Jab: 4% each hit, can be held down for hitbox every 2 frames
Dash atk: 2 hitboxes, 3% and 8% respectively, low knockback to combo into eachother
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D-tilt: 7%, hits ground infront of Absa
F-tilt: long startup, 5% damage, range covers entire stage of Fire Capitol minus the distance of Absa's roll, hits straight infront of her
U-Tilt: large quick oval hitbox above Absa, 10% damage
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Dair: 6% hits forwards and upwards away, has a sweetspot that does 6% more damage ontop of normal hitbox and spikes opponents.
Nair: 5 hitboxes (Resembles melee mewtwo nair) 2%, 2%, 2%, 2%, 5%, upward knockback with increased knockback on last hit.
Fair: Same as Dair except sweetspot hitbox sends opponent forwards instead of downwards.
Bair: Same as Dair except sweetspot hitbox sends opponent backwards instead of downwards.
Uair: large hitbox entirely above Absa, 12% damage, upwards knockback.
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F-Strong: 5 hitboxes, 2%, 2%, 2%, 2%, 8%, first 4 have almost no knockback, 5th has more knockback and larger hitbox.
D-Strong: 5 hitboxes alternating front 2%, behind 2%, front 2%, behind 2%, both 5%, can very loosely link into eachother. first 4 hitboxes have knockback facing Absa, last hitbox has increased knockback facing forwards and upwards away. (Resembles a weaker version of peach Down Smash).
U-Strong: 3 hitboxes slightly above Absa, 3% up and slightly forwards, 3% up and slightly forwards, 8% with increased knockback straight upwards.
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Grounded Neutral Special: Makes a cloud above Absa.
Aerial Neutral Special: Makes a cloud below Absa.
Neutral Special w/ Cloud out (Held down) : draws a line of electricity between you and the cloud. 12% with upward knockback.
Side Special: Makes a cloud that can be sent outwards for as long as you hold down the Special button and directionally influenced up or down (Similar to SSBM Zelda Side Special).
Up Special: Pikachu recovery that allows two directions, limited to 8 Directions (Cardinal and Intermediate), You have no landing lag if you touch the ground before using one direction, or if you use it in the air/ground, touch the ground again, then change direction upwards. Second direction has slightly more distance than the first.
Down Special: If a cloud is out, it charges up the cloud to explode after a set amount of time. If no cloud is out, It charges Absa up to explode after the same amount of time.
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Clouds: Only one cloud can be on the field at one time. Disappears if hit with a sweetspotted move from Absa, disappears after down Special explosion, Disappears if another cloud is created by the same Absa. Also Explodes and disappears if Neutral Special is pressed while a cloud is on the field.
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Sweetspot moves, Uair, and U-tilt tend to Kill at as low as 67%.
Second Jump is Similar to peach double jump, and aerials can be double jump cancelled.