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Pikachu (SSB)/Down aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Pikachu Down Aerial Hitbox Smash 64.gif|thumb|The hitbox of Pikachu's dair.]]
[[File:Pikachu Down Aerial Hitbox Smash 64.gif|thumb|The [[hitbox]] of Pikachu's down aerial.]]
Pikachu does a "Downward Thunder Jolt" where it thrusts its head downwards while covering itself in [[electric]]ity, electrocuting opponents near it. The attack does 10%-13% damage and average knockback and is a good move to KO offstage. Like most of Pikachu's other aerials, its down aerial is fairly [[disjointed]]. Similar to {{mvsub|Link|SSB|down aerial|poss=y}} however, this move can cause [[landing lag]] if Pikachu slams its head on the ground and it will take a second or so to get back up, making it vulnerable for [[punishing]] while in that animation. Adding on, Pikachu's down aerial is good for other moves to follow up in [[combo]]s, and it has a high [[shield stun]] which allows shield pressure for the opponent.
Pikachu thrusts its head downwards whilst covering itself in [[electric]]ity, electrocuting opponents that are within range. The attack deals 13% [[damage]] and average [[knockback]], being a good [[KO]] move offstage. It is also decent for [[combo]]ing floaty characters, and can [[tech-chase]] [[fastfaller]]s, along with having some high [[shield stun]] which allows it to shield [[pressure]] opponents. Like most of Pikachu's other aerials, this move is fairly [[disjointed]] as well. On the downside, however, this move has a decent amount of [[landing lag]] if the move's duration is still taking place whilst Pikachu hits the ground (like {{mvsub|Link|SSB|down aerial|poss=y}}). This leaves Pikachu vulnerable to [[punishing]], though the issue can easily be neglected with [[Z-cancelling]] and the move does [[auto-cancel]] as soon as its hitboxes are no longer active. The move also isn't as quick as Pikachu's other aerials, bar {{mvsub|Pikachu|SSB|back aerial}}.


{{technical data}}
The move is better in the PAL versions of the game due to dealing 14% which allows the move to KO earlier (now being stronger than Pikachu's {{mvsub|Pikachu|SSB|neutral aerial}}) and further improves its shield pressuring potential although this does also hurt its combo and tech-chasing potential at higher percents.
 
==Hitboxes==
 
===NTSC===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=13%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=165
|bn=11
|ypos=65
|zpos=15
|effect=Electric
|type=Head
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=13%
|angle=361
|bk=20
|ks=100
|fkv=0
|r=140
|bn=11
|effect=Electric
|type=Head
|sfx=Shock
|slvl=L
}}
|}
 
===PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=14%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=165
|bn=11
|ypos=65
|zpos=15
|effect=Electric
|type=Head
|sfx=Shock
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=14%
|damagebg=buff
|angle=361
|bk=20
|ks=100
|fkv=0
|r=140
|bn=11
|effect=Electric
|type=Head
|sfx=Shock
|slvl=L
}}
|}
 
====Summary====
*{{buff|Damage (13% → 14%).}}
 
==Timing==
===Attack===
{|class="wikitable"
!Hitboxes
|8-25
|-
!Ending autocancel
|26-
|-
!Animation length
|44
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=18}}{{FrameStrip|t=Lag|c=19}}
|-
{{FrameStrip|t=Blank|c=25}}{{FrameStrip|t=Autocancel|c=19}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
!Animation length
|40
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=40}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=36}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y}}
 
==Trivia==
*This is the only aerial in the game which retained the same amount of landing lag (40 frames) in every Smash game up until {{mvsub|Pikachu|SSBU|down aerial|alt=Ultimate}} (where it would be reduced to 22 frames).


{{MvSubNavPikachu|g=SSB}}
{{MvSubNavPikachu|g=SSB}}
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[[Category:Pikachu (SSB)]]
[[Category:Pikachu (SSB)]]
[[Category:Down aerials (SSB)]]
[[Category:Down aerials (SSB)]]
[[Category:Aerial attacks (SSB)]]

Latest revision as of 06:56, May 31, 2020

OverviewEdit

 
The hitbox of Pikachu's down aerial.

Pikachu thrusts its head downwards whilst covering itself in electricity, electrocuting opponents that are within range. The attack deals 13% damage and average knockback, being a good KO move offstage. It is also decent for comboing floaty characters, and can tech-chase fastfallers, along with having some high shield stun which allows it to shield pressure opponents. Like most of Pikachu's other aerials, this move is fairly disjointed as well. On the downside, however, this move has a decent amount of landing lag if the move's duration is still taking place whilst Pikachu hits the ground (like Link's down aerial). This leaves Pikachu vulnerable to punishing, though the issue can easily be neglected with Z-cancelling and the move does auto-cancel as soon as its hitboxes are no longer active. The move also isn't as quick as Pikachu's other aerials, bar back aerial.

The move is better in the PAL versions of the game due to dealing 14% which allows the move to KO earlier (now being stronger than Pikachu's neutral aerial) and further improves its shield pressuring potential although this does also hurt its combo and tech-chasing potential at higher percents.

HitboxesEdit

NTSCEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 13% 0   20 100 0 165 11 0 65 15           Shock
1 0 13% 0   20 100 0 140 11 0 0 0           Shock

PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0   20 100 0 165 11 0 65 15           Shock
1 0 14% 0   20 100 0 140 11 0 0 0           Shock

SummaryEdit

  •   Damage (13% → 14%).

TimingEdit

AttackEdit

Hitboxes 8-25
Ending autocancel 26-
Animation length 44
                                                                                       
                                                                                       

Landing lagEdit

Animation length 40
L-cancelled animation length 4
Normal                                                                                 
L-cancelled                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel

TriviaEdit

  • This is the only aerial in the game which retained the same amount of landing lag (40 frames) in every Smash game up until Ultimate (where it would be reduced to 22 frames).