPikachu|g=SSB}}


{{technical data}}
[[Category:Pikachu (SSB)]]
[[Category:Pikachu (SSB)]]
[[category:Down smashes]]
[[Category:Down smashes (SSB)]]
[[Category:Normal attacks (SSB)]]

Latest revision as of 16:10, September 13, 2020

Overview[edit]

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. The front hit is very powerful, dealing 16% and very high horizontal knockback; KOing Mario at around 86% at the center of Dream Land. This makes it the strongest down smash in Smash 64 by a considerable margin. The back hit however is noticeably weaker, only dealing 13% and not being able to KO Mario at the center of Dream Land until he is around 122%.

The main uses the move has is to punish rolls, as the duration of the two hits being able to intercept many roll options (like Mario's down smash) and it can also be used to edgeguard, especially since it is able to hit opponents hanging on the edge.

The move does have some downsides. The move does not come out until frame 10, making it one of the slowest down smashes in the game. In addition to this, it also has quite a bit of ending lag. Because of this, the front hit is easily punishable by most characters. On the positive side, the back hit is on -3 on shield, making it completely safe against every character except Mario, who can punish it with Super Jump Punch if he is close enough. This is the only positive with the back hit however as it is much slower and weaker than the front hit, meaning that Pikachu players will want to use the front hit whenever they can.

Overall, these traits make down smash Pikachu's least useful Smash attack. While forward smash is slower and weaker, it has more range and is overall much safer. Up smash has the same amount of startup lag while also having much less ending lag and it can either lead into combos or earlier KOes with Thunderspiking. Nevertheless, Pikachu's down smash can still be used to score early KOes, resulting in it still being a decent move overall.

Hitboxes[edit]

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[edit]

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