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Pichu (SSBM)/Forward smash

< Pichu (SSBM)
Revision as of 21:18, November 29, 2023 by FunkyGrip2000 (talk | contribs) (Grounded opponent's can DI out of the move, so it is not a "most useful versatile tool". Not sure what it being "difficult to tech" is referring to...)
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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.

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