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Pikachu (SSB)/Down aerial: Difference between revisions

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==Overview==
==Overview==
Pikachu does a "Downward Thunder Jolt" where it thrusts its head downwards while covering itself in [[Electric|electricity]], electrocuting opponents near it. The attack does 10%-13% damage and average knockback and is a good move to KO offstage. Like many of Pikachu's other aerials, its dair is fairly disjointed. Similar to [[Link (SSB)/Down aerial|Link's dair]] 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. Unlike his dair, Pikachu's dair is good for other moves to follow up in combos, and it has a high shield stun which allows shield pressure for the opponent.
[[File:Pikachu Down Aerial Hitbox Smash 64.gif|thumb|The [[hitbox]] of Pikachu's down aerial.]]
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the issue can easily be neglected with [[Z-cancelling]] and the move does [[auto-cancel]] as soon as its hitboxes are no longer active.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.


[[Category:Pikachu]]
==Hitboxes==
[[Category:Down aerials]]
 
===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}}
 
[[Category:Electric attacks (SSB)]]
[[Category:Pikachu (SSB)]]
[[Category:Down aerials (SSB)]]
[[Category:Aerial attacks (SSB)]]

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

Overview[edit]

The hitbox of Pikachu's down aerial in Smash 64.
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.

Hitboxes[edit]

NTSC[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 13% 0 Sakurai angle 20 100 0 165 11 0 65 15 HitboxTableIcon(Clang).png EffectIcon(Electric).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 13% 0 Sakurai angle 20 100 0 140 11 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Electric).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock

PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0 Sakurai angle 20 100 0 165 11 0 65 15 HitboxTableIcon(Clang).png EffectIcon(Electric).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock
1 0 14% 0 Sakurai angle 20 100 0 140 11 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Electric).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock

Summary[edit]

  • Buff Damage (13% → 14%).

Timing[edit]

Attack[edit]

Hitboxes 8-25
Ending autocancel 26-
Animation length 44
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 40
L-cancelled animation length 4
Normal  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 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
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel

Trivia[edit]

  • 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).