Pichu

96 moves41 changed by HDR55 vanillainternal pichu
Stance
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5467°46 / 119-134220, 1top
hdr
Jab
4-54.867°46 / 119-134220, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-98Sakurai35 / 113-256380, 1neck, hip
10-156Sakurai35 / 113-220, 1neck, hip

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-9940°50 / 105-155270footl
9-14940°45 / 105-111footr
hdr
Forward Tilt
5-910.840°50 / 105-145270footl
9-1410.840°45 / 105-101footr
hdr
Up Tilt
7-13680°40 / 124-117240, 1, 2tail1, tail2, tail3
hdr
Down Tilt
6-96120°44 / 94-76190, 1tail1, tail3

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-28 (every 3)2366°10 / 50-4016601top
16-28 (every 3)220°10 / 50-402top
32-34840°65 / 125-211, 2top
hdr
Forward Smash
16-28 (every 3)2.4366°10 / 50-4016601top
16-28 (every 3)2.420°10 / 50-402top
32-349.640°65 / 125-201, 2top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
8-121595°45 / 98-278460, 1neck, hip
hdr
Up Smash
8-121795°45 / 98-268460, 1neck, hip
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-121255°45 / 120-408570top
13-19855°45 / 90-370top
hdr
Down Smash
8-1914.4125°45 / 120-398570top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-910Sakurai35 / 105034071-2, 32–0, 1head, tail1
10-277Sakurai30 / 95-20, 1head, tail1
hdr
Forward Air
10-141345°35 / 96-11037101-8, 26–0, 1neck
15-185.5Sakurai35 / 80-50, 1neck
hdr
Forward Air
10-1415.645°35 / 9601037101-8, 26–0, 1neck
15-186.6Sakurai35 / 80-50, 1neck
hdr
Back Air
8-92367°50 fixed-10849131-7, 37–0, 1top
14-222367°50 fixed-101top
25-262367°50 fixed-100top
28-302.542°35 / 257-101top
hdr
Back Air
8-92.4367°50 fixed-10849131-7, 37–0, 1top
14-222.4367°50 fixed-101top
25-262.4367°50 fixed-100top
28-30342°35 / 257-101top
hdr
Up Air
4-9763°45 / 95-442891-3, 20–0, 1tail1, tail3
hdr
Down Air
14-171360°40 / 89-514481432–0neck
14-1714270°23 / 47-51neck
18-2611Sakurai35 / 104-60, 1neck
hdr
Down Air
14-1715.660°40 / 89-414481432–0neck
14-1716.8270°23 / 47-31neck
18-2613.2Sakurai35 / 104-50, 1neck
hdr
Down Air
1-24Sakurai50 / 100-241300top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
spawns dengekidama1849
hdr
Neutral Special
spawns dengekidama1852
hdr
Neutral Special
spawns dengekidama1849
hdr
Neutral Special
spawns dengekidama1852
SpecialSStart vanilla◆•
Side Special
no hitboxes10
SpecialSHold vanilla
Side Special
no hitboxes
SpecialSWeak vanilla◆•
Side Special
no hitboxes1
hdr
Side Special
4-22868°70 / 55-124230top
hdr
Side Special
4-122540°60 / 65-34230top
13-221540°60 / 65+10top
hdr
Side Special
no hitboxes27
SpecialAirSStart vanilla◆•
Side Special
no hitboxes10
SpecialAirSHold vanilla
Side Special
no hitboxes
SpecialAirSWeak vanilla◆•
Side Special
no hitboxes1
hdr
Side Special
no hitboxes27
hdr
Side Special
no hitboxes36
SpecialHiStart vanilla
Up Special
no hitboxes13
hdr
Up Special
no hitboxes35C
hdr
Up Special
no hitboxes
hdr
Up Special
1+270°20 / 5010hip
hdr
Up Special
no hitboxes
hdr
Up Special
1+370°20 / 15010hip
hdr
Up Special
no hitboxes6
hdr
Up Special
1-5270°20 / 50-1160hip
hdr
Up Special
no hitboxes6
hdr
Up Special
1-5370°20 / 150-1160hip
SpecialAirHiStart vanilla
Up Special
no hitboxes13
hdr
Up Special
no hitboxes38C
hdr
Down Special
spawns kaminari587
hdr
Down Special
1-414Sakurai90 / 71-311420top
hdr
Down Special
1-415–20Sakurai70 / 80-30 to -271420top
hdr
Down Special
spawns kaminari587
hdr
Down Special
1-414Sakurai90 / 71-251360top
hdr
Down Special
1-415–20Sakurai70 / 80-24 to -211360top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –340grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
1280°30 fixed-191240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
8-9– / –400grab
hdr
Pivot Grab
9-10– / –370grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1645°65 / 1152744170
1-103Sakurai60 / 1000
11-23 (every 4)2Sakurai0 / 100-290top
hdr
Forward Throw
17.245°65 / 1152744170
1-103.6Sakurai60 / 1000
11-23 (every 4)2.4Sakurai0 / 100-290top
hdr
Back Throw
1-493Sakurai40 / 1002650240
19145°75 / 500
hdr
Back Throw
1-493Sakurai40 / 1002650240
110.898°66 / 520
hdr
Up Throw
1-133Sakurai40 / 1001538230
14480°70 / 60-190hat
1586°78 / 860
hdr
Up Throw
1-133Sakurai40 / 1001538230
144.880°70 / 60-190hat
1690°70 / 770
hdr
Down Throw
1-133Sakurai40 / 1001940210
1477°60 / 1220
144Sakurai60 / 60-210trans
hdr
Down Throw
1-133Sakurai40 / 1001940210
1560°135 / 50
1415Sakurai60 / 60-150trans

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
21-23945°90 / 20-3021580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
21-22748°80 / 48-250top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

3 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Dengeki

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1-307Sakurai25 / 200sphere
1-307Sakurai13 / 201sphere
31-606Sakurai25 / 200sphere
31-606Sakurai13 / 201sphere
615Sakurai25 / 200sphere
615Sakurai13 / 201sphere

Dengekidama

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1+775°35 / 500top
hdr
Regular
1+575°35 / 500top

Kaminari

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-36270°125 fixed0top
4+865°74 / 600top

Attributes

Weight & Size

Weight
55
Jostle Weight
1.5
Shield Radius
8.3

Ground Movement

Walk Speed
1.25
Walk Accel (mul)
0.1575
Walk Accel (add)
0.105
Initial Dash
1.85
Run Speed
1.82
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.096

Jumps

Jumpsquat
3
Jump Initial Y
11.6381
Full Hop Height
32
Short Hop Height
15.43
Air Jump Height
36.02
Jump Count
2
Horizontal Jump Speed
1.82
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

Air Movement

Air Speed
1.05
Air Accel (add)
0.0055
Air Accel (mul)
0.08
Air Friction
0.01
Gravity
0.165
Fall Speed
2.65

Landing Lag

Nair
7
Fair
10
Bair
13
Uair
9
Dair
14
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (14 -> 10 frames).Side Special (Start), Side Special (Air, Start)
  • HDR replaces the animation (17 -> 1 frames).Side Special (Weak), Side Special (Air, Weak)
  • HDR replaces the animation (40 -> 23 frames).Side Special
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Air, Back Air, Up Air, Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Dair Landing
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (1), Up Special (2)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: size.Forward Smash, Down Special (Hit), Down Special (Air, Hit)
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Dengekidama — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Kaminari — see Projectiles & Articles below.Down Special, Down Special (Air)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Start), Side Special (Weak), Side Special (Air, Start), Side Special (Air, Weak), Up Special (Start), Up Special (End), Up Special (Air, Start), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Hold), Side Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.