Pichu

96 moves41 changed by HDR55 vanillainternal pichu
Stance
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
4-5467°46 / 119-13422–0, 1top
hdr‡
Jab
4-54.867°46 / 119-13422–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-98Sakurai35 / 113-25638–0, 1neck, hip
10-156Sakurai35 / 113-220, 1neck, hip

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-9940°50 / 105-15527–0footl
9-14940°45 / 105-111footr
hdr
Forward Tilt
5-910.840°50 / 105-14527–0footl
9-1410.840°45 / 105-101footr
hdr
Up Tilt
7-13680°40 / 124-11724–0, 1, 2tail1, tail2, tail3
hdr
Down Tilt
6-96120°44 / 94-7619–0, 1tail1, tail3

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr※
Forward Smash
16-28 (every 3)2366°10 / 50-401660–1top
16-28 (every 3)220°10 / 50-402top
32-34840°65 / 125-211, 2top
hdr※
Forward Smash
16-28 (every 3)2.4366°10 / 50-401660–1top
16-28 (every 3)2.420°10 / 50-402top
32-349.640°65 / 125-201, 2top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
8-121595°45 / 98-27846–0, 1neck, hip
hdr
Up Smash
8-121795°45 / 98-26846–0, 1neck, hip
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
8-121255°45 / 120-40857–0top
13-19855°45 / 90-370top
hdr
Down Smash
8-1914.4125°45 / 120-39857–0top

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 / 100-24130––0top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns dengekidama1549–––
hdr➔‡
Neutral Special
spawns dengekidama1552–––
hdr➔‡
Neutral Special
spawns dengekidama1549–––
hdr➔‡
Neutral Special
spawns dengekidama1552–––
SpecialSStart vanilla◆•
Side Special
no hitboxes–10–––
SpecialSHold vanilla•
Side Special
no hitboxes–––––
SpecialSWeak vanilla◆•
Side Special
no hitboxes–1–––
hdr◆
Side Special
4-22868°70 / 55-12423––0top
hdr◆
Side Special
4-122540°60 / 65-3423––0top
13-221540°60 / 65+10top
hdr
Side Special
no hitboxes–27–––
SpecialAirSStart vanilla◆•
Side Special
no hitboxes–10–––
SpecialAirSHold vanilla•
Side Special
no hitboxes–––––
SpecialAirSWeak vanilla◆•
Side Special
no hitboxes–1–––
hdr
Side Special
no hitboxes–27–––
hdr
Side Special
no hitboxes–36–––
SpecialHiStart vanilla•
Up Special
no hitboxes–13–––
hdr•
Up Special
no hitboxes–35–C–
hdr☆
Up Special
no hitboxes–––––
hdr☆
Up Special
1+270°20 / 50–1–––0hip
hdr☆
Up Special
no hitboxes–––––
hdr☆
Up Special
1+370°20 / 150–1–––0hip
hdr
Up Special
no hitboxes–6–––
hdr
Up Special
1-5270°20 / 50-116––0hip
hdr
Up Special
no hitboxes–6–––
hdr
Up Special
1-5370°20 / 150-116––0hip
SpecialAirHiStart vanilla•
Up Special
no hitboxes–13–––
hdr•
Up Special
no hitboxes–38–C–
hdr➔
Down Special
spawns kaminari587–––
hdr※
Down Special
1-414Sakurai90 / 71-31142––0top
hdr※
Down Special
1-415–20Sakurai70 / 80-30 to -27142––0top
hdr➔
Down Special
spawns kaminari587–––
hdr※
Down Special
1-414Sakurai90 / 71-25136––0top
hdr※
Down Special
1-415–20Sakurai70 / 80-24 to -21136––0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––34–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
1280°30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
8-9––– / –––40–0grab
hdr
Pivot Grab
9-10––– / –––37–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1645°65 / 115–2744170–
1-103Sakurai60 / 100–0–
11-23 (every 4)2Sakurai0 / 100–0top
hdr
Forward Throw
17.245°65 / 115–2744170–
1-103.6Sakurai60 / 100–0–
11-23 (every 4)2.4Sakurai0 / 100–0top
hdr
Back Throw
1-493Sakurai40 / 100–2650240–
19145°75 / 50–0–
hdr
Back Throw
1-493Sakurai40 / 100–2650240–
110.898°66 / 52–0–
hdr
Up Throw
1-133Sakurai40 / 100–1538230–
14480°70 / 60–0hat
1586°78 / 86–0–
hdr
Up Throw
1-133Sakurai40 / 100–1538230–
144.880°70 / 60–0hat
1690°70 / 77–0–
hdr
Down Throw
1-133Sakurai40 / 100–1940210–
1477°60 / 122–0–
144Sakurai60 / 60–0trans
hdr
Down Throw
1-133Sakurai40 / 100–1940210–
1560°135 / 5–0–
1415Sakurai60 / 60–0trans

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5210–
hdr•
Air Dodge
intangible 4–26–5210–
vanilla
Ledge Attack
21-23945°90 / 20-302158–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
vanilla•‡
Ledge Jump
no hitboxes–11––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

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, Neutral Special, Neutral Special (Air), Grab, CliffJump1
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.