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m forgot to mention jab locks lol |
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======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
<!-- Please make things short. The overview segment is meant to give a rough idea of how a character works. Other pages on the wiki exists if you need to detail things -->
|overview= {{StockIcon|SSBU|Pikachu}} uses its high mobility and strong tools at all distances to pressure the opponent, capitalize heavy on any mistakes or habits, and confirm kills with its strong edgeguarding and trapping game. With great frame data on nearly all of its moves, Pikachu also uniquely has one of the smallest hurtboxes in Ultimate, not only being small in normal situations, but also squishing quite a bit when it lands with many of its aerials, with {{aerial|Bair}} notably due to its long duration and extreme squishiness, meaning Pikachu ducks under many moves that would have punished it otherwise.
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Pikachu's most niche moves are {{tilt|Jab}} and {{special|Skull Bash}}, with {{tilt|Jab}}'s negativity on hit making it useless in neutral, but can trap the opponent when they're in the corner and rack up a small amount of damage while also filling the staling queue. It also, as the name suggests, Jab locks, with Pikachu's Jab lock in particular being one of its best methods to take stocks. {{special|Skull Bash}} is mostly a rare recovery tool that is very punishable if used carelessly, but can occasionally be used as a shield-break punish when fully charged, as well as a tool to escape juggle situations. {{smash|Usmash}} is also debilitated by having a sweetspot that is extremely hard to hit on most characters not in the air, and as such is only useful on the ground when its sourspot kills, or on taller characters that get hit by its sweetspot on the ground.
Pikachu is a somewhat difficult but rewarding character that can be played with multiple playstyles and has a very strong neutral and punish game. With dedication and practice, Pikachu becomes a very threatening character
|summary= is a nimble character that utilizes its well-rounded toolkit and powerful neutral tools to dictate the pace of the match.
|pros=
*'''All-Rounder:''' Pikachu has
*'''Great Punishes:''' Pikachu's punishes packs a punch, especially with the use of dragdown {{clr|aerial|Nair}} loops at lower percents. If needed, they can also go for coast-to-coast combos instead.
*'''Great Defense''' Pikachu's OOS options, while not the fastest, are incredibly rewarding on hit since his mains OOS options are also his main combo starters/fillers.
*'''
*'''What Disadvantage?:''' Pikachu's disadvantage stats is one of the best in the game in all areas. Most notably, their frame 2 airdodge and {{clr|special|down-B}} makes escaping combo strings easier than usual.
*'''
*'''Low Profile:''' Being a rat, Pikachu's hurtbox is one of the smallest in the game. This makes him harder to hit, and sometimes even make otherwise punishable moves unpunishable on shield.
|cons=
*'''Paperweight:''' Pikachu
*'''Struggles to Kill:''' Despite their great combo damage, Pikachu generally has to rely on edgeguards, hard reads or stray hits at very high percents to close out stocks.
*'''Stubby Normals:''' Being a rat, Pikachu's attacks have very little reach. This makes sword characters harder to deal with in neutral, despite Pikachu's tail being disjointed in attacks using it.
*'''Unfavorable Trades:''' A combination of low weight and reliance on multi-hits makes most trades very skewed in the opponent's favor
*'''Linear Neutral:''' Pikachu's neutral, while great, heavily relies on {{clr|special|Thunder Jolt}}. This makes it somewhat predictable, as learning how to deal with it makes playing neutral against Pikachu much easier.
*'''Hard to Use Effectively:''' Pikachu is a very demanding character that requires tons of efforts and game knowledge to be used effectively.
|weight = 79
|spotDodge = 24F (3~16F intangible)
|airDodge = 2~26F intangible (Neutral) <br> 2~19F intangible (Directional)
|uro = Skull Bash
|fastestOOS =
}}
==Normal Moves==
{{TOClimit|2}}
=== {{clr|tilt|Jab}} ===
<big>{{Prompt|A}}</big>
{{SSBU Move Card
|attack=Jab
|specificHits=
|description=
}}
=== {{clr|tilt|Forward Tilt}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Tilt
|specificHits=yes
|description=
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Tilt
|specificHits=
|description=
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=
|description=
}}
=== {{clr|tilt|Dash Attack}} ===
<big>{{Prompt|A}} while dashing or running</big>
{{SSBU Move Card
|attack=Dash Attack
|specificHits=yes
|description=
}}
==Smash Attacks==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Smash
|specificHits=yes
|description=
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Smash
|specificHits=yes
|description=
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
}}
==Aerials==
=== {{clr|aerial|Neutral Aerial}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Neutral Air
|specificHits=yes
|description=
}}
=== {{clr|aerial|Forward Aerial}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Air
|specificHits=yes
|description=
}}
=== {{clr|aerial|Back Aerial}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Back Air
|specificHits=yes
|description=
}}
=== {{clr|aerial|Up Aerial}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Air
|specificHits=yes
|description=
}}
=== {{clr|aerial|Down Aerial}} ===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
}}
==Special Moves==
=== {{clr|special|Thunder Jolt}} ===
<big>{{Prompt|B}}</big>
{{SSBU Move Card
|attack=Thunder Jolt
|specificHits=
|description=
}}
=== {{clr|special|Skull Bash}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> <span class="input-badge">(Hold OK)</span>
{{SSBU Move Card
|attack=Skull Bash
|specificHits=
|description=
}}
=== {{clr|special|Quick Attack}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=Quick Attack
|specificHits=yes
|description=
}}
=== {{clr|special|Thunder}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=Thunder
|specificHits=yes
|description=
}}
==Grabs & Throws==
=== {{clr|grab|Grab}} ===
<big>{{Prompt|Z}}</big>
{{SSBU Move Card
|attack=Grab
|specificHits=yes
|description=
----
;Standing Grab
----
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})
----
;Dash Grab (While Dashing, {{Prompt|Z}})
----
;Pummel (After grabbing, {{Prompt|A}})
}}
=== {{clr|grab|Forward Throw}} ===
<big>After grabbing, {{Prompt|Analog Right}}</big>
{{SSBU Move Card
|attack=Forward Throw
|specificHits=yes
|description=
}}
=== {{clr|grab|Back Throw}} ===
<big>After grabbing, {{Prompt|Analog Left}}</big>
{{SSBU Move Card
|attack=Back Throw
|specificHits=
|description=
}}
=== {{clr|grab|Up Throw}} ===
<big>After grabbing, {{Prompt|Analog Up}}</big>
{{SSBU Move Card
|attack=Up Throw
|specificHits=yes
|description=
}}
=== {{clr|grab|Down Throw}} ===
<big>After grabbing, {{Prompt|Analog Down}}</big>
{{SSBU Move Card
|attack=Down Throw
|specificHits=
|description=
}}
==Misc. Attacks==
=== Ledge Attack ===
<big>{{Prompt|A}} while holding the ledge</big>
{{SSBU Move Card
|attack=Ledge Attack
|specificHits=
|description=
*PlaceHolder
}}
=== Getup Attack ===
<big>{{Prompt|A}} after getting knocked down</big>
{{SSBU Move Card
|attack=Getup Attack
|specificHits=yes
|description=
It's a Getup Attack.
}}
=== Trip Attack ===
<big>{{Prompt|A}} after tripping</big>
{{SSBU Move Card
|attack=Trip Attack
|specificHits=
|description=
*PlaceHolder
}}
|
Latest revision as of 07:31, 31 May 2023
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![](http://static.miraheze.org/dragdownwiki/thumb/d/d1/SSBU_Pikachu_Stock.png/25px-SSBU_Pikachu_Stock.png)
Pikachu's best tool in neutral is arguably Thunder Jolt (Tjolt), a small electric orb that bounces along the ground, doing higher damage if it's launched from the air. Simply buffering a Tjolt from a fullhop and running after it is a strong enough approach option on the ground, but shooting them at farther distances lets Pikachu interrupt the opponent's flow, read their response then punish it up close, or even just camp them.
If Pikachu lands a Grab, it has very strong throws for several situations, its best being Dthrow, its best combo throw, leading into Utilt at early %s, and most aerials until mid-late %s, with notably Fair being great for sending them offstage, or even killing some characters by the ledge. Uthrow can combo into Thunder at high %s with no DI, and kills around 180%. Bthrow has Pikachu move backwards during the throw, and its high knockback make it great for starting Pikachu's deadly edgeguards. Fthrow is Pikachu's highest damaging throw, but is the most niche of all its throws.
Pikachu's aerials are very strong tools, and a large part of its playstyle and combo game. Pikachu's Nair is a small multihit that can drag the opponent down and leads to Grab and all of its tilts, and even Usmash and Dsmash to kill. Fair is a smaller but useful aerial, as its safety when autocancelled makes it a good approach option, and high knockback make it Pikachu's best aerial to kill. Dair is a slower but rather strong hit with a brief meteor on startup, and is Pikachu's earliest kill move offstage. Its usage is rather niche, but it can still be autocancelled from a shorthop and can also start combos at high %s, meaning it is still a good out-of-shield option. Uair is a surprisingly disjointed tail swipe above Pikachu's head with two main hits: a strong one for the first part of the move and a weak one at the end. The strong one is a decent juggling tool and can combo into Thunder in some situations, and the weak one can combo into itself, and eventually Fair, meaning, with proper execution, Pikachu can repeatedly hit this weak hit on the opponent over and over and drag them to the blast zone, and kill them with Fair. Despite this, arguably Pikachu's best aerial is Bair, as its high autocancel window and long lasting hitbox and speed make it a strong combo starter and one of the best edgeguarding tools in the game. It can combo into itself, Fair, Uair, and Nair at low percents. Even after it stops comboing, its wideness and speed make it one of Pikachu's best out-of-shield options at frame 7.
Other than these, Pikachu has other very strong tools as well. Dtilt is a very fast and safe tail swipe that covers the ground and can trip at most low %s, with a rather high 30% trip rate. At higher %s, however, it sends at a perfect angle to start techchases, being one of Pikachu's best kill options at high %s. Utilt is a strong combo starter that sends the opponent above Pikachu, and Ftilt is Pikachu's fastest tilt and kills at really high %s, with spacing potential due to its length. Fsmash is somewhat safe when well spaced, as its short punish window means slower characters will struggle to punish it with proper spacing. In addition, it can cover every ledge getup option that isn't roll or jump from ledge with proper timing.
Pikachu's other special moves are useful too. Quick Attack (QA) is Pikachu's main recovery tool, going a long distance, meaning Pikachu rarely struggles to make it back to stage. Still, QA is still a great neutral tool due to its speed, and can be used to cover the ground at mid-distance, especially because it becomes a true combo starter around 80%. Thunder is a committal but strong option at catching opponents out of the air or finishing a combo once the opponent is above Pikachu. The hit on Pikachu's body is also very strong, and can be combo'd into from the meteor in the cloud that summons the Thunder.
Pikachu's most niche moves are Jab and Skull Bash, with Jab's negativity on hit making it useless in neutral, but can trap the opponent when they're in the corner and rack up a small amount of damage while also filling the staling queue. It also, as the name suggests, Jab locks, with Pikachu's Jab lock in particular being one of its best methods to take stocks. Skull Bash is mostly a rare recovery tool that is very punishable if used carelessly, but can occasionally be used as a shield-break punish when fully charged, as well as a tool to escape juggle situations. Usmash is also debilitated by having a sweetspot that is extremely hard to hit on most characters not in the air, and as such is only useful on the ground when its sourspot kills, or on taller characters that get hit by its sweetspot on the ground.
Pikachu is a somewhat difficult but rewarding character that can be played with multiple playstyles and has a very strong neutral and punish game. With dedication and practice, Pikachu becomes a very threatening character.
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Pros | Cons |
|
|
Normal Moves
Jab
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. |
---|---|---|---|---|---|
1.4/1.2/1.0Near/Mid/Far | 2-3 | 17 | 0 | -12 to -11/-13 to -12 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
12/18 | 20/30 | N/A | N/A | 3/2 |
Forward Tilt
/
+
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. |
---|---|---|---|---|---|---|
Neutral | 9.0 | 6-8 | 29 | 361 | -14 to -12 | N/A |
Up | 10.0 | 6-8 | 29 | 361 | -13 to -11 | N/A |
Down | 8.0 | 6-8 | 29 | 361 | -15 to -13 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral | 15 | 100 | N/A | N/A | 9 | ||||||||
Up | 15 | 100 | N/A | N/A | 10 | ||||||||
Down | 15 | 100 | N/A | N/A | 8 |
Up Tilt
+
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 | 7-13 | 26 | 105/110 | -13 to -7 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40/45 | 120 | N/A | N/A | 6 |
Down Tilt
+
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 | 18 | 361 | -5 to -4 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 100 | N/A | N/A | 6 |
Dash Attack
while dashing or running
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 | 11.0 | 6-8 | 35 | 60 | -12 to -10 | N/A |
Late | 6.0 | 9-12 | 35 | 70 | -16 to -13 | N/A |
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 | 70 | 88 | N/A | N/A | 17 | ||||||||
Late | 100 | 50 | N/A | N/A | 10 |
Smash Attacks
Forward Smash
/
+
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 | 15.022.5 charged | 15-16 | 53 | 45 | -28 to -27-23 to -22 charged | N/A |
Clean | 18.027 charged | 17-19 | 53 | 45 | -24 to -22-19 to -17 charged | N/A |
Late | 12.018 charged | 20-29 | 53 | 45 | -25 to -16-21 to -12 charged | N/A |
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 | 50 | 73 | N/A | N/A | 105 charged | ||||||||
Clean | 50 | 75 | N/A | N/A | 126 charged | ||||||||
Late | 40 | 102 | N/A | N/A | 84 charged |
Up Smash
+
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, Body/Tail | 14.0/13.021/19.5 charged | 10-12 | 44 | 87 | -24 to -22/-25 to -23-20 to -18/-21 to -19 charged | N/A |
Clean | 11.016.5 charged | 13-14 | 44 | 85 | -23 to -22-20 to -19 charged | N/A |
Late | 7.010.5 charged | 15-17 | 44 | 80 | -23 to -21-21 to -19 charged | N/A |
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, Body/Tail | 50 | 89 | N/A | N/A | 10/95/5 charged | ||||||||
Clean | 30/10 | 90 | N/A | N/A | 84 charged | ||||||||
Late | 55 | 48 | N/A | N/A | 64 charged |
Down Smash
+
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. |
---|---|---|---|---|---|---|
Multihits x5 | 2.03 charged | 8 - 9/11 - 12/14 - 15/17 - 18 | 65 | 178/90 | NaNNaN charged | N/A |
Final Hit | 3.04.5 charged | 23 | 65 | 37 | -39-38 charged | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits x5 | 65/30 | 30 | N/A | N/A | 33 charged | ||||||||
Final Hit | 51 | 192 | N/A | N/A | 33 charged |
Aerials
Neutral Aerial
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. |
---|---|---|---|---|---|---|
Multihits x3 | 1.8 | 3 - 6/9 - 12 | 38 | 367 | -7 | N/A |
Final Hit | 3.5 | 21-22 | 38 | 60 | -7 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits x3 | 45 FKB | 80 | 9 | 37+ | 2 | ||||||||
Final Hit | 50 | 140 | 9 | 37+ | 2 |
Forward Aerial
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. |
---|---|---|---|---|---|---|
Multihits x5 | 1.4 | 11-25 | 41 | 35/290/60/280 | -10 | N/A |
Final Hit | 4.8 | 27 | 41 | 48 | -9 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits x5 | 50 FKB/45 FKB/35 FKB | 100 | 12 | 1-4, 32+ | 2 | ||||||||
Final Hit | 40 | 154 | 12 | 1-4, 32+ | 3 |
Back Aerial
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. |
---|---|---|---|---|---|---|
Multihits x5 | 1.0 | 4 - 5/8 - 9/12 - 13/16 - 17 | 43 | 367 | -16 | N/A |
Final Hit | 3.6 | 24-25 | 43 | 45 | -16 | N/A |
Landing | 4.0 | 1-2 | 18 | 361 | -12 to -11 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits x5 | 40 FKB | 100 | 18 | 1-3, 38+ | 2 | ||||||||
Final Hit | 40 | 160 | 18 | 1-3, 38+ | 2 | ||||||||
Landing | 50 | 80 | N/A | 1-3, 38+ | 5 |
Up Aerial
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, Tip/Tail | 6.0/5.0 | 4-6 | 26 | 68 | -11 | N/A |
Late | 4.0 | 7-8 | 26 | 55 | -11 | N/A |
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, Tip/Tail | 50 | 113 | 14 | 1-3, 18+ | 3 | ||||||||
Late | 40 | 80 | 14 | 1-3, 18+ | 3 |
Down Aerial
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 | 13.0 | 14-15 | 47 | 270 | -17 | N/A |
Late | 12.0 | 16-26 | 47 | 361 | -17 | N/A |
Landing | 4.0 | 1-2 | 22 | 361 | -16 to -15 | N/A |
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 | 16 | 86 | 22 | 38+ | 5 | ||||||||
Late | 20 | 84 | 22 | 38+ | 5 | ||||||||
Landing | 50 | 100 | N/A | N/A | 5 |
Special Moves
Thunder Jolt
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. |
---|---|---|---|---|---|
4.8 | 19-118 | 51 | 361 | -95 to 4 | N/A |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 30 | N/A | N/A | 3 |
Skull Bash
/
+
(Hold OK)
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 | 5-39 | 96 Ground 74 Air |
361 | -32 to 2 | N/A |
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 | 78 | N/A | N/A | 2 |
Quick 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. |
---|---|---|---|---|---|---|
Hits 1/2 | 2.0/3.0 | 15-19/29-35 | 52/66 | 70 | -2 to 3/-1 to 4 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hits 1/2 | 20 | 50/150 | 24 | N/A | 3/4 |
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. |
---|---|---|---|---|---|---|
Hit, Meteor 1 | 6.0 | 13-15 | 86 Whiff 74 Hit |
270 | -59 to -57 | all intangible 34-43 |
Hit, Regular | 8.0 | 16-33 | 86 Whiff 74 Hit |
70 | -44 to -27 | all intangible 34-43 |
Hit,Meteor 2 | 6.0 | 21-23 | 86 Whiff 74 Hit |
270 | -51 to -49 | all intangible 34-43 |
Hit, Regular | 8.0 | 24-33 | 86 Whiff 74 Hit |
70 | -36 to -27 | all intangible 34-43 |
Hit, Shockwave | 15.0 | 34-36 | 86 Whiff 74 Hit |
361 | -26 to -24 | all intangible 34-43 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit, Meteor 1 | 125 FKB | 60 | N/A | N/A | 3 | ||||||||
Hit, Regular | 74 | 60 | N/A | N/A | 3 | ||||||||
Hit,Meteor 2 | 125 FKB | 60 | N/A | N/A | 3 | ||||||||
Hit, Regular | 74 | 60 | N/A | N/A | 3 | ||||||||
Hit, Shockwave | 70 | 77 | N/A | N/A | 14 |
Grabs & Throws
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 | 7-8 | 36 | N/A | N/A | N/A |
Dash | N/A | 11-12 | 44 | N/A | N/A | N/A |
Pivot | N/A | 12-13 | 39 | N/A | N/A | N/A |
Pummel | 1.0 | 1 | 5 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
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 | 2 |
Forward Throw
After grabbing,
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. |
---|---|---|---|---|---|---|
Hits 1-4 | 2.0 | 11-26 | 43 | 361 | -29 to -14 | all invincible 1-30 |
Throw | 2.0 | 30 | 43 | 45 | N/A | all invincible 1-30 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hits 1-4 | 0 | 100 | N/A | N/A | 3 | ||||||||
Throw | 55 | 110 | N/A | N/A | N/A |
Back Throw
After grabbing,
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 | 49 | 135 | N/A | all invincible 1-26 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
85 | 50 | N/A | N/A | N/A |
Up Throw
After grabbing,
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. |
---|---|---|---|---|---|---|
Hit 1 | 3.0 | 14-15 | 35 | 80 | -17 to -16 | all invincible 1-16 |
Throw | 5.0 | 16 | 35 | 90 | N/A | all invincible 1-16 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 70 | 60 | N/A | N/A | 4 | ||||||||
Throw | 48 | 129 | N/A | N/A | N/A |
Down Throw
After grabbing,
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 | 21 | 51 | 83 | N/A | all invincible 1-21 |
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 | 100 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
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 | 23-25 | 55 | 45 | -23 to -21 | all intangible 1-25 |
- PlaceHolder
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
after getting knocked down
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. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 16-22 | 45 | 48 | -22 to -16 | all intangible 1-22 |
Facing Down | 7.0 | 16-22 | 45 | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
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 | 49 | 361 | -25 to -20 | all intangible 1-7 |
- PlaceHolder
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 |
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To edit frame data, edit values in SSBU/Pikachu/Data. |
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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