SSBU/Pichu

From Dragdown


Overview
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Pichu
Weight:62
Spotdodge:The duration and intangibility of this character's on-spot dodges.24F (3-16F Intangibility)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2-26F Intangibility (Neutral)
2-19F Intangibility (Directional)
Fastest OOS:NAir (6F)
Overview
Pichu is a small, aggressive, little rat who likes to play a fast-paced, bait-and-punish style game while being the epitome of a glass cannon. Except in this case, the cannon is cracked and will crumble if you look at it funny, but it's loaded with a nuke that can be fired at any time.

Using its miniscule frame and quick movement, it wants to force out options and mistakes from its opponent, which it can then capitalize on with its brutal punish game, which can also lead to one of the best advantage states in the entire game. Thunder Jolt is an amazing neutral projectile easily capable of forcing out an option from an opponent, further enabling this style of gameplay. Pichu can easily rack up tons of damage with its explosive combo game, which has multiple ways of being started, including through Down Throw, Down Tilt, Up Tilt, and Neutral Air. While most combo-heavy characters tend to lack strong KO power, Pichu notably does not have this issue, having plenty of moves capable of sealing out stocks at relatively low percents, such as F-Smash, B-Air, and Thunder. Pichu is also gifted with a very strong edgeguarding game, being able to both safely stay on stage and throw out Thunder Jolts or go offstage and throw out one of its strong, long-lasting aerials to either gimp or outright KO an opponent, and then make it back from the depths with its amazing recovery.

Pichu, however, has some very notable weaknesses. The biggest of which being its VERY low weight, being the single lightest character in the game. This can often lead to stocks evaporating off of only a few stray hits, and trading is almost always unfavorable. Couple this with Pichu's tendency to deal recoil damage to itself when using moves with electric properties, and you have a fighter that has to play on a knife's edge at all times should it want to survive past 50%. Additionally, while its moves tend to be quite fast, lingering, and very damaging, Pichu itself has quite low range, meaning characters with longer ranged/disjointed normals or strong projectiles can effectively wall it out.

If you like playing a flashy, hyper aggressive style with extremely high highs and equally low lows, all while being unbelievably cute, Pichu might just be for you.

Summary
Pichu is an extreme glass cannon promoting aggressive, high-risk high-reward gameplay with the capacity to do devastating damage from anywhere at any time.
Pros Cons
  • All-Rounder: Like its evolutionary counterpart, Pichu has tools that allows it to deal with almost any situation without too much trouble.
  • Explosive Advantage: Pichu frequently evens games and takes stocks out of nowhere, blowing up fighters with one good combo or edgeguard. It also has no shortage of safe, strong kill moves that can be thrown out as a reliable hail-mary.
  • Fantastic Recovery: Agility and Skull Bash are recovery options which allow Pichu to recover from the depths of the blast zone, allowing it to go further offstage than most characters.
  • Low Profile: Pichu is one of the shortest, smallest characters in the game, occasionally dodging attacks and counterattacks solely by hurtbox shifting around them.
  • Light as a fly: Pichu is the lightest character in the game. Being hit by as little as one good combo could endanger its entire stock.
  • Recoil Damage: Any electric move that Pichu uses damages itself, exacerbating its survivability issues.
  • Very Stubby Normals: In exchange for stronger normals and KO potential, Pichu's has some of the worst ranged normals in the game, struggling to win scrambles or hit characters with disjointed attacks.
Note: ★Pichu does not necessarily lose the game just from being hit, but what Pichu loses from trading hits is not of equal weightage compared to other characters. While other characters may simply lose advantage and be forced into disadvantage state, Pichu can lose a stock if the hit is strong enough.
Recoil Damage
Every electric move that Pichu uses makes them suffer recoil damage. Below is a list of attacks that do recoil damage.


Moves that deal recoil damage


Although most of Pichu's electric based specials and normals serve lots of utility, spamming said moves will only increase Pichu's percentage unnecessarily. Thus, Pichu players must wisely choose when to use said moves.


Normal Attack

Jab Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1.2% 2-3 17 0 -12 to -11 N/A
  • Pichu's fastest move
  • Unlike most jabs, does not have a finisher
  • Negative on hit

Almost exclusively used for jab locks, which Pichu does heavily benefit from and can often fish for them with Neutral Air or aerial Thunder Jolt. When doing this, you will want to dash after the first jab to push the opponent slightly to make a follow-up more likely to KO. Outside of jab locks, you might get some gimmicky mixups once in a while but good opponents will usually punish you for using this.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
10/20 60 N/A N/A 2


Dash Attack

Dash State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 8.0% 6-9 35 70 -20 to -17 N/A
Late 6.0% 10-15 35 70 -18 to -13 N/A

Fairly average dash attack that serves as a decent whiff punishing tool. Very similar to Pikachu's, though it has significantly less KO potential, only killing at very high percents. Its nature as a burst option makes DI-ing this move on reaction difficult, which may lead to stocks being taken noticeably earlier than normal. To compensate for this lack of power, it can still lead to potent combos into U-Air at early percents with the weaker late hit, while the strong hit can setup potential platform tech chases. It also has the benefit of being able to cross up shields against skinnier with the early hit, making it potentially safer than it really is, especially combined with Pichu's small hurtbox. However, it is still fairly unsafe, especially if it doesn't cross up, so make sure you space properly.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 60 100 N/A N/A 8
Late 60 80 N/A N/A 6

Forward Tilt Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0% 5-12 24 361 -11 N/A
  • Guaranteed to trip opponents at starting percents, leaving Pichu +5 on hit
    • Can be more plus if hit with the later active frames, up to +12 if hit on the last frame

While not as powerful as it once was, F-tilt is still a great move that gives Pichu a quick, reliable kill option by the ledge. The low reaching hitbox and deceptively high amount of active frames make it great for 2-framing opponents, and it can act as a pseudo-burst option with a pivot cancel. The guaranteed trip at low percent, while not directly leading into anything besides jab or another F-tilt, can lead into a "tech chase" scenario assuming they buffer an option after the trip. Otherwise, you can get a D-tilt follow-up if they fail to input something.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
5 130 N/A N/A 8


Up Tilt Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0% 7-14 24 95 -10 to -3 N/A
  • End of the tail has no hurtbox, giving it a slight disjoint

An okay anti-air whose main purpose is to serve as a combo starter. It can easily link into itself at low percents, which then leads to Pichu's most consistent BnBs, as well as being an integral part of Pichu's infamous Lightning Loops. At later percents, you will want to jump after the up tilt to combo into a follow-up aerial such as F-Air or B-Air. At high percents, it is even possible to combo directly into Thunder for a potential KO. Additionally, the late hit in front of Pichu is surprisingly safe on block, being safer than even Down Tilt. Like most of Pichu's moves however, it has quite low range and is susceptible to being whiff punished if used haphazardly.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
32 105 N/A N/A 6


Down Tilt Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0% 7-8 19 80/100 -4 N/A
  • Pichu's safest grounded move
  • Has an inside hitbox that launches slightly away from Pichu, and an outer hitbox that launches slightly towards Pichu

Being Pichu's best grounded poking tool, D-Tilt serves an important function as the Tiny Mouse Pokémon's best combo starter, as it is extremely low commitment and leads to high reward due to its low FAF and safety on shield. It is able to lead into just about anything at basically any percent, ranging from simple BnBs to a variety of kill confirms. At low percents, it's very easy to link into Up Tilt for a basic combo, or if you're skilled enough, Lightning Loops. At later percents, it can lead directly into U-Air for further combos. It is also quite good as a ledgetrapping tool. Catching someone on or at the ledge with this can easily lead to a stock by comboing into D-Air or B-Air, and the low ending lag allows it to bait out options which Pichu can then punish.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 50 N/A N/A 6


Smash Attacks

Forward Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit 2.0%3.0% max charge 16-30 54 366/20 N/A N/A
Final Hit 8.0%12.0% max charge 31-33 54 361 -16-14 max charge N/A
  • Charge hold is frame 13
  • Strongest of Pichu's smash attacks
  • Multihit hits up to 5 times
  • Can be combo'd into from a Down Tilt at very specific percents
    • Does not work on the entire cast
    • Can be made easier if they are caught while hanging on the ledge

One of Pichu's strongest kill options, able to KO midweights as early as 60% by the ledge, and even earlier with rage. While it has considerably less range than Pikachu's F-Smash, it still retains the extremely active hitbox while also not having a sourspot and being a multihit attack. It also serves as Pichu's most common punish after a jab lock, thanks to being very easy to connect while also generally Pichu's most consistent kill option in those scenarios. The high amount of active frames make it great for catching certain ledge options, such as neutral getup or ledge drop aerials. It can even be used a riskier 2-framing option against characters with 2-frame animations that reach relatively high.

But as is usual for Pichu, the low range and relatively long animation make it pretty punishable both on whiff and on shield, though strangely enough it is Pichu's "safest" smash attack on shield in terms of frame data.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit 10 50 N/A N/A 33 max charge
Final Hit 68 123 N/A N/A 64 max charge

Up Smash Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.0%21.0% max charge 9-11 41 95 -21 to -19-17 to -15 max charge Ears intangible 9-11
  • Charge hold is frame 4
  • Pichu's weakest smash attack in terms of KO potential

While it is often considered Pichu's worst smash attack, Up Smash still has its fair share of use cases. As is with most attacks of its kind, it serves as a decent anti-air that can catch opponents attempting to land on top of Pichu without a disjoint, and can sometimes lead to untrue follow-ups. Up Smash can also be used as a killing OoS option against opponents that attack Pichu's shield from behind at high percents. Additionally, it has the unique quirk of being able to combo into Thunder on DI in at mid-high percents for a potential KO. Despite this, it is still among the weakest in the game in terms of kill power, isn't extraordinarily fast, and is quite unsafe on shield. You won't see this move used terribly often.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40/15head/body 85 N/A N/A 1012 max charge


Down Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit 1.5%2.25% max charge 8-9/11-12/14-15/17-18 51 173 N/A All intangible 7-10
Final Hit 8.0%12% max charge 23-24 51 50 -21-19 max charge All intangible 7-10
  • Charge hold is frame 4
  • Can be used as an anti-air due to its low profile
  • Pichu's hurtbox shifts a LOT during the animation
    • Makes the move oddly horizontally disjointed at times

Being Pichu's fastest smash attack, Down Smash is commonly used as a quick punish on tech chases and off of successful parries, as well as after a spotdodge via spotdodge cancelling. Despite being fast, it is still respectably strong, able to KO reliably at high percents, especially close to the ledge. While it can KO from mid stage, it is fairly easy to DI, causing opponents to live much longer than they otherwise would. It's also solid for ledge trapping purposes, as it can catch most ledge options if you time the move correctly, most notably neutral getup and ledge roll. It can also 2-frame some recoveries, and is especially effective on slants on stages such as Yoshi's Story. Do note that if timed incorrectly, it is very punishable on whiff, so don't be too antsy. As a nice little bonus, the move is fully intangible for the first few active frames, allowing it to sometimes beat out or ignore moves it otherwise has no right to.

Another notable downside of the move is its susceptibility to being SDIed out of, causing opponents to pop out before the final hit can connect. When this does happen, they are often put in an awkward tech scenario where neither character can punish the other, usually leading to a neutral reset. And as per usual, it is quite unsafe on shield, though the hurtbox shifting can leave Pichu out of range of non-tether shield grabs if Pichu is facing its opponent when it used the move.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit 65 30 N/A N/A 22 max charge
Final Hit 45 150 N/A N/A 68 max charge


Air Attacks

Neutral Air Attack

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 7.0% 3-9 40 361 -4 Ears intangible 3-9
Late 5.0% 10-27 40 361 -4 Ears intangible 3-9
  • Pichu's fastest aerial
  • Strong hit is negative on hit while rising at early percents
  • Weak hit is negative on hit until mid-high percents

Coming out at frame 3, Neutral Air is a very important tool in Pichu's kit that has loads of utility, and is one of the few moves Pichu can spam without much risk due to not having electric properties and dealing no recoil damage.

For starters, it serves as Pichu's fastest option out of shield, though do keep in mind that you will need to fade back if used as such against low percent opponents. If used while landing, however, the early hit can true combo into most of Pichu's grounded moves at starting percents, most notably Grab which will naturally lead to a combo. At mid percents (around 50% for midweights), the strong hit will start sending opponents into tumble for a potential tech chase. If an opponent misses a tech at these percents, it can lead to an easy stock by jab locking them into a Forward Smash, especially if they are close to the ledge. At higher percents (around 110%), the late hit will also start sending opponents into tumble.

Its quick frame data and low lag also make it great to throw out in neutral, easily being able to stuff out aerial approaches. Opponents attempting to Shield Grab punish this move can often be avoided with a spotdodge and then punished accordingly. The speed and long lasting hitbox can also be used to catch a multitude of recoveries, especially those without a hitbox to challenge it, and can sometimes KO outright if the opponent is at a high enough percent with the strong hit. As a ledgetrapping tool, spamming this move with a short hop fastfall can be effective both at catching ledge options and baiting them out, and can also catch neutral getups on reaction with relative ease.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 20 112 7 1 - 2 / 35+ 3
Late 0 112 7 1-2/35+ 3


Forward Air Attack

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit 3.5% 10 - 12/14 - 16/18 - 20 40 366 -10 N/A
Final 3.5% 22-23 40 45 -10 N/A
  • Hits up to 4 times
  • Pichu's most damaging aerial if all hits connect

You will commonly be using Forward Air as a combo ender at low to mid percents, and the move can even combo into itself at starting percents. After that, however, it loses some utility since despite dealing very good damage, it is not as effective at actually taking stocks. Despite this, it is still a solid tool for edgeguarding opponents as it has very low ending lag in the air and can still occasionally take stocks when close to a horizontal blastzone. Additionally, it's good for catching certain approaches and calling out jumps due to the lingering hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit 20 FKB 100 12 1-9/34+ 2
Final 55 140 12 1-9/34+ 2


Backward Air Attack

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit 2.0% 5 - 6/11 - 12/15 - 16/19 - 20/26 - 27 55 367 -16 N/A
Final 2.5% 30-31 55 42 -16 N/A
  • Hits up to 7 times
  • High base knockback

Back Air is one of Pichu's premiere KO options at the ledge, and is fortunately quite easy to combo into. It can be used in place of Forward Air as a combo ender should the opponent DI behind Pichu. As a kill move, it is not very effective at mid stage until extremely high percent, as most of the move's KO potential come from its base knockback while the knockback scaling is relatively low. However, this allows it to kill relatively early when near the horizontal blastzones, and can by easily confirmed into from a reverse Up Air, Down Tilt, or Up Tilt. All those properties, along with its long lasting hitbox, make it great for edgeguarding as well, able to both gimp and straight up KO opponents who are caught offstage. Additionally, it is Pichu's best out of shield option from behind, coming out on frame 8.

As a combo tool, Back Air can only be used in dragdown combos if you can manage to to autocancel the move without connecting the final hit, as it has too much landing lag to combo into anything substantial until high percents. This is what makes Pichu's Lightning Loops possible. It is also tied with Down Air for being Pichu's most unsafe aerial on block, so using it in neutral is inadvisable.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit 50 FKB 100 18 1-4/38+ 2
Final 70 160 18 1-4/38+ 2

Up Air Attack

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
4.0% 4-9 27 80 -8 N/A
  • Starts behind Pichu
  • Back hit launches behind Pichu, while the front launches in front of Pichu
  • Autocancels out of a shorthop

This move is what makes Pichu's combo game possible. Up Air's high base knockback and low scaling allows it to link into a good amount of Pichu's moves across various percents, both while rising and landing. At early percents, it can be lead into by both Down Throw or Up Tilt, and can then combo into any of Forward Air, Back Air, Neutral Air and itself for easy BnBShorthand for "Bread & Butter", or the main combos of a character.s. This can be extended by immediately fastfalling after hitting the Up Air, and then following up with another Up Air into another aerial, which can be extended even further with platforms. At mid percent, it starts being able to reliably combo into Down Air, which can result in a stock if the opponent DIs offstage or a possible extension if they don't tech onstage. Furthermore, it can be used as a niche OoS option against characters positioned directly behind Pichu.

With proper positioning or at high enough percent, Up Air is capable of comboing into Thunder on DI in for one of Pichu's premiere kill confirms. Usually, you will want to fastfall after landing the move, and it can be done both while airborne and while landing. It can even be executed offstage by fastfalling after running off ledge to immediately put Pichu in range of Thunder's spike hitbox for a cheesy early stock.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 70 11 1-3/18+ 3

Down Air Attack

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 13.0% 14-17 48 270 -17 ears intangible 14-17
Late 12.0% 18-26 48 361 -17 ears intangible 14-17
Landing 4.0% 1-2 23 361 -16 to -15 N/A
  • Pichu's slowest aerial
  • Autocancels out of a shorthop
  • Landing hitbox comes out immediately upon landing outside of the autocancel window
    • This also squishes Pichu's hurtbox significantly, allowing it to low profile some attacks

A mostly traditional spiking Down Air, it is the most "niche" of Pichu's aerials. As is the case for most moves of its kind, it can be used to call out low recoveries to stuff opponents into the depths of the bottom blastzone, with the spike hitbox having a very generous 4 frames of activity. It can also be true combo'd into from either Up Air or Down Tilt. The ability to autocancel from a shorthop also makes this move not as risky to use in neutral as one would think, and can directly lead to moves such as Up Smash or even Thunder. Using it at the ledge to bait opponents while ledgetrapping is also viable, though it is more risky than Neutral Air in this regard due to the recoil damage.

The late hitbox, while unable to spike, is still quite strong and is actually Pichu's strongest horizontal aerial, able to KO opponents even from midstage unlike Back Air, which struggles to kill unless used by the edge. While it is the laggiest of Pichu's aerials on landing if not autocancelled, the landing hitbox can provide a bit of a safety net by either shield poking opponents who were hit by the initial hit or by catching them dropping shield too early. This hitbox can also lead to a tech scenario for the opponent at low-mid percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 16 86 22 32+ 5
Late 20 100 22 32+ 5
Landing 50 100 N/A N/A 5


Special Attack

Thunder Jolt

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 7.0%/6.0%/5.0%18 - 39/40 - 60/61 - 99 18-99Max duration is 82 frames 51 361 N/A
Aerial 10.0% 18-115Max duration is 98 frames 51 361 NaN N/A
  • 0.8% recoil


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 25/13 20 N/A N/A 3
Aerial 50 30 N/A N/A 4

Aerial:

  • Transitions to grounded version immediately upon colliding with terrain

Skull Bash

/ + (Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1.0 4-39 40 361 -33 to 2 N/A
  • 2.1% recoil


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
15 90 N/A N/A 2

Agility

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
53/70 N/A N/A N/A N/A N/A
  • 0.9% recoil on the first zip and 1.4% on the second


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A 24 N/A N/A

Thunder

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Cloud, Initial 6.0 9-11 87 270 -75 to -73 N/A
Lightning, Initial 4.0 12-67
(12-25 Hit)
87 94 -64 to -9 N/A
Cloud, 2nd 6.0 16-18 87 270 -68 to -66 N/A
Lightning, Late 4.0 19-74
(19-25 Hit)
87 94 -57 to -2 N/A
Pichu Hitbox 14.0 26-28 67 361 -27 to -25 all intangible 26-35
  • 4.2% recoil if the bolt hits Pichu


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Cloud, Initial 125 FKB 60 N/A N/A 3
Lightning, Initial 74 60 N/A N/A 2
Cloud, 2nd 125 FKB 60 N/A N/A 3
Lightning, Late 74 60 N/A N/A 2
Pichu Hitbox 90 65 N/A N/A 13


Grabs & Pummel

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6-7 32 N/A N/A N/A
Dash N/A 8-9 40 N/A N/A N/A
Pivot N/A 9-10 37 N/A N/A N/A
Pummel 1.4% 1 18Includes 13 frames of hitlag 80 N/A N/A

Standing Grab

Pivot Grab (Dash State + / > )

Dash Grab (Dash State + )

Pummel (Grab State + )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Throws

Forward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 1.5% 11-26 44 361 N/A all invincible 1-27
Throw 6.0% 27 44 45 N/A all invincible 1-27


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 0 100 N/A N/A 3
Throw 45 110 N/A N/A N/A

Backward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0% 26 50 135 N/A all invincible 1-26


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
75 50 N/A N/A N/A


Upward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 5.0% 14 36 80 -15 all invincible 1-15
Throw 5.0% 15 36 90 N/A all invincible 1-15


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 70 60 N/A N/A 6
Throw 90 45 N/A N/A N/A

Downward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 4.0% 14 40 361 -20 all invincible 1-19
Throw 4.0% 19 40 80 N/A all invincible 1-19


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 60 60 N/A N/A 5
Throw 60 100 N/A N/A N/A


Misc. Attacks

Ledge Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 21-23 56 45 -25 to -23 all intangible 1-23
  • PlaceHolder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 16-22 46 48 -22 to -16 all intangible 1-22
Down 7.0 16-22 46 48 -22 to -16 all intangible 1-22

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 18-23 50 361 -25 to -20 all intangible 1-7
  • PlaceHolder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Pichu/Data.
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