Pikachu

98 moves37 changed by HDR61 vanillainternal pikachu
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-31.555°0 / 150-132180, 1, 2top
2-31.5Sakurai30 fixed-133, 4, 5top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-81160°50 / 88-266410, 1neck
9-14770°40 / 120-260, 1neck

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-99Sakurai35 / 85-166290, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr
Forward Tilt
6-99Sakurai35 / 85-166290, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr
Forward Tilt
6-99Sakurai35 / 85-166290, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr
Up Tilt
7-12796°45 / 120-137260, 1tail1, tail3
7-12692°45 / 120-132tail4
hdr◆‡
Down Tilt
6-8835°12 / 100-86210, 1, 2tail1, tail3

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-291545°50 / 73-3515610top
161545°50 / 73-341top
171845°50 / 75-321top
18-191845°60 / 75-311top
20-231245°40 / 102-321top
24-291245°40 / 102-281top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
10-111685°40 / 110-2410450, 1, 2tail1, tail3, tail4
12-141290°30 / 100-240, 1, 2tail1, tail3, tail4
15-17780°55 / 50-240, 1, 2tail1, tail3, tail4
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-20 (every 3)2178°70 fixed-548660, 1top
8-20 (every 3)290°70 fixed-542top
23337°51 / 206-390top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-63365°40 fixed-433971-2, 33–0top
7-109Sakurai0 / 135-10top
11-289Sakurai0 / 100-10top
hdr
Forward Air
10-21274°40 / 20-5103981-3, 31–0bust
10-21274°40 / 20-51, 2head, top
22-255Sakurai75 / 65-40bust
22-255Sakurai75 / 65-41, 2head, top
hdr◆‡
Back Air
8-913Sakurai29 / 107083391-7, 33–0, 1hip, kneel
10-1410Sakurai25 / 100-20, 1hip, kneel
hdr‡∅
Up Air
44100°90 / 60-8430121-2, 19–0, 1tail2, tail4
5-7820°45 / 60-60, 1tail1, tail4
85120°75 / 60-80, 1tail2, tail4
hdr
Down Air
14-1513270°16 / 59-414481339–0, 1head, top
16-2612Sakurai20 / 100-50, 1head, top
hdr
Down Air
1-24Sakurai50 / 100-241300top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔‡
Neutral Special
spawns dengekidama1952
vanilla➔‡
Neutral Special
spawns dengekidama1952
SpecialSStart vanilla
Side Special
no hitboxes14
SpecialSHold vanilla
Side Special
no hitboxes
SpecialSWeak vanilla
Side Special
no hitboxes17
hdr
Side Special
5-39variesSakurai40 / 785400rot
vanilla
Side Special
no hitboxes45
SpecialAirSStart vanilla
Side Special
no hitboxes14
SpecialAirSHold vanilla
Side Special
no hitboxes
SpecialAirSWeak vanilla
Side Special
no hitboxes17
vanilla
Side Special
no hitboxes23
hdr
Side Special
no hitboxes23
hdr•‡
Up Special
no hitboxes13
vanilla
Up Special
no hitboxes51C
hdr
Up Special
1+270°20 fixed10hip
hdr
Up Special
1+370°20 / 15010hip
hdr
Up Special
1-5270°20 fixed-1160hip
hdr
Up Special
1-5370°20 / 150-1160hip
hdr•‡
Up Special
no hitboxes13
vanilla
Up Special
no hitboxes51C
hdr
Down Special
spawns kaminari480
hdr
Down Special
1-815Sakurai70 / 85-301420top
hdr
Down Special
spawns kaminari480
vanilla
Down Special
1-315Sakurai70 / 77-241360top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-201240trans
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-12– / –410grab
hdr
Pivot Grab
12-13– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1445°67 / 742844160
1-103Sakurai40 / 1000
11-23 (every 4)2Sakurai0 / 100-290top
hdr
Back Throw
19140°65 / 702650240
1-493Sakurai40 / 1000
hdr
Up Throw
1590°55 / 1251537220
1-135Sakurai40 / 1000
14580°70 / 60-180top
hdr
Down Throw
1577°60 / 801944250
1-133Sakurai40 / 1000
14-173Sakurai100 fixed-260trans

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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
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 hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes25
PassiveWallJump vanilla
Tech
no hitboxes45
PassiveCeil 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 hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes12
CliffJump2 vanilla
Ledge Jump
no hitboxes27

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff 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
1-306Sakurai18 / 200sphere
1-305Sakurai13 / 201sphere
31-605Sakurai18 / 200sphere
31-604Sakurai13 / 201sphere
614Sakurai18 / 200sphere
613Sakurai13 / 201sphere

Dengekidama

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1+4.8Sakurai35 / 300top

Kaminari

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-31290°74 / 500top
4+870°74 / 600top

Attributes

Weight & Size

Weight
80
Jostle Weight
3.9
Shield Radius
8.5

Ground Movement

Walk Speed
1.24
Walk Accel (mul)
0.158
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.8
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
3
Jump Initial Y
12.6913
Full Hop Height
35.5
Short Hop Height
15
Air Jump Height
35.5
Jump Count
2
Horizontal Jump Speed
1.8
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

Air Movement

Air Speed
0.901
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.11
Fall Speed
1.9

Landing Lag

Nair
7
Fair
8
Bair
9
Uair
12
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (38 -> 23 frames).Down Tilt
  • HDR replaces the animation (54 -> 37 frames).Back Air
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Forward Air, Back Air, Up Air, Neutral Special, Neutral Special (Air), Up Special (Start), Up Special (Air, Start), Up Throw
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: damage.Side Special
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 3: out, but unable to collide with a fighter, so not counted as active frames.Up Air
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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.