19 Jul 2017

Tech Comparison (Pikachu)

Following this post by Setchi, I decided to make a quick Gfy of my own to show the differences between Pikachu's tech animations. So here you are.

30 Jun 2017

Sortable Melee Frame Data Table

Just something that I made for convenience and comparisons sake, saves you having to load up all those old Smashboards pages, and allows you to easily compare the best moves of each category. Make a copy for yourself so you can use the sort functions!

Check it out by clicking the image below:






28 Jun 2017

T-Jolt Edgeguard Visualization

Mostly just did this as a prototype for overlaying hitboxes into a single image, but may be useful for some.


27 Jun 2017

Uthrow Usmash Vs Sheik

Uthrow Usmash is an essential combo for Pikachu. While most commonly used vs fastfallers, it also works on several other characters, such as Sheik. It gives Pikachu a very threatening low-mid percent punish game off a grab, which can be achieved relatively easily either as a raw grab due to Sheik's propensity to shield often in the matchup, or as a strong unreactable mixup after a hit-confirmed Dtilt, which you should be using often vs Sheik in the neutral game anyway.

It is a powerful combo that at worst builds solid percent, and from platforms can even kill:



While it's existence is pretty common knowledge, this combo actually works for longer than most people think it does, and is also a good example of how port priority can effect a followup. Here's how long it actually works. Percents given are BEFORE the throw.

Lower Port (P1)
-Full DI behind up until 41%. 17-19% JC Usmash.
-No DI up until 48%. 13% high reaching Usmash required to connect at higher %s.

Higher Port (P4)
-Full DI behind up until 49%. 17-19% JC Usmash.
-No DI up until 51%. 13% high reaching Usmash required to connect at higher %s.

When the opponent doesn't DI, at higher percents you'll need to hit with the highest hitbox of Up Smash. Hitting higher leaves Sheik less time to fall, and thus less time to get out of hitstun, allowing it to combo where a low/late Up Smash couldn't. This is a weaker hit, but still a respectable 13% that leads to an advantaged juggle scenario.  To hit with the high hitbox, just start your Up Smash a little earlier than you normally would. Here's an example:



This combo is most likely Pikachu's ideal stock starter vs Sheik. Use it well!

Running Shorthop Distances Compared (All Characters)

Ever wondered precisely how all the characters' running jump distances rank in relation to each other? Here's a cool little thing I did a while back. Using 20XX's fixed camera mode, background removal tools and frame advance, I had every character dash for 1 frame and then go into a full momentum short hop, while recording each. Fastfalls were not used, so these represent the maximum distances each character can reach from a running shorthop. I then overlaid them to get an easily viewable representation of how the characters' distances compare in image form.

The first picture has all the characters simply overlaid with each other. It's a bit of a mess to look at, though, so I made a second picture with them separated vertically for easier viewing.

Some minor things to keep in mind. Firstly, these are running jumps started after the first frame of dashing, but not all characters are at their peak running speed from the first frame of their dash, and others slow down as they transition into a full run. This may effect some characters results.

Additionally, some characters with long distances, such as Mewtwo and Samus, mainly got there by just being floaty. Distance isn't the only factor that goes into a good SHFFL. In the future I may go come back to this and add the airborne frames to make for a more insightful comparison.

Originally, I did this because I wanted to see if I was right in guessing Pikachu had the 2nd longest SHFFL in the game, but I ended up getting curious and checking all the characters. Turns out Pikachu does, though. Like Falcon, it makes him great at overshooting to beat dashbacks.

Finally, spare a thought for poor Bowser, who has managed to come dead last in yet another facet of Melee's great lottery.



26 Jun 2017

Up Smash Kill Percents

For a quick list of Pikachu's Up Smash kill percentages on every stage, scroll down. For some added exposition, feel free to keep reading.


Knowing the percentages that certain events can happen is a very powerful tool in Melee that often goes underused, at least on the conscious level. While it would be extremely difficult, if not impossible, to memorize all the practical percentages out there that can give you an edge in a match, it is at least possible to memorize a high and low band of a particular thing.

For example, vertical endurance. This is a very straightforward statistic with little variables to it, so prime material for memorization. Jigglypuff could be your lower band, and Falcon your higher one. Every other character falls between these two in vertical endurance, and you can estimate to a fairly accurate degree where they might fall if you know each character's weight and fall speed (which are actually a very good thing to roughly memorize, for this and many other reasons). The purpose of this list is not to try and remember all of them, but just to glance over it, take a rough note of the order, and then hopefully remember a couple specific listings of your choosing.

There are a couple of things you can take away from this page besides what percentage Pikachu's Usmash happens to kill all the characters. The first is that these lists serve as an approximate vertical survivability "tier list" that can be helpful to know for any character that kills off the top regularly. The other thing to take away from this list is that it is a fantastic example of difference in kill percentages between the various stages. For example, Fountain of Dreams is often lauded for it's high ceiling, but here we can see that it is really only 1% off being the same as Battlefield, and in many cases even identical. We can also see just how silly Dreamland is.

Anyway, here's the list. A few notes first: All percentages are assuming optimal DI; real opponents would be very unlikely to live this long. The starting point of the hit is from the floor of each respective stage, on the opposite side of where you would be DI'ing to (if hit at the closer side or center stage, many characters would die off the side before they died off the top if trying to DI Pikachu's Usmash optimally). It also doesn't account for Thunder, which can result in much earlier kills. Anyway, with all that out of the way:

YOSHI'S STORY:



Puff: 47%
Game & Watch: 53%
Pichu: 53%
Kirby (NTSC): 55%
Kirby (PAL): 57%
Mewtwo: 61%
Zelda: 61%
Peach: 63%
Popo: 64%
Pikachu: 65%
Nana: 67%
Luigi: 68%
Ness: 69%
Samus: 69%
Young Link: 70%
Mario (PAL & NTSC): 70%
Marth (PAL & NTSC): 70%
Doctor Mario: 70%
Sheik: 73%
Roy: 74%
Yoshi (NTSC): 77%
Fox (PAL): 78%
Yoshi (PAL): 79%
Fox (NTSC): 79%
Link: 79%
Ganon: 80%
Bowser (PAL & NTSC): 83%
Falco: 85% 
DK: 88%
Falcon: 93%

POKEMON STADIUM:



Puff: 49%
Game & Watch: 55%
Pichu: 55%
Kirby (NTSC): 57%
Kirby (PAL): 59%
Mewtwo: 63%
Zelda: 63%
Peach: 65%
Popo: 66%
Pikachu: 67%
Nana: 69%
Luigi: 70%
Ness: 71%
Young Link: 72%
Mario (PAL): 72%
Marth (PAL): 72%
Samus: 72%
Mario (NTSC): 73%
Marth (NTSC): 73%
Doctor Mario: 73%
Sheik: 75%
Roy: 77%
Yoshi (NTSC): 80%
Fox (PAL): 80%
Yoshi (PAL): 81%
Fox (NTSC): 81%
Link: 82%
Ganon: 83%
Bowser (PAL): 86%
Bowser (NTSC): 85%
Falco: 88%
DK: 91%
Falcon: 96%

FINAL DESTINATION:



Puff: 51%
Game & Watch: 56%
Pichu: 56%
Kirby (NTSC): 59%
Kirby (PAL): 61%
Mewtwo: 65%
Zelda: 65%
Peach: 67%
Popo: 68%
Pikachu: 69%
Nana: 71%
Luigi: 72%
Ness: 74%
Young Link: 74%
Mario (PAL): 74%
Marth (PAL): 74%
Samus: 74%
Mario (NTSC): 75%
Marth (NTSC): 75%
Doctor Mario: 75%
Sheik: 77%
Roy: 79%
Yoshi (NTSC): 82%
Fox (PAL): 82%
Yoshi (PAL): 83%
Fox (NTSC): 83%
Link: 84%
Ganon: 85%
Bowser (PAL & NTSC): 87%
Falco: 89%
DK: 93%
Falcon: 98%

BATTLEFIELD:



Puff: 53%
Game & Watch: 58%
Pichu: 59%
Kirby (NTSC): 61%
Kirby (PAL): 63%
Mewtwo: 67%
Zelda: 68%
Peach: 70%
Popo: 71%
Pikachu: 71%
Nana: 73%
Luigi: 75%
Ness: 76%
Young Link: 77%
Mario (PAL): 77%
Marth (PAL): 77%
Samus: 77%
Marth (NTSC): 78%
Mario (NTSC): 78%
Doctor Mario: 78%
Sheik: 80%
Roy: 81%
Fox (PAL): 84%
Yoshi (NTSC): 85%
Yoshi (PAL): 86%
Fox (NTSC): 86%
Link: 87%
Ganon: 88%
Bowser (NTSC): 90%
Bowser (PAL): 91%
DK: 96%
Falco: 92%
Falcon: 101%

FOUNTAIN OF DREAMS:



Puff: 53%
Game & Watch: 59%
Pichu: 59%
Kirby (NTSC): 62%
Kirby (PAL): 64%
Mewtwo: 68%
Zelda: 68%
Peach: 70%
Popo: 71%
Pikachu: 72%
Nana: 74%
Luigi: 75%
Ness: 77%
Young Link: 77%
Mario (PAL): 77%
Marth (PAL): 77%
Samus: 77%
Marth (NTSC): 78%
Mario (NTSC): 78%
Doctor Mario: 78%
Sheik: 80%
Roy: 82%
Yoshi (NTSC): 85%
Fox (PAL): 85%
Fox (NTSC): 86%
Yoshi (PAL): 87%
Link: 87%
Ganon: 88%
Bowser (PAL & NTSC): 91%
Falco: 92%
DK: 96%
Falcon: 102%

DREAMLAND 64:



Puff: 62%
Game & Watch: 68%
Pichu: 68%
Kirby (NTSC): 71%
Kirby (PAL): 73%
Mewtwo: 78%
Zelda: 79%
Peach: 81%
Popo: 81%
Pikachu: 82%
Nana: 84%
Luigi: 87%
Ness: 88%
Young Link: 88%
Mario (PAL): 88%
Marth (PAL): 88%
Samus: 89%
Mario (NTSC): 89%
Marth (NTSC): 89%
Doctor Mario: 89%
Sheik: 91%
Roy: 92%
Fox (PAL): 95%
Fox (NTSC): 96%
Yoshi (NTSC): 97%
Yoshi (PAL): 99%
Link: 99%
Ganon: 100%
Bowser (NTSC): 103%
Falco: 103%
Bowser (PAL): 104%
DK: 109%
Falcon: 114%

Advanced Pikachu Frame Data (In Progress)

While the traditional Smashboards thread is great, it's nice to have not only the frame data itself but also character statistics and information such as damage, angles, knockback strength, and on shield safety in the same place. So for all you frame data nerds, I present the most advanced Pikachu frame data ever compiled.

For grounded moves, "advantage on shield" is calculated with a best and worst scenario, depending on how late the opponent runs into the hitboxes (if they shield the end of a move, it'll be safer on shield, like a "meaty hit" in more traditional fighters). For aerials, it's calculated the standard way, assuming that you land and L-cancel the move the frame after it hits the opponent's shield (most of the time you won't be quite that good, naturally).

Some clean new gifs will be added at a later date, so check back now and again if you please. For now I'm using the ones from Smashboards.

"Knockdown" is the percent the opponent will be sent into tumble, and ASDI Down attempts will fail. All knockdown/CC break %s are vs NTSC Fox; they will vary a little from these numbers depending on the opposing character's weight.

Jab

Hit: 2-3 | Total: 21 
Damage: 2% | Angle: 361 (Sakurai)
Base Knockback: 7 | Knockback Growth: 50
Knockdown: 399% | Breaks CC: 0%
Hitlag: 3 (Attacker), 3 (Victim)
Effect: Normal | Shieldstun: 2
On Shield: -17 (Worst) to -16 (Best)

0 angle prevents use of CC by the opponent.

Forward Tilt (Neutral)

Hit: 5-14 | Total: 29
Damage: 8 | Angle: 361 (Sakurai)
Base Knockback: 10 | Knockback Growth: 100
Knockdown: 57% | Breaks CC: 107%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
On Shield: -19 (Worst) to -10 (Best)

Forward Tilt (Up)

Hit: 5-14 | Total: 29
Damage: 9 | Angle: 361 (Sakurai)
Base Knockback: 10 | Knockback Growth: 100
Knockdown: 51% | Breaks CC: 96%
Hitlag: 6 (Attacker), 6 (Victim)
Effect: Normal | Shieldstun: 6
On Shield: -18 (Worst) to -9 (Best)

Forward Tilt (Down)

Hit: 5-14 |Total: 29
Damage: 7 | Angle: 361 (Sakurai)
Base Knockback: 10 | Knockback Growth: 100
Knockdown: 66% | Breaks CC: 121%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
On Shield: -19 (Worst) to -10 (Best)

Up Tilt

Early

Hit: 7-9 | Total: 23
Damage: 7 | Angle: 96
Base Knockback: 40 | Knockback Growth: 124
Knockdown: 13% | Breaks CC: 58%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
On Shield: -11 (Worst) to -9 (Best)

Mid

Hit: 10-11 | Total: 23
Damage: 7 | Angle: 96
Base Knockback: 45 | Knockback Growth: 124
Knockdown: 8% | Breaks CC: 52%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
Advantage on Shield: -8 (Worst) to -7 (Best)

Late

Hit: 12-14 | Total: 23
Damage: 6 | Angle: 88
Base Knockback: 45 | Knockback Growth: 124
Knockdown: 9% | Breaks CC: 61%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 4
Advantage on Shield: -7 (Worst) to -5 (Best)

Down Tilt

Hit: 7-9 | Total: 21 | IASA: 19
Damage: 7 | Angle: 35
Base Knockback: 12 | Knockback Growth: 100
Knockdown: 63% | Breaks CC: 118%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
On Shield: -7 (Worst) to -5 (Best)

Fsmash

Early

Hit: 16-18 | Total: 49
Damage: 21 | Angle: 361 (Sakurai)
Base Knockback: 25 | Knockback Growth: 92
Knockdown: 2% | Breaks CC: 0%*
Hitlag: 10 (Attacker), 15 (Victim)
Effect: Electric | Shieldstun: 11
Advantage on Shield: -22 (Worst) to -20 (Best)

*Note: While Pikachu's Fsmash is weak enough to be CC'd at 0%, it causes even a crouching defender to take 10 frames of hitlag, which is enough time for their ECB to update while still in hitlag. This higher ECB makes them unable to reach the ground with ASDI down, causing CC attempts to fail. Samus' Charge shot shares this rare effect only seen among high damage electric moves.

Mid

Hit: 19-21
Total: 49
Damage: 19 | Angle: 361 (Sakurai)
Base Knockback: 25 | Knockback Growth: 95/90
Knockdown: 5%/7% | Breaks CC: 30%/34%
Hitlag: 9 (Attacker), 13 (Victim)
Effect: Electric | Shieldstun: 10
Advantage on Shield: -20 (Worst) to -18 (Best)

Late

Hit: 22-23 | Total: 49
Damage: 18 | Angle: 361 (Sakurai)
Base Knockback: 22 | Knockback Growth: 95/90/85
Knockdown: 9%/12%/14% | Breaks CC: 36%/39%/43%
Hitlag: 9 (Attacker), 13 (Victim)
Effect: Electric | Shieldstun: 10
Advantage on Shield: -17 (Worst) to -16 (Best)

Usmash

Early, Close

Hit: 8-10 | Total: 43 | IASA: 41
Damage: 19 | Angle: 85
Base Knockback: 40 | Knockback Growth: 110
Knockdown: 0% | Breaks CC: 14%
Hitlag: 9 (Attacker), 9 (Victim)
Effect: Normal | Shieldstun: 10
Advantage on Shield: -23 (Worst) to -21 (Best)

Early, Middle

Hit: 8-10 | Total: 43 | IASA: 41
Damage: 18 | Angle: 85
Base Knockback: 40 | Knockback Growth: 110
Knockdown: 0% | Breaks CC: 17%
Hitlag: 9 (Attacker), 9 (Victim)
Effect: Normal | Shieldstun: 10
Advantage on Shield: -23 (Worst) to -21 (Best)

Early, Far

Hit: 8-10 | Total: 43 | IASA: 41
Damage: 17 | Angle: 85
Base Knockback: 40 | Knockback Growth: 100
Knockdown: 0% | Breaks CC: 24%
Hitlag: 8 (Attacker), 8 (Victim)
Effect: Normal | Shieldstun: 9
Advantage on Shield: -24 (Worst) to -22 (Best)

Mid (All)

Hit: 11-13 | Total: 43 | IASA: 41
Damage: 13 | Angle: 90
Base Knockback: 30 | Knockback Growth: 110
Knockdown: 10% | Breaks CC: 41%
Hitlag: 7(Attacker), 7 (Victim)
Effect: Normal | Shieldstun: 7
Advantage on Shield: -23 (Worst) to -21 (Best)

Late (All)

Hit: 14-17 | Total: 43 | 41 IASA
Damage: 7 | Angle: 40
Base Knockback: 5 | Knockback Growth: 48
Knockdown: 186% | Breaks CC:  301%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
Advantage on Shield: -22 (Worst) to -19 (Best)

Dsmash

Hits 1-6 (Center Hitbox)

Hit: 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
Damage: 2 | Angle: 90
Base Knockback: 30 | Knockback Growth: 30
Hitlag: 3 (Attacker), 4 (Victim)Effect: Electric | Shieldstun: 2
Advantage on Shield: -1

Hits 1-6 (Side Hitboxes)

Hit: 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
Damage: 2 | Angle: 170
Base Knockback: 70 | Knockback Growth: 30
Hitlag: 3 (Attacker), 4 (Victim)
Effect: Electric | Shieldstun: 2
Advantage on Shield: -1

Final Hit

Hit: 25 | Total: 54 | IASA: 51
Damage: 3 | Angle: 70
Base Knockback: 70 | Knockback Growth: 170
Knockdown: 0%  | Breaks CC: 26%
Hitlag: 4 (Attacker), 6 (Victim)
Effect: Electric | Shieldstun: 3
Advantage on Shield: -21

Unlike the similar but far more damaging down smash that Peach has, which locks you into shield stun in between hits and prevents you from acting until it finishes or you are pushed out of range, Pikachu's down smash has little enough shieldstun that the opponent can actually input an action for a single frame in between each of the hits. 

In practice however this is to Pikachu's benefit, as upon trying to do anything but continue to hold shield the opponent will be caught by the next hit of down smash a frame later as the game reads that they have dropped their shield, not even allowing them to begin the drop shield or jumpsquat animations. This trips up many people unfamiliar with the Pikachu matchup who don't hold their shield for the entire duration of his down smash.

Additionally, while the final hit can technically be crouch cancelled, in practice this never matters unless you somehow hit only the last hit of down smash; the earlier hits will break the opponents crouch and bring them into normal ASDI down, which the final hit of Dsmash will break even at 0%.

Dash Attack

Hit: 5-16 | Total: 49
Damage: 8 | Angle: 361 (Sakurai)
Base Knockback: 40 | Knockback Growth: 70
Knockdown: 41% | Breaks CC: 113%
Hitlag: 5 (Attacker), 5 (Victim)
Effect: Normal | Shieldstun: 5
Advantage on Shield: -39 (Worst) to -28 (Best)

Nair

Early

Hit: 3-10 | Total: 39
Damage: 12 | Angle: 361 (Sakurai)
Autocancel: <2, 35> | Landing Lag: 7 (14)
Base Knockback: 18 | Knockback Growth: 100
Knockdown: 28% | Breaks CC: 63%
Hitlag: 7 (Attacker), 7 (Victim)
Effect: Normal | Shieldstun: 7
Advantage on Shield: +0

Late

Hit: 11-28 | Total: 39
Damage: 9 | Angle: 361 (Sakurai)
Autocancel: <2, 35> | Landing Lag: 7 (14)
Base Knockback: 0 | Knockback Growth: 100
Knockdown: 62% | Breaks CC: 107%
Hitlag: 6 (Attacker), 6 (Victim)
Effect: Normal | Shieldstun: 6
Advantage on Shield: -1

The late hit of Nair is so weak that it can be neither fully crouch cancelled nor simply ASDI'd at low percents, due to the properties of very weak Sakurai angle moves.

Uair

Early

Hit: 3-4 | Total: 27
Damage: 4 | Angle: 80
Autocancel: <2, 18> | Landing Lag: 13 (26)
Base Knockback: 100 | Knockback Growth: 60
Knockdown: 0% | Breaks CC: 28%
Hitlag: 4 (Attacker), 4 (Victim)
Effect: Normal | Shieldstun: 3
Advantage on Shield: -10

Mid

Hit: 5-6 | Total: 27
Damage: 4 | Angle: 0
Autocancel: <2, 18> | Landing Lag: 13 (26)
Base Knockback: 60 | Knockback Growth: 60
Knockdown: 28% | Breaks CC: 0%
Hitlag: 4 (Attacker), 4 (Victim)
Effect: Normal | Shieldstun: 3
Advantage on Shield: -10

0 angle prevents use of CC by the opponent.

Late

Hit: 7-8 | Total: 27
Damage: 4 | Angle: 130
Autocancel: <2, 18> | Landing Lag: 13 (26)
Base Knockback: 80 | Knockback Growth: 60
Knockdown: 0% | Breaks CC: 98%
Hitlag: 4 (Attacker), 4 (Victim)
Effect: Normal | Shieldstun: 3
Advantage on Shield: -10

Bair

Early

Hit: 4-7 | Total: 59
Damage: 12 | Angle: 361 (Sakurai)
Autocancel: <3, 50> | Landing Lag: 15 (30)
Base Knockback: 20 | Knockback Growth: 100
Knockdown: 26% | Breaks CC: 62%
Hitlag: 7 (Attacker), 7 (Victim)
Effect: Normal | Shieldstun: 7
Advantage on Shield: -8

Late

Hit: 8-37 | Total: 59
Damage: 9 | Angle: 361 (Sakurai)
Autocancel: <3, 50> | Landing Lag: 15 (30)
Base Knockback: 20 | Knockback Growth: 100
Knockdown: 39% | Breaks CC: 85%
Hitlag: 6 (Attacker), 6 (Victim)
Effect: Normal | Shieldstun: 6
Advantage on Shield: -9

Landing Hitbox

Hit: 1 | Total: 15/30 (Landing Lag of Bair)
Damage: 4 | Angle: 361 (Sakurai)
Base Knockback: 10 | Knockback Growth: 100
Knockdown: 105% | Breaks CC: 188%
Hitlag: 4 (Attacker), 4 (Victim)
Effect: Normal | Shieldstun: 3
Advantage on Shield: -11

Dair

Hit: 14-26 | Total: 57
Damage: 12 | Angle: 361 (Sakurai)
Autocancel: 39> | Landing Lag: 20 (40)
Base Knockback: 20 | Knockback Growth: 100
Knockdown: 26% | Breaks CC: 62%
Hitlag: 7 (Attacker), 10 (Victim)
Effect: Electric | Shieldstun: 7
Advantage on Shield: -13

Landing Hitbox

Hit: 1-2 | Total: 20/40 (Landing Lag of Dair)
Damage: 4 | Angle: 361 (Sakurai)
Set Knockback: 30 | Knockback Growth: 100
Knockdown: Never | Breaks CC: 0%
Hitlag: 4 (Attacker), 6 (Victim)
Effect: Electric | Shieldstun: 3
Advantage on Shield: -15 (Best) to -16 (Worst)

The landing hit can be ASDI'd down if not crouching, but crouching will make the hit weak enough to not be ASDIable, causing CC attempts to fail.

Fair

Hit: 10-12, 14-16, 18-20, 22-24 | Total: 39
Damage: 2 | Angle: 361 (Sakurai)
Autocancel: <9, 34> | Landing Lag: 10 (20)
Set Knockback: 30 | Knockback Growth: 100
Knockdown: Never | Breaks CC: 0%
Hitlag: 3 (Attacker), 4 (Victim)
Effect: Electric | Shieldstun: 2
Advantage on Shield: -8

Opponent gets two frames to act in between hits. This means characters with an invincible option to cancel their second frame of jumpsquat with (e.g. Samus/Bowser Up B) can break through Pikachu's Fair from shield.

Like Dair's landing hitbox, it can always be ASDI'd down, but crouching will reduce it's knockback to a point that the weak Sakurai angle properties take effect. Any further hits after the first will be ASDI'd down, however, so this is only useful if you single-hit.

Grab

Hit: 7-8
Total: 30

Dash Grab

Hit: 11-12
Total: 40

Up Throw

Weight Dependent: NO
Invincible: 1-8 | Opponent Released: 20 | Total: 43
Hit: 14-19 (Pikachu), 20-33 (Opponent's Body)
Damage: 10 (5,5) | Angle: 90
Base Knockback: 90 | Knockback Growth: 45
Hitlag: 3 (Attacker), 3 (Victim)

Forward Throw

Weight Dependent: NO
Invincible: 1-8  | Opponent Released: 29 | Total: 43
Hit: 10-13, 14-17, 19-21, 22-25 (Pikachu)
Damage: 9 (2, 1, 2, 2, 2) | Angle: 45
Base Knockback: 45 | Knockback Growth: 111
Hitlag: 12 (Attacker), 16 (Victim)

Back Throw

Weight Dependent: YES
Invincible: 1-8  | Opponent Released: 17 (Pichu) to 36 (Bowser) | Total: 27 (Pichu) to 58 (Bowser)
Hit: First 6 frames of Release (Opponent's Body)
Damage: 9 | Angle: 135
Base Knockback: 75 | Knockback Growth: 50
Hitlag: None

Down Throw

Weight Dependent: NO
Invincible: 1-8  | Opponent Released: 20 | Total: 47
Hit: 12-19 (Pikachu)
Damage: 10 (5,5) | Angle: 80
Base Knockback: 60 | Knockback Growth: 38
Hitlag: 4 (Attacker), 4 (Victim)

Thunder Jolt

Projectile Emerges: 18
Projectile Lasts: 99
Total: 57

Skull Bash

Total: 83
Damage: 4 (Uncharged) | 9 (Uncharged Smash Input) | 29 (Full Charge) 
Base Knockback: 15 | Knockback Growth: 90 |  Angle: 361 (Sakurai)
Maximum charge time: 90 | 

Quick Attack

Hit: 13-18, 27-31 | Total: 26/39
Initial Startup: 13 | First Movement: 14-18 | Pause: 19-20
Upwards Distortion: 21-23 | Sideways Distortion: 25-26 
Second Movement: 27-31 | Pause: 32-33
Upwards Distortion: 34-36 | Sideways Distortion: 37-39
Begins to Fall: 40 | Landing Lag: 24 | LandingFallSpecial Lag: 4

Ledge Grab Capable Frames:
11-13 (used when performing Up B stall)
One Zip: 14-18, 30+
Two Zip: 14-18,  27-31, 41+

Thunder


Bolt

Hits Pikachu: 40 | Total: 78
Hitboxes Appear: 20, 28, 36, 44
Hitboxes Disappear:  80, 88, 96, 104
Damage: 10 | Angle: 70
Base Knockback: 100 | Knockback Growth: 50
Effect: Electric | Shieldstun: 6
Hitlag: 9 (Victim Only)

Explosion

Hit: 1-9 | Total: 69
Damage: 17 | Angle: 361
Base Knockback: 100 | Knockback Growth: 60
Effect: Electric | Shieldstun: 9
Hitlag: 8 (Attacker), 12 (Victim)

Back Roll

Intangible: 4-19
Total: 31

Forward Roll

Intangible: 4-19
Total: 31

Spotdodge

Intangible: 2-15
Total: 22

Airdodge

Intangible: 4-29
Total: 49


24 Jun 2017

Welcome! A Brief Introduction...

Hello! I'm Psyant, a Pikachu player from the UK and part-time lab monster, and this is the humble beginnings of my very own Melee blog!

I have arrived

So, a short summary of why this page exists. I've always enjoyed researching things that other people haven't looked into too much; it's a big part of what drew me to play Melee Pikachu in the first place. A technical character with great potential, suffering from a severe lack of representation and productive lab work? Just my kind of thing.

Over time I've built up a pretty extensive list of notes about the character (and some general Melee stuff on the side), and have recently decided that it's a bit of a waste to keep it all to myself. Thus, this blog was born, where I'll be converting my notes on stuff I've researched into a more readable format, so that maybe some other people can benefit from it, too.

Most of my posts will be focused on Pikachu related stuff, but I'll most likely be covering many other aspects of Melee as well, and I think even if you don't play Pikachu you might be able to glean something from the posts focused on him, regardless. I'll mostly be keeping my posts contained to objective information, but might go into my own opinions occasionally. If you're interested, please feel free to bookmark this blog and check back now and again for new posts. Thank you!

So with the introductory ramble out of the way, let's get started.