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3.5 Pikachu Frame Data

dude it's raining

Smash Journeyman
Joined
Aug 1, 2014
Messages
236
NOTE: FSM's (if any) not taken into account yet, so some data may be incorrect (this is straight from brawlbox).


Jab/Dash Attack:
Jab
Damage: 2%
BKB: 7
KBG: 50
Direction: -360°
Hitbox: 2-3
IASA: 17
Total: 22​

Dash Attack
Damage: 8%
BKB: 40
KBG: 70
Direction: 361°
Hitbox: 5-16
Total: 50​
Tilts:
Utilt
Damage: 7% (butt/yellow part of tail), 6% (tip, i.e. black part of tail)
BKB: 40 (butt), 45 (yellow/black part of tail)
KBG: 124
Direction: 96° (butt/inside of tail), 88° (tip)
Hitbox: 7-14
IASA: 24
Total: 36​

Ftilt
Angled Up
  • Early:
    Damage: 9%
    BKB: 10
    KBG: 100
    Direction: 361°
  • Late:
    Damage: 6%
    BKB: 10
    KBG: 100
    Direction: 361°
Angled Straight:
  • Early:
    Damage: 8%
    BKB: 10
    KBG: 100
    Direction: 361°
  • Late:
    Damage: 5%
    BKB: 10
    KBG: 100
    Direction: 361°
Angled Down:
  • Early:
    Damage: 7%
    BKB: 10
    KBG: 100
    Direction: 361°
  • Late:
    Damage: 4%
    BKB: 10
    KBG: 100
    Direction: 361°
Hitbox: 5-9, 10-14
Total: 30​

Dtilt
Damage: 7%
BKB: 12
KBG: 100
Direction: 35°
Hitbox: 7-9
IASA: 19
Total: 22​
Smashes:
Usmash
  • First Hit:
    Damage: 19% (inside; small but high priority), 18% (middle), 17% (tip; large but low priority)
    BKB: 40
    KBG: 110
    Direction: 85°
  • Second Hit:
    Damage: 13%
    BKB: 30
    KBG: 110
    Direction: 90°
  • Third Hit:
    Damage: 7%
    BKB: 5
    KBG: 48
    Direction: 40°
Start: 5
Hitbox: 9-11, 12-14, 15-18
Total: 45​

Fsmash
  • First Hit (small):
    Damage: 21%
    BKB: 25
    KBG: 92
    Direction: 361°
  • Second Hit:
    Damage: 19%
    BKB: 25
    KBG: 95 (tip), 90 (inside)
    Direction: 361°
  • Third Hit:
    Damage: 18%
    BKB: 22
    KBG: 95 (inside), 90 (middle), 85 (tippy-tip)
    Direction: 361°
Start: 14
Hitbox: 16-18, 19-21, 22-23
Total: 51​

Dsmash
  • First Six Hits:
    Damage: 2%
    BKB: 70 (outside), 30 (inside)
    KBG: 30
    Direction: 170° (side hitboxes pull inwards), 90° (center hit)
    SDI Multiplier: x0.8999833 (outside), x0.9 (inside)
  • Seventh Hit:
    Damage: 3%
    BKB: 70
    KBG: 170
    Direction: 70°
Start: 5
Hitbox: 7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25
Total: 56​
Aerials:
Nair
  • First Hit:
    Damage: 12%
    BKB: 18
    KBG: 100
    Direction: 361°
  • Second Hit:
    Damage: 9%
    BKB: 0
    KBG: 100
    Direction: 361°
Hitbox: 3-10, 11-28
Total: 40
Landing Lag: ?
Auto Cancel: ?​

Uair
  • First Hit:
    Damage: 7%
    BKB: 100
    KBG: 41
    Direction: 80°
  • Second Hit:
    Damage: 7%
    BKB: 60
    KBG: 41
    Direction: 360°
  • Third Hit:
    Damage: 7%
    BKB: 80
    KBG: 41
    Direction: 130°
Hitbox: 3-4, 5-6, 7-8
Total: 28
Landing Lag: ?
Auto Cancel: ?​

Fair
  • First Four Hits:
    Damage: 2%
    BKB: 40
    KBG: 20
    Direction: 74°
    SDI Multiplier: x0.8
  • Fifth Hit:
    Damage: 3%
    BKB: 70
    KBG: 90
    Direction: 361°
    Hitlag Multiplier: x1.5
Hitbox: 10-12, 14-16, 18-20, 22-24, 26-27
Total: 40
Landing Lag: ?
Auto Cancel: ?​

Dair
  • Aerial Hit:
    Damage: 12%
    BKB: 20
    KBG: 100
    Direction: 361°
  • Landing Hitbox:
    Damage: 4%
    BKB: 50
    KBG: 100
    Direction: 361°
Hitbox: 14-26; 1-2 (of landing lag)
IASA: 43
Total: 58
Landing Lag: ?
Auto Cancel: ?​

Bair
  • First Hit:
    Damage: 14%
    BKB: 25
    KBG: 100
    Direction: 361°
  • Second Hit:
    Damage: 10%
    BKB: 25
    KBG: 100
    Direction: 361°
Hitbox: 8-9, 10-14
IASA: 33
Total: 39
Landing Lag: ?
Auto Cancel: ?​
Specials:
Neutral B (Thunderjolt)
Grounded and Aerial:
Fires: 19?
Total: 59 (sounds fishy)
Landing Lag: ?
NOTE: explicit FSM distortion 1.35x​

Up B (Quick Attack)
Grounded and Aerial:
Startlag: 13
Ledgegrab: 21 (Value-0), 23 (Value-2), 30 (Value-1)
NOTE: there's a bunch of coding which I presume reads inputs for the second zip, your direction, and QAC'ing; however, I can't figure out what any of it means, so I'll have to test stuff in debug mode to get more data​
Aerial:
Endlag: 51​

Side B (Skull Bash)
Damage: 7%
Shield Damage: 4
BKB: 40
KBG: 80
Direction: 361°
Startlag: 14
Hold: can be charged for up to 7 frames
Launchlag: 17 after release
Hitbox: 5-40 after launchlag (22-57 after release; no charge is 36-71 after initial input)​
  • Grounded:
    Ledgegrab: 13 after launchlag (Value-0); unknown property during the endlag after hitbox ends (Value-2)
    IASA: 39 after hitbox ends (96 after release; no charge is 110 after initial input)
    Total: 45 after hitbox ends (102 after release; no charge is 116 after initial input)
  • Aerial:
    Ledgegrab: 21 after unknown subaction (either hitbox or launchlag) ends (Value-0)
    IASA: 30 after unknown subaction (either hitbox or launchlag) ends
    Total: 30 after unknown subaction (either hitbox or launchlag) ends
Down B (Thunder)
Grounded and Aerial:
Damage: 17%
Shield Damage: 2
BKB: 100
KBG: 60
Direction: 361°
Startlag: 88
Hitbox: 89-91
Intangible: 89-96
NOTE: I presume this hitbox data is for just the part that would hit pikachu and cause the thunder stall​
Throws:
Uthrow
Damage: 5% + 5% (headbutt) = 10%
Shield Damage: 1 (headbutt)
BKB: 90 (throw), 0 (headbutt)
KBG: 45 (throw), 0 (headbutt)
WKB: 90 (headbutt)
Direction: 90° (throw), 361° (headbutt)
Hitbox: 14-15
Release: 16?
Unknown Property: 16 (possibly weight dependence?)
Total: 36 (note the FSM)
NOTE: explicit FSM distortion 0.8x (from the start) and 0.826x (starting frame 17)​

Fthrow
Damage: 2% + [2% * 4] = 10%
Shield Damage: 1 (multi-hits)
BKB: 45 (throw), 0 (multi-hits)
KBG: 110 (throw), 100 (multi-hits)
Direction: 45° (throw), 361° (multi-hits)
Hitbox: 11-14, 15-18, 19-22, 23-26
Release: 27? or maybe 30?
Total: 44​

Dthrow
Damage: 5% + 5% (body slam) = 10%
Shield Damage: 1
BKB: 80 (throw), 0 (body slam)
KBG: 56 (throw), 0 (body slam)
WKB: 90 (body slam)
Direction: 75° (throw), 361° (body slam)
Hitbox: 13-14
Release: 15? or maybe 21?
Unknown Property: 21-41 (possibly weight dependence?)
IASA: 42
Total: 44​

Bthrow
Damage: 9%
BKB: 75
KBG: 50
Direction: 45°
Release: 31?
Turnaround: 31, then 33
Total: 50​
Grabs/Pummel:
Standing Grab
Grab 7-8
Total: 31​

Dash Grab
Grab: 9-10
Total: 39​

Pivot Grab
Grab: 10-11
Total: 36​

Pummel
Damage: 3%
BKB: 0
KBG: 100
WKB: 30
Direction: 80°
Hitbox: 3
Total: 24​
Spotdodge/Roll/Airdodge/Tech Options:
Spotdodge
Intangible: 2-15
Total: 23​

Roll (Forward & Backward)
Intangible: 4-19
Total: 32​

Airdodge
Intangible: 4-29
Total: 50
Landing Lag: 10 (duh)​

Tech In Place
Intangible: 1-20
Total: 27​

Tech Roll (Forward & Backward)
Intangible: 1-20
Total: 41​
Knockdown Options:
Knockdown Getup
Intangible: 1-22
Total: 30​

Knockdown Getup Attack
Damage: 6
Shield Damage: 1
BKB: 80
KBG: 50
Direction: 361°​
  • If landed on back:
    Hitbox: 13-14, 18-19
    Intangible: 1-19
    Total: 50
  • If landed on belly:
    Hitbox: 17-18, 23-24
    Intangible: 1-24
    Total: 51
Knockdown Roll (Forward)
  • If landed on back:
    Intangible: 1-14
    Total: 36
  • If landed on belly:
    Intangible: 1-19
    Total: 37

Knockdown Roll (Backward)
Intangible: 1-19
Total: 36​
Ledge Options:
Ledge Getup
  • <100%:
    Intangible: 1-30
    Total: 33
  • >100%:
    Intangible: 1-56
    Unknown Property: 45
    Total: 60

Ledge Getup Attack
  • <100%:
    Damage: 8%
    Shield Damage: 1
    BKB: 70
    KBG: 50 Direction: 361°
    Hitbox: 22-24
    Intangible: 1-20
    Total: 54
  • >100%:
    Damage: 9%
    Shield Damage: 1
    BKB: 70
    KBG: 50
    Direction: 361°
    Hitbox: 54-59
    Intangible: 1-50
    Total: 70

Ledge Jump
  • <100%:
    Intangible: 1-16
    Total: 45
  • >100%:
    Intangible: 1-27
    Total: 56

Ledge Roll
  • <100%:
    Intangible: 1-24
    Unknown Property: 41
    Total: 50
  • >100%:
    Intangible: 1-60
    Unknown Property: 55
    Total: 80
Tripped Options:
Tripped Getup
Intangible: 1-17
Total: 22​

Tripped Getup Attack
Damage: 5%
Shield Damage: 1
BKB: 80
KBG: 50
Direction: 361°
Hitbox: 19-20, 31-32
Intangible: 1-20
Total: 50​

Tripped Roll (Forward & Backward)
Intangible: 1-10
Total: 29​

Jumpsquat: 3
SHFFL: 26
Heavy (normal) Landing Lag: ?

From here:
Weight: 80 "Lightweight" (33-36th heaviest, same as Falco/Lucas/Pit)
Walk: 1.24 (11th fastest, faster than MK, slower than Diddy)
Run: 1.8 (11-14th fastest, tied with DK/Marth/Sheik, faster than Lucas, slower than Pit)
Spot Dodge: intangible 2-15, 7 endlag (tied for best)
Full Jump: 32 (22nd highest, higher than MK, lower than Tink)
Short Hop: 13.94 (18th highest, higher than ZSS, lower than Marth)
Aerial Mobility/Drift: 0.05 (23-32nd best, same as Ike/Luigi/Marth/M2/Roy/etc, above Yoshi, below Falcon/Diddy/Ganon/Mario/Sheik/etc)
Running Jump Speed Carryover: 1.8 (5-7th most, same as DK/Ganon, more than Ike, less than Sonic/Sqrt)
Max Air Speed: 0.85 (6th slowest, faster than Fox/Falco, slower than Mario)
Falling Speed: 1.9 "Semi-Floaty" (21-25th fastest, same as Bowser/Oli/Pit/Sonic)
Fastfalling Speed: 2.7 (18-19th fastest, same as Lucas, faster than Ganon, slower than ZSS)
SHFFL: 26 (7th fastest, same as Falcon/Sonic, faster than DK/Puff/Snake/DDD/Bowser, slower than Lucario/ZSS/MK/Mario/Link)
Standing Grab Range: 2nd worst of non-tethers
Pivot Grab Range: 3rd worst of non-tethers
Wavedash Length: 25.33 (7th shortest, tied with Wolf, longer than MK, shorter than Falcon/Kirby/Zelda)​

Ledgedash/GALIint: ?
Dacus: ?

Taunts:
UTaunt
IASA: 90
Total: 98​

RTaunt
IASA: 80
Total: 100​

LTaunt
IASA: 80
Total: 100​

DTaunt
IASA: 90
Total: 120​




BKB: "Base Knockback"
KBG: "Knockback Growth"
WKB: "Weight-Based Knockback"
IASA: "Interruptible As Soon As"
361°: Sakurai Angle, semi-spikes grounded opp's if KB<32 (i.e. 0°), 44° for grounded foes above that, and 45° for aerial opp's.
Knockback Formula:
Take:
(% after hit)/10

Then add to that result:
[(% after hit) * (damage of move)]/20

Then multiply that result by:
200/(weight + 100)

Then multiply that result by:
1.4

Then add to that result:
18

Then multiply that result by:
KBG/100

Then add to that result:
BKB

Then that result is multiplied by a crouch cancel value.

TL;DR:
lol, nobody knows that in their head, just get a feel for it
Hitstun is KB*0.4
Priority Disclaimer:
A lot of people think they know what priority means. It is a myth that certain moves just plain out beat other moves all the time (when ppl say "he just spams high-priority moves", they're just johning).
There are several kinds of legitimate priority.
When two actions happen at the same time, the person with the port closer to P1 will triumph. This is port priority.
When two characters' hitboxes collide, there are rules of priority that you can read about on ssbwiki that determine whose attack(s) get canceled out or not. Transcendent priority is related to that.
The priority I mention in my frame data has to do with moves that have multiple hitboxes that overlap. The hitboxes with the lowest ID in the coding of the game will outprioritize the other hitboxes of that move.
Hitboxes with different properties on different body parts are listed in order of lower ID first (i.e. high priority first).
 
Last edited:

Choice Scarf

Smash Journeyman
Joined
Apr 3, 2014
Messages
482
Location
Albany, NY
Sweet! I've been hoping someone would know how to get this out of Brawl Box. I'll probably edit this post with observations of this data and double checks in debug mode when I get the chance to read it more in depth.

It would also be nice if we could get frame advantages on shield and hitbox gifs, but for now fantastic start!
 

dude it's raining

Smash Journeyman
Joined
Aug 1, 2014
Messages
236
It would be neat if you could cross check stuff for me (I don't own a setup, so I'd have to use someone else's).

I can get frame advantage stuff, but brawlbox discontinued hitbox viewing before it added the gif creator, so I'll need to find a screen capture program...

If you're interested in how to get stuff out of brawlbox, check out this video. I only learned recently, but it's pretty cool.
https://www.youtube.com/watch?v=FeBZWtvGl_w

EDIT: something to note about brawlbox is that the previewer shows hitbox priority backwards from the PM debug mode. In the previewer, low priority hitboxes are on top. In debug mode, high priority hitboxes are on top.
 
Last edited:
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