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Pichu (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Thunder Jolt.
Hitbox visualization showing Pichu's neutral special, Thunder Jolt when grounded.
Hitbox visualization showing Pichu's neutral special, Thunder Jolt when aerial.
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OverviewEdit

Update HistoryEdit

  3.0.0

  •   Thunder Jolt deals less shield damage.

  3.1.0

  •   It causes more recoil damage (0.4% → 0.7%).

HitboxesEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 7.0% -3.0   Forward 25 20 0   4.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            
1 0 0 7.0% -3.0   Forward 13 20 0   3.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            
Mid hit
0 0 0 6.0% -2.5   Forward 25 20 0   4.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            
1 0 0 6.0% -2.5   Forward 13 20 0   3.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            
Late hit
0 0 0 5.0% -2.0   Forward 25 20 0   4.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            
1 0 0 5.0% -2.0   Forward 13 20 0   3.0 sphere 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 10.0% -4.5   Forward 50 30 0   4.0 top 0.0 0.0 0.0 0.3× 1.0× 0%               Electric   No floor All            

TimingEdit

Pichu receives 0.7% recoil damage on frame 18.

GroundedEdit

Clean hit 18-39
Mid hit 40-60
Late hit 61-99
Interruptible 52
Animation length 64
                                                                                                                                                                                                     
                                                                                                                                                                                                     

AerialEdit

When touching a surface and changing into the grounded version, the projectile's hitbox duration always starts from the beginning, regardless of how long the aerial version was active for. This allows the projectile's effective duration to be considerably lengthened, with a possible maximum of 179 frames.

Hitbox 18-115
Interruptible 52
Animation length 64
                                                                                                                                                                                                                                     
                                                                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible

ParametersEdit

MoveEdit

Jolt offsets [6.5, 2] (grounded)
[5, 2] (aerial)

Aerial joltEdit

Lifetime 98 frames
Travel speed 2.4
Travel angle -64°

Grounded joltEdit

Lifetime 82 frames
Movement speed multiplier 1.4