KayLo!
Smarter than your average wabbit.
The PokéLab: Pikachu Research Thread
( Currently under heavy construction. )
This thread is for researching and discussing the technical aspects of Pikachu. If you have any ideas about techniques or would like to request for something to be tested, feel free to ask or contribute!
Credit goes to K Prime, ESAM, Tag, Scissors Sir, and others who have researched, pulled frame data, and helped to further develop Pika's metagame.
[COLLAPSE=Current Projects & Requests]- Complete Frame Data (KayLo!/K Prime)
- Shield Pokes (KayLo!/Smash Lab)[/COLLAPSE]
TABLE OF CONTENTS
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
1.1 Ground Moves [GRND]
1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]
Section 2: Chaingrabs [CHGB]1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]
2.1 Fthrow CGs [FTHW]
2.2 Buffered Dthrow CGs [DTHW]
Section 3: Quick Attack Shenanigans [QSHN]2.2 Buffered Dthrow CGs [DTHW]
3.1 QA Overview [QAOV]
3.2 Quick Attack Cancel (QAC) [CNCL]
3.3 Quick Attack Lock (QAL) [QLCK]
3.4 Quick Attack Ledge Tricks [QLDG]
3.5 Recovery Carryover Lag (RCO) [RCVL]
Section 4: Techniques [TCHN]3.2 Quick Attack Cancel (QAC) [CNCL]
3.3 Quick Attack Lock (QAL) [QLCK]
3.4 Quick Attack Ledge Tricks [QLDG]
3.5 Recovery Carryover Lag (RCO) [RCVL]
4.1 Jab Lock [JBLK]
4.2 Uair > Footstool [FTSL]
4.3 Dthrow > Buffer Dash > Uair [DBFU]
4.4 Pikasliding [PKSL]
4.5 Glide Toss Breakdown [GLDT]
4.6 Banana-Footstool Lock [BNFL]
4.7 Cross Thunder [CRST]
4.8 Lightning Lockdown [LTLK]
Section 5: Miscellaneous Data [MSCL]4.2 Uair > Footstool [FTSL]
4.3 Dthrow > Buffer Dash > Uair [DBFU]
4.4 Pikasliding [PKSL]
4.5 Glide Toss Breakdown [GLDT]
4.6 Banana-Footstool Lock [BNFL]
4.7 Cross Thunder [CRST]
4.8 Lightning Lockdown [LTLK]
5.1 Base Knockback and Knockback Growth [BSKN]
5.2 Dtilt Hitstun Advantage (incomplete) [DTLT]
5.2 Dtilt Hitstun Advantage (incomplete) [DTLT]
Section 1: Frame & Hitbubble Data [FRME]
*Visible Hitbubble Thread: http://www.smashboards.com/showthread.php?t=255734
Hitbox Active: Frames during which an attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move.
Invincibility: Frames during which Pikachu will take no damage.
Fresh Damage: Fresh damage values for each hit.
Trip Rate: Chance, by percent, for a move to trip. Will only be noted for values higher than 0.
Landing Lag: Aerials only. Number of frames Pikachu lags when he hits the ground during a move.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.
Autocancel: Aerials only. Frames during which Pikachu can land without an aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Advantage on Block: Frame difference between Pikachu's FAF and the opponent's. Counted from first hit frame per damage value.
1.1 Ground Moves [GRND]FAF (First Actionable Frame): First frame on which you can perform another move.
Invincibility: Frames during which Pikachu will take no damage.
Fresh Damage: Fresh damage values for each hit.
Trip Rate: Chance, by percent, for a move to trip. Will only be noted for values higher than 0.
Landing Lag: Aerials only. Number of frames Pikachu lags when he hits the ground during a move.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.
Autocancel: Aerials only. Frames during which Pikachu can land without an aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Advantage on Block: Frame difference between Pikachu's FAF and the opponent's. Counted from first hit frame per damage value.
Jab
Hitbox Active: 2-3 (rapid jab hits every 5th frame starting from 2)
FAF: 22 (single jab)
Fresh Damage: 2.1
Trip Rate: 10%
Advantage on Block: -12 (normal shield drop) / -19 (jump/grab OOS)
Dash Attack
Hitbox Active: 5-16
FAF: 50
Fresh Damage: 7.35
Advantage on Block: -35 (normal shield drop) / -42 (jump/grab OOS)
Ftilt (all angles)
Hitbox Active: 5-10
FAF: 30
Fresh Damage: 10.5 (up-angled) / 9.45 (unangled) / 8.4 (down-angled)
Advantage on Block: -14 (normal shield drop) / -21 (jump/grab OOS) (all angles)
Utilt
Hitbox Active: 7-13
FAF: 24
Fresh Damage: 7.35/6.3/5.25 (more damage closer to Pika)
Advantage on Block: -7/-7/-8 (normal shield drop) / -14/-14/-15 (jump/grab OOS)
Dtilt
Hitbox Active: 7-9
FAF: 19
Fresh Damage: 7.35
Trip Rate: 30%
Advantage on Block: -2 (normal shield drop) / -9 (jump/grab OOS)
Fsmash
Hitbox Active: 15-22
From Charge, Hits On: 2
FAF: 50
Fresh Damage: 21 (frames 15-17), 17.85 (frames 18-20), 14.7 (frames 21-22) (hitbubbles extend on frames 18 and 21)
Advantage on Block: -26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OOS)
Usmash
Hitbox Active: 9-16
From Charge, Hits On: 5
FAF: 44
Fresh Damage: 14.7/13.65 (frames 9-10) (more damage closer to Pika), 11.55 (frames 11-12), 7.35 (frames 13-16)
Advantage on Block: -22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OOS)
Dsmash
Hitbox Active: 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 (7 hits)
From Charge, Hits On: 2
FAF: 55
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 2.1, 2.1, 3.15
Trip Rate: 30% (last hit only)
Advantage on Block: -44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS)
Standing Grab
Hitbox Active: 6-7
FAF: 30
Dash Grab
Hitbox Active: 9-10
FAF: 39
Pivot Grab
Hitbox Active: 10-11
FAF: 36
Grab Pummel
Hitbox Active: 3
Fresh Damage: 2.1
Shield
Active On: 1
Shield Drop: 7 frames
Spotdodge
Invincibility: 2-20
Total Duration: 22 frames
Forward/Backward Roll
Invincibility: 4-19
Total Duration: 31 frames
Taunts
Up Taunt FAF: 90
Side Taunt FAF: 81
Down Taunt FAF: 90
Hitbox Active: 2-3 (rapid jab hits every 5th frame starting from 2)
FAF: 22 (single jab)
Fresh Damage: 2.1
Trip Rate: 10%
Advantage on Block: -12 (normal shield drop) / -19 (jump/grab OOS)
Dash Attack
Hitbox Active: 5-16
FAF: 50
Fresh Damage: 7.35
Advantage on Block: -35 (normal shield drop) / -42 (jump/grab OOS)
Ftilt (all angles)
Hitbox Active: 5-10
FAF: 30
Fresh Damage: 10.5 (up-angled) / 9.45 (unangled) / 8.4 (down-angled)
Advantage on Block: -14 (normal shield drop) / -21 (jump/grab OOS) (all angles)
Utilt
Hitbox Active: 7-13
FAF: 24
Fresh Damage: 7.35/6.3/5.25 (more damage closer to Pika)
Advantage on Block: -7/-7/-8 (normal shield drop) / -14/-14/-15 (jump/grab OOS)
Dtilt
Hitbox Active: 7-9
FAF: 19
Fresh Damage: 7.35
Trip Rate: 30%
Advantage on Block: -2 (normal shield drop) / -9 (jump/grab OOS)
Fsmash
Hitbox Active: 15-22
From Charge, Hits On: 2
FAF: 50
Fresh Damage: 21 (frames 15-17), 17.85 (frames 18-20), 14.7 (frames 21-22) (hitbubbles extend on frames 18 and 21)
Advantage on Block: -26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OOS)
Usmash
Hitbox Active: 9-16
From Charge, Hits On: 5
FAF: 44
Fresh Damage: 14.7/13.65 (frames 9-10) (more damage closer to Pika), 11.55 (frames 11-12), 7.35 (frames 13-16)
Advantage on Block: -22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OOS)
Dsmash
Hitbox Active: 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 (7 hits)
From Charge, Hits On: 2
FAF: 55
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 2.1, 2.1, 3.15
Trip Rate: 30% (last hit only)
Advantage on Block: -44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS)
Standing Grab
Hitbox Active: 6-7
FAF: 30
Dash Grab
Hitbox Active: 9-10
FAF: 39
Pivot Grab
Hitbox Active: 10-11
FAF: 36
Grab Pummel
Hitbox Active: 3
Fresh Damage: 2.1
Shield
Active On: 1
Shield Drop: 7 frames
Spotdodge
Invincibility: 2-20
Total Duration: 22 frames
Forward/Backward Roll
Invincibility: 4-19
Total Duration: 31 frames
Taunts
Up Taunt FAF: 90
Side Taunt FAF: 81
Down Taunt FAF: 90
Nair
Hitbox Active: 3-25
FAF: 40
Fresh Damage: 12.6 (frames 3-5), 6.3 (frames 6-25)
Landing Lag: 25 frames
RCO Landing Lag: 34 frames
Autocancel: 35-39
Advantage on Block: -25, -24 (normal shield drop) / -32, -31 (jump/grab OOS) (does not include landing lag)
Fair
Hitbox Active: 10-12, 14-16, 18-20, 22-24, 26 (5 hits)
FAF: 40
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 3.15
Landing Lag: 15 frames
RCO Landing Lag: 21 frames
Autocancel: 1-9, 35-39
Advantage on Block: -23, -19, -15, -11, -5 (normal shield drop) / -30, -26, -22, -18, -12 (jump/grab OOS) (does not include landing lag)
Bair
Hitbox Active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37 (8 hits)
Landing Hitbox: 2 frames
FAF: 60
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 4.2 (aerial hits) / 4.2 (landing hit)
Landing Lag: 30
RCO Landing Lag: 41
Autocancel: 1-3, 50-59
Advantage on Block (aerial hits): -48, -44, -40, -36, -32, -28, -24, -19 (normal shield drop) / -55, -51, -47, -43, -39, -35, -31, -26 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -21 (normal shield drop) / -28 (jump/grab OOS)
Uair
Hitbox Active: 3-8
FAF: 28
Fresh Damage: 6.3/5.25 (frames 3-4), 5.25/4.2 (frames 5-8) (more damage closer to Pika)
Landing Lag: 24
RCO Landing Lag: 33
Autocancel: 1-2, 18-27
Advantage on Block: -15/-16, -14 (normal shield drop) / -22/-23, -21 (jump/grab OOS) (does not include landing lag)
Dair
Hitbox Active: 14-26
Landing Hitbox: 2 frames
FAF: 48
Fresh Damage: 12.6 (aerial hit) / 4.2 (landing hit)
Landing Lag: 40
RCO Landing Lag: 55
Autocancel: 39-47
Advantage on Block (aerial hit): -27 (normal shield drop) / -34 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -34 (normal shield drop) / -41 (jump/grab OOS)
Jump
Jump Squat Duration: 4 frames (to short hop, hold jump for 4 or less frames; to full hop, hold jump for 5 or more frames)
Note: Jump squat frames can be canceled into a usmash or an up b.
Short Hop Air Time: 40 frames
Full Hop Air Time: 60 frames
Soft Landing: 2 frames
Hard Landing: 4 frames
Soft RCO Landing: 15 frames
Hard RCO Landing: 24 frames
Airdodge
Invincibility: 4-29
Total Duration: 49 frames
Hitbox Active: 3-25
FAF: 40
Fresh Damage: 12.6 (frames 3-5), 6.3 (frames 6-25)
Landing Lag: 25 frames
RCO Landing Lag: 34 frames
Autocancel: 35-39
Advantage on Block: -25, -24 (normal shield drop) / -32, -31 (jump/grab OOS) (does not include landing lag)
Fair
Hitbox Active: 10-12, 14-16, 18-20, 22-24, 26 (5 hits)
FAF: 40
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 3.15
Landing Lag: 15 frames
RCO Landing Lag: 21 frames
Autocancel: 1-9, 35-39
Advantage on Block: -23, -19, -15, -11, -5 (normal shield drop) / -30, -26, -22, -18, -12 (jump/grab OOS) (does not include landing lag)
Bair
Hitbox Active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37 (8 hits)
Landing Hitbox: 2 frames
FAF: 60
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 4.2 (aerial hits) / 4.2 (landing hit)
Landing Lag: 30
RCO Landing Lag: 41
Autocancel: 1-3, 50-59
Advantage on Block (aerial hits): -48, -44, -40, -36, -32, -28, -24, -19 (normal shield drop) / -55, -51, -47, -43, -39, -35, -31, -26 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -21 (normal shield drop) / -28 (jump/grab OOS)
Uair
Hitbox Active: 3-8
FAF: 28
Fresh Damage: 6.3/5.25 (frames 3-4), 5.25/4.2 (frames 5-8) (more damage closer to Pika)
Landing Lag: 24
RCO Landing Lag: 33
Autocancel: 1-2, 18-27
Advantage on Block: -15/-16, -14 (normal shield drop) / -22/-23, -21 (jump/grab OOS) (does not include landing lag)
Dair
Hitbox Active: 14-26
Landing Hitbox: 2 frames
FAF: 48
Fresh Damage: 12.6 (aerial hit) / 4.2 (landing hit)
Landing Lag: 40
RCO Landing Lag: 55
Autocancel: 39-47
Advantage on Block (aerial hit): -27 (normal shield drop) / -34 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -34 (normal shield drop) / -41 (jump/grab OOS)
Jump
Jump Squat Duration: 4 frames (to short hop, hold jump for 4 or less frames; to full hop, hold jump for 5 or more frames)
Note: Jump squat frames can be canceled into a usmash or an up b.
Short Hop Air Time: 40 frames
Full Hop Air Time: 60 frames
Soft Landing: 2 frames
Hard Landing: 4 frames
Soft RCO Landing: 15 frames
Hard RCO Landing: 24 frames
Airdodge
Invincibility: 4-29
Total Duration: 49 frames
Thunder Jolt
Jolt Released On: 19
FAF: 59
Ground Jolt Duration: 100 frames
Air Jolt Duration: 99 frames*
*Note: When an air jolt hits the ground, it becomes a ground jolt and will last 100 frames from that point.
Fresh Damage: 6.3 (ground jolt) / 9.45 (air jolt)
Skull Bash
Hitbox Active: 18-? (no charge)
FAF: 91 (no charge)
Fresh Damage: 7.35 (no charge) - 26.25 (maximum charge)
Advantage on Block: ?
Quick Attack
Hitbox Active: 15-19 (QA1), 30-34 (QA2)
Fresh Damage: 3.15, 2.1
Advantage on Block: ?
Thunder
Hitbox Active: 15-74 (bolt) / 43-74 (shockwave)
FAF: 79 (thunder hits Pika) / 88 (thunder misses Pika)
Invincibility: 43-50 (shockwave only)
Fresh Damage: 10.5 (bolt) / 17.85 (shockwave)
Advantage on Block (shockwave): ?
Jolt Released On: 19
FAF: 59
Ground Jolt Duration: 100 frames
Air Jolt Duration: 99 frames*
*Note: When an air jolt hits the ground, it becomes a ground jolt and will last 100 frames from that point.
Fresh Damage: 6.3 (ground jolt) / 9.45 (air jolt)
Skull Bash
Hitbox Active: 18-? (no charge)
FAF: 91 (no charge)
Fresh Damage: 7.35 (no charge) - 26.25 (maximum charge)
Advantage on Block: ?
Quick Attack
Hitbox Active: 15-19 (QA1), 30-34 (QA2)
Fresh Damage: 3.15, 2.1
Advantage on Block: ?
Thunder
Hitbox Active: 15-74 (bolt) / 43-74 (shockwave)
FAF: 79 (thunder hits Pika) / 88 (thunder misses Pika)
Invincibility: 43-50 (shockwave only)
Fresh Damage: 10.5 (bolt) / 17.85 (shockwave)
Advantage on Block (shockwave): ?
Ledge Grab
Invincibility: 1-34 (invincibility can carry over into ledge drop actions)
FAF: 12 (for ledge attack, roll, or jump) / 14 (for ledge drop or climb)
Note: Pikachu must wait at least 30 frames after releasing the ledge before he can re-grab it.
Ledge Attack <100%
Hitbox Active: 22-24
FAF: 54
Invincibility: 1-20
Fresh Damage: 8.4
Advantage on Block: -21 (normal shield drop) / -28 (jump/grab OOS)
Ledge Attack >100%
Hitbox Active: 55-59
FAF: 70
Invincibility: 1-59
Fresh Damage: 10.5
Advantage on Block: -4 (normal shield drop) / -11 (jump/grab OOS)
Ledge Climb <100%
Invincibility: 1-30
FAF: 33
Ledge Climb >100%
Invincibility: 1-56
FAF: 60
Ledge Roll <100%
Invincibility: 1-24
FAF: 50
Ledge Roll >100%
Invincibility: 1-60
FAF: 80
Ledge Jump <100%
Invincibility: 1-15
FAF: 16
Ledge Jump >100%
Invincibility: 1-26
FAF: 27
Invincibility: 1-34 (invincibility can carry over into ledge drop actions)
FAF: 12 (for ledge attack, roll, or jump) / 14 (for ledge drop or climb)
Note: Pikachu must wait at least 30 frames after releasing the ledge before he can re-grab it.
Ledge Attack <100%
Hitbox Active: 22-24
FAF: 54
Invincibility: 1-20
Fresh Damage: 8.4
Advantage on Block: -21 (normal shield drop) / -28 (jump/grab OOS)
Ledge Attack >100%
Hitbox Active: 55-59
FAF: 70
Invincibility: 1-59
Fresh Damage: 10.5
Advantage on Block: -4 (normal shield drop) / -11 (jump/grab OOS)
Ledge Climb <100%
Invincibility: 1-30
FAF: 33
Ledge Climb >100%
Invincibility: 1-56
FAF: 60
Ledge Roll <100%
Invincibility: 1-24
FAF: 50
Ledge Roll >100%
Invincibility: 1-60
FAF: 80
Ledge Jump <100%
Invincibility: 1-15
FAF: 16
Ledge Jump >100%
Invincibility: 1-26
FAF: 27
Tech
Invincibility: 1-21
FAF: 27
Tech Roll Forward
Invincibility:
FAF: 42
Roll Length: 35.99 (units unknown)
Tech Roll Backward
Invincibility:
FAF: 42
Roll Length: 32.41 (units unknown)
Flop
FAF: 27
Stand (Back/Stomach)
Invincibility: 1-22
FAF: 30
Get Up Attack (Back)
Hitbox Active: 13-14, 18-19 (2 hits)
FAF: 50
Invincibility: 1-19
Fresh Damage: 6.3, 6.3
Advantage on Block: -27, -22 (normal shield drop) / -34, -29 (jump/grab OOS)
Get Up Attack (Stomach)
Hitbox Active: 17-18, 23-24 (2 hits)
FAF: 51
Invincibility: 1-24
Fresh Damage: 6.3, 6.3
Advantage on Block: -24, -18 (normal shield drop) / -31, -25 (jump/grab OOS)
Get Up Roll Forward (Back)
Invincibility: 1-14
FAF: 36
Get Up Roll Forward (Stomach)
Invincibility: 1-19
FAF: 37
Get Up Roll Backward (Back/Stomach)
Invincibility: 1-19
FAF: 36
Dash Trip
Duration:
Pivot Trip
Duration:
Forced Trip
Duration:
Trip Stand
Invincibility: 1-17
FAF: 22
Trip Get Up Attack
Hitbox Active: 19-20, 31-32 (2 hits)
FAF: 50
Invincibility: 1-8
Fresh Damage: 5.25, 5.25
Advantage on Block: -22, -10 (normal shield drop) / -29, -17 (jump/grab OOS)
Trip Roll Forward/Backward
Invincibility: 1-10
FAF: 29
Invincibility: 1-21
FAF: 27
Tech Roll Forward
Invincibility:
FAF: 42
Roll Length: 35.99 (units unknown)
Tech Roll Backward
Invincibility:
FAF: 42
Roll Length: 32.41 (units unknown)
Flop
FAF: 27
Stand (Back/Stomach)
Invincibility: 1-22
FAF: 30
Get Up Attack (Back)
Hitbox Active: 13-14, 18-19 (2 hits)
FAF: 50
Invincibility: 1-19
Fresh Damage: 6.3, 6.3
Advantage on Block: -27, -22 (normal shield drop) / -34, -29 (jump/grab OOS)
Get Up Attack (Stomach)
Hitbox Active: 17-18, 23-24 (2 hits)
FAF: 51
Invincibility: 1-24
Fresh Damage: 6.3, 6.3
Advantage on Block: -24, -18 (normal shield drop) / -31, -25 (jump/grab OOS)
Get Up Roll Forward (Back)
Invincibility: 1-14
FAF: 36
Get Up Roll Forward (Stomach)
Invincibility: 1-19
FAF: 37
Get Up Roll Backward (Back/Stomach)
Invincibility: 1-19
FAF: 36
Dash Trip
Duration:
Pivot Trip
Duration:
Forced Trip
Duration:
Trip Stand
Invincibility: 1-17
FAF: 22
Trip Get Up Attack
Hitbox Active: 19-20, 31-32 (2 hits)
FAF: 50
Invincibility: 1-8
Fresh Damage: 5.25, 5.25
Advantage on Block: -22, -10 (normal shield drop) / -29, -17 (jump/grab OOS)
Trip Roll Forward/Backward
Invincibility: 1-10
FAF: 29
Item Pick Up/Drop
Pick Up On: 7
Drop On: 1
Forward Toss (Ground)
Item Thrown On: 12
FAF: 29
Back Toss (Ground)
Item Thrown On: 14
FAF: 29
Up Toss (Ground)
Item Thrown On: 15
FAF: 29
Down Toss (Ground)
Item Thrown On: 8
FAF: 22
Dash Toss
Item Thrown On: 5
FAF: 39
Forward Toss (Air)
Item Thrown On: 10
FAF: 30
Back Toss (Air)
Item Thrown On: 14
FAF: 30
Up Toss (Air)
Item Thrown On: 14
FAF: 30
Down Toss (Air)
Item Thrown On: 8
FAF: 22
Pick Up On: 7
Drop On: 1
Forward Toss (Ground)
Item Thrown On: 12
FAF: 29
Back Toss (Ground)
Item Thrown On: 14
FAF: 29
Up Toss (Ground)
Item Thrown On: 15
FAF: 29
Down Toss (Ground)
Item Thrown On: 8
FAF: 22
Dash Toss
Item Thrown On: 5
FAF: 39
Forward Toss (Air)
Item Thrown On: 10
FAF: 30
Back Toss (Air)
Item Thrown On: 14
FAF: 30
Up Toss (Air)
Item Thrown On: 14
FAF: 30
Down Toss (Air)
Item Thrown On: 8
FAF: 22
2.1 Fthrow CGs [FTHW]
Original thread: Fthrow/Dthrow Chaingrab Thread
2.2 Buffered Dthrow CGs [DTHW]
Original thread: Fthrow/Dthrow Chaingrab Thread
Original thread: How to Buffer Dthrow Chaingrab - In Detail!
Section 3: Quick Attack Shenanigans [QSHN]
3.1 QA Overview [QAOV]
Original thread: Quick Attack Item TechsQuick Attack (part 1 only)
1-13: Startup
14: Startup / QA1 direction input*
*Note: Control stick position is read on frame 14 only; therefore, you may switch directions during startup.
15: Hitbox
16-18: Hitbox / ledge grab allowed
19: Hitbox / ledge grab allowed / first frame able to input QAC actions
20: Ledge grab allowed / RCO activated
21: -
22-24: Hurtbox stretched (vertical long)
25: -
26: Hurtbox stretched (horizontal small)
27: Hurtbox stretched (horizontal long)
28: Hurtbox stretched (horizontal small)
29: Last frame able to input QAC actions
30: Cooldown / QAC frame
31-70: Cooldown
71: Freefall begins
Quick Attack (parts 1 + 2)
1-13: Startup
14: Startup / QA1 direction input*
*Note: Control stick position is read on frame 14 only; therefore, you may switch directions during startup.
15: Hitbox
16-19: Hitbox / ledge grab allowed
20: Ledge grab allowed / RCO activated
21: -
22-24: Hurtbox stretched (vertical long)
25: -
26: Hurtbox stretched (horizontal small)
27: Hurtbox stretched (horizontal long)
28: Hurtbox stretched (horizontal small)
29: QA2 direction input*
*Note: Control stick position is read on frame 29 only; therefore, you may switch directions until then.
30: Hitbox
31-33: Hitbox / ledge grab allowed
34: Hitbox / ledge grab allowed / first frame able to input QAC actions
35: Ledge grab allowed
36: -
37-39: Hurtbox stretched (vertical long)
40: -
41: Hurtbox stretched (horizontal small)
42: Hurtbox stretched (vertical long)
43: Hurtbox stretched (horizontal small)
44: Last frame able to input QAC actions
45: Cooldown / QAC frame
46-85: Cooldown
86: Freefall begins
3.2 Quick Attack Cancel (QAC) [CNCL]
Original thread: QAC > Nair is a true combo
3.3 Quick Attack Lock (QAL) [QLCK]
3.4 Quick Attack Ledge Tricks [QLDG]
Original thread: Quick Attack Ledge Cancels
3.5 Recovery Carryover Lag (RCO) [RCVL]
Section 4: Techniques [TCHN]
4.1 Jab Lock [JBLK]
4.2 Uair > Footstool [FTSL]
Original thread: Uair > Footstool > QAL Potential Death Combo
4.3 Dthrow > Buffer Dash > Uair [DBFU]
Original thread: Dthrow Buffer Run Uair
4.4 Pikasliding [PKSL]
Original thread: Pikasliding: An In-Depth Look
4.5 Glide Toss Breakdown [GLDT]
Glide tossing is a technique that allows you to slide a noticeable distance as you throw an item. Though Pikachu can't spawn any items of his own, it can be useful in matchups where the other character can (Diddy, Peach, etc.).
How to perform:
The result:
- Input roll in the direction you want to slide; then,
- Input item toss in any direction on the appropriate frame
Throwing the item on frame 1 of Pikachu's roll results in a super glide toss (a little less than half the length of FD).
Throwing the item on frames 2-4 of Pikachu's roll results in a short glide toss.
- Input item toss in any direction on the appropriate frame
Throwing the item on frame 1 of Pikachu's roll results in a super glide toss (a little less than half the length of FD).
Throwing the item on frames 2-4 of Pikachu's roll results in a short glide toss.
The result:
Pikachu will slide while throwing the item.
Because you can vary both the direction you slide and the direction you throw the item, glide tossing is useful as a mixup and as a way to string into other moves from an item throw.
4.6 Banana-Footstool Lock [BNFL]
Original thread: Infinite on Diddy Kong
4.7 Cross Thunder [CRST]
4.8 Lightning Lockdown [LTLK]Legendary Pikachu said:Every now and then, something odd happens whenever I try to do a narrow thunder wall (short distance between T1 and Pika's body). This postwas rushed out of excitement and is far from a tutorial.
Anyways, we have what we have: a temporary fusion of T1 (Thunder 1 - the "rod" > vertical hitstun) and T2 (Thunder 2 - the explosion from rod hitting 'Chu > OUCH hitstun).
Personal Observations thus far:
1. Two different heights
2. High one can be done on either side of T1. However, observed instances thus far have Pikachu facing opposite direction of where he is facing during the jump. *still testing > Does the reversal of Pikachu's sprite affect the distance and hitbox requirement for the passing of T1 and the explosion of T2 at the same time?
3. Low one is MUCH lower with pikachu exploding near the TOP of the lightning rod next to the stage.
*Still testing: effects of stages, slants, and walls, different reversals, short/full/double/QAC hop, and its applications in aerial play, edgeguarding, and offstage "Wall with Pain" (LITERALLY).
This beta vid is going to be my first video on this topic. I would appreciate any help or would like to help anyone else who have also discovered this. Responses would be cool too! :D
http://www.youtube.com/watch?v=ZCZJeaCdoFM
Original post: Lightning Lockdown
Section 5: Miscellaneous Data [MSCL]
5.1 Base Knockback and Knockback Growth [BSKN]
Original post: http://www.smashboards.com/showpost.php?p=8328549&postcount=44
5.2 Dtilt Hitstun Advantage (incomplete) [DTLT]
Original post: Dtilt hit stun (incomplete)