nyuuzyou/wikis huggingface dataset:
Pichu (SSBM)/Back throw

==Overview==
Primary use is for sending off stage. Rolls user and opponent backwards before throwing. Outside of one on one battles, this throw becomes less safe the heavier the thrown opponent is, as the throw's start up and end lag varies depending on the opponent's weight.
==Throw data==
|}
==Timing==
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Pichu (SSBM)
Category:Back throws (SSBM)
Pichu (SSBM)/Dash attack

==Overview==
Pichu's Dash attack is an overall underwhelming move, and can even be punishable on hit at lower percents due to its low hitstun and knockback, and sluggish frame data. Better options in relevant situations would typically be or one of Pichu's tilt attacks.
==Hitboxes==
|}
==Timing==
Hitbox 	5-16
Boost grab window	2-4
Animation length 	49
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
Category:Pichu (SSBM)
Category:Dash attacks (SSBM)
Pichu (SSBM)/Down aerial

==Overview==
Down aerial does not spike, resulting in it being outclassed by in many cases due to recoil and worse frame data. However, the primary hitbox lasts five frames longer than Neutral aerial, while having identical damage output. The landing hitbox increases safety of the move, allowing Pichu to avoid some punishes, but its unideal frame data and additional recoil must be considered.
One of the two landing hitbox frames are lost if this move is l-canceled. Interestingly, the move's hitboxes for bottom half of Pichu's body are respectably disjointed.
==Hitboxes==
|}
==Timing==
Hitbox 	14-26
Ending autocancel	39-57
Interruptible 	48-57
Animation length 	57
|-
===Landing lag===
Hitboxes 	1-2
Animation length 	26
L-cancelled hitboxes 	1
L-cancelled animation length	13
|Normal 
|-
|L-cancelled 
Category:Pichu (SSBM)
Category:Down aerials (SSBM)
Pichu (SSBM)/Down smash

==Overview==
Particularly due to its invincibility, Pichu's Down smash is sometimes a good choice for gimping an off stage opponent.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Intangibility 	7-10
Hitboxes 	7-13
Interruptible 	51
Animation length	54
|-
Category:Pichu (SSBM)
Category:Down smashes (SSBM)
Pichu (SSBM)/Edge getups (fast)

==Overview==
==Timing==
* All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
* Characters who ledge jump can fast fall once they reach their jump's apex while they're still stuck in end lag.
===Neutral getup===
Intangible 	1-30
Animation length	32
===Jump getup===
Intangible 	1-15
Jump 	16
Soonest fast fall	41
Animation length 	42
===Roll getup===
Intangible 	1-27
Animation length	49
Category:Pichu (SSBM)
Category:Getups (SSBM)
Pichu (SSBM)/Forward aerial

==Overview==
Forward aerial contends with Dash attack for Pichu's worst move, having minimal competitive use. It is largely unused in serious play due to high recoil damage, relatively high startup, and not launching the opponent. Other than experimentation or mind games, this move should almost never be used. It takes a minimum 9 frames for Pichu to be actionable after the final hit unless l-canceled, making its theoretical benefit of enabling a close ranged follow up virtually impossible on skilled opponents. Even if this move connects and is not punishable on hit, its reward is low without a follow up and its strong recoil exacerbates Pichu's atrocious survivability. Its no launch, multi hit nature can uniquely be taken advantage of to lower a recovering opponent away from the ledge, but this still significantly competes with Pichu's other options.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Hits 1-4 	10-12, 14-16, 18-20, 22-24
Ending autocancel 	34-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Pichu (SSBM)
Category:Forward aerials (SSBM)
Pichu (SSBM)/Forward smash

==Overview==
Pichu charges electricity from its cheek pouches before leaning forward and aggressively releasing it. Comes out on frame 16 and ends on frame 49.
It is somewhat easy to escape the finishing hit using Directional Influence, largely limiting its use to edgeguard scenarios.
==Application==
Forward smash excels at edgeguarding fast-fallers such as , , and , where Pichu can use its low hitboxes to make recovering an arduous task. This is especially prominent if characters like Falco are unable to sweetspot the ledge, making it far easier for Pichu to edgehog. The move's sourspots can be used to surprise the aforementioned fast-fallers near the ledge, which can cause them to flub their recovery and subsequently self-destruct. The move can also be used after a jab reset, where Pichu can capitalize off their tech animations. Pichu is able to more effectively pressure opponents near the ledge, since their options are more limited there. Lastly, Pichu can use it as a situational neutral tool, allowing it to circumvent its difficulty in landing the move otherwise. Pichu's forward smash, while potent as an edgeguarding tool, is rarely seen elsewhere, as it fails to protect Pichu from hits above or behind it, which can allow the opponent a free punish. Using it to call out ledge invincibility positions is risky, since this can lead to prediction battles for Pichu. 
Overall, Pichu’s forward smash excels at its niche in advantage, while the move’s applications elsewhere requires players to carefully practice in order to fully synergise it with its other moves, like its neutral aerial or Thunder Jolts.
==Hitboxes==
|}
==Timing==
Charges between 	13-14
Hits 1-5 	16-18, 19-21, 22-24, 25-27, 28-30
Hit 6 	31-33
Animation length	49
==External links==
*ChivalRuse's usage of forward smash for edgeguarding
Category:Pichu (SSBM)
Category:Forward smashes (SSBM)
Pichu (SSBM)/Forward throw

==Overview==
Deals 1% recoil damage, only realistic uses of Forward throw are manipulating opponent positioning and sending off stage. Follow up grabs are not possible with this throw.
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	10-13, 14-17, 18-21, 22-25
Throw Release 	29
Animation length	43
|-
Category:Pichu (SSBM)
Category:Forward throws (SSBM)
Pichu (SSBM)/Forward tilt

Pichu's forward tilt hitbox visualizations.	Pichu's forward tilt hitbox visualizations.	Pichu's forward tilt hitbox visualizations.	Pichu's forward tilt hitbox visualizations.	Pichu's forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Pichu’s Forward tilt is made somewhat redundant by its Down tilt, which has overall more desirable frame data and hit box placement. Regardless, Forward tilt is one of Pichu’s few lingering moves that do not inflict recoil damage, or are multi hit. This move is unsafe on shield.
==Hitboxes==
|}
==Timing==
Hitbox 	5-14
Animation length	29
Category:Pichu (SSBM)
Category:Forward tilts (SSBM)
Pichu (SSBM)/Grab

==Overview==
Compared to Pikachu, Pichu's grab has longer range. Due to the grab range slightly reaching behind himself, if an opponent is extremely close, Pichu is able to grab them from his backside.
Unless forward movement is truly needed during the startup frames, and the grab can be near guaranteed to land, Pichu's dash grab is vastly inferior to its regular grab. This is due to Dash Grab's higher startup time and taking 10 frames longer for the animation to end if missed.
==Grabbox Data==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Pichu (SSBM)
Category:Grabs (SSBM)
Pichu (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Headbutt 	
Neutral attack (rapid) 	Headbutt 	
Forward tilt 	Pichu Kick 	
Forward tilt (angled up) 	Pichu Kick 	
Forward tilt (angled down)	Pichu Kick 	
Up tilt 	Tail Smack 	
Down tilt 	Tail Sweep 	
Dash attack 	Running Headbutt	
Forward smash 	Thundershock 	
Up smash 	Jumping Headbutt	
Down smash 	Spinning Mouse 	
Neutral aerial 	Pichu Roll 	
Forward aerial 	Electric Drill 	
Back aerial 	Glider 	
Up aerial 	Tail Chop 	
Down aerial 	Electric Screw 	
Down aerial (landing) 	Electric Screw 	
Neutral special (ground) 	Thunder Jolt 	
Neutral special (aerial) 	Thunder Jolt 	
Side special (ground) 	Skull Bash 	
Side special (aerial) 	Skull Bash 	
Up special 	Agility 	
Down special 	Thunder 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge stand (fast) 	 	
Ledge jump (fast) 	 	
Ledge roll (fast) 	 	
Ledge stand (slow) 	 	
Ledge jump (slow) 	 	
Ledge roll (slow) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Pichu (SSBM)
Category:Hitboxes (SSBM)
Pichu (SSBM)/Neutral aerial

==Overview==
Pichu's Neutral aerial is a cornerstone of its gameplan, representing one of Pichu's key benefits over Pikachu, and is arguably the best Neutral aerial among the cast. Frequent use of this move is mandatory to be 'successful' with Pichu, as a number of its other moves are somewhat if not entirely outclassed by it in most cases.
Similar to Pikachu's version, except has one less frame of landing lag when L-canceled, and possesses a much smaller damageable hit box. Overall, Pichu's Neutral air is an excellent move, being able to combo into itself at many percents and grant KO's.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	3-10
Late hit 	11-28
Ending autocancel 	35-
Animation length 	39
|-
===Landing lag===
Animation length 	12
L-cancelled animation length	6
|Normal 
|-
|L-cancelled 
Category:Pichu (SSBM)
Category:Neutral aerials (SSBM)
Pichu (SSBM)/Pummel

==Overview==
Pichu's pummel deals 2% damage while Pichu takes 1%. In general, this move is rarely used competitively. Even though the opponent receives more damage, Pichu reaches kill percent at rather low damages, making pummeling hard to justify. However, if Pichu needs the opponent to reach percentile range or Pichu himself is already at kill percent, it might be worth the recoil.
==Hitboxes==
|}
==Timing==
Hitbox 	3
Animation length	24
Category:Pichu (SSBM)
Category:Pummels (SSBM)
Pichu (SSBM)/Taunt

==Overview==
If facing left, Pichu jumps up and down, chanting "Pichu!"; if facing right, it rolls on the ground while chanting. Like most taunts, it produces no hitbox, nor does it give any other benefit; however, it has one attribute which makes it special: it's only one of two taunts in the game able to be cancelled by shield, the other being Pikachu's, allowing Pichu players to cancel it two-thirds of a second before the animation ends. In a competitive setting, its two primary uses are 1) as a bait, to lure in players who don't know it can be cancelled, and 2) to tilt the opponent, making them play worse.
==Timing==
Shield-cancellable	60-100
Animation length 	100
|-
Category:Pichu (SSBM)
Category:Taunts (SSBM)
Pichu (SSBM)/Up aerial

==Overview==
Pichu does a flip while swinging its tail in an arc above itself. The move is quick and the hitbox is much larger than Pichu's actual tail, which makes it good at hitting opponents above it. However, the semi-spike hitbox is missing, meaning that this is exclusively a juggling move, though the fact that the move keeps the low damage output carried over from Pikachu's version makes up aerial strings a painfully slow way of racking up damage. The move can be followed up with a or , which will keep working on non-floaties until high percentages, where it will set up for an edgeguarding situation.
On the other hand, where the move truly shines is in single-player gamemodes, due to its incredibly high base knockback (among the highest in the game), which makes it remarkably effective at killing foes that take increased knockback (for example, the move can reliably OHKO the wireframes from Multi-Man Melee). Also, unlike Pikachu's up aerial, this one stays at 100 base knockback for its entire duration, making it much more reliable for this purpose.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-5
Mid hit 	6-7
Late hit 	8-9
Ending autocancel 	18-
Animation length 	27
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*Pikachu (SSBM)/Up aerial
Category:Pichu (SSBM)
Category:Up aerials (SSBM)
Pichu (SSBM)/Up smash

==Overview==
Functions as Pichu's general purpose smash attack, with its other two smash attacks largely being relegated to on stage edgeguard opportunities.
Only possesses a clean hit, unlike Pikachu's version which also has mid and late hits. The move covers Pichu's body much more consistently than Pikachu's version, at the cost of some range. Interestingly, the beginning of the move has higher base knockback than than Pikachu's sweetspotted version.
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Hitboxes 	9-11
Interruptible 	41
Animation length	43
Category:Pichu (SSBM)
Category:Up smashes (SSBM)
Pichu (SSBM)/Up throw

==Overview==
Up throw can chain grab some fast falling characters such as Fox, although you will have to adjust Pichu's position according to the opponent's directional input to re-grab.
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	14-19
Throw Release 	20
Animation length	43
|-
Category:Pichu (SSBM)
Category:Up throws (SSBM)
Pichu (SSBM)/Up tilt

==Overview==
Pichu's Up tilt features a generous disjoint, with much of Pichu's tail having no damageable collision bubbles. Can potentially combo into itself and is one of Pichu's best attack options in a neutral game state. Up tilt can be followed up by a grab on fast falling characters.
==Hitboxes==
|}
==Timing==
Hitbox 	7-14
Animation length	23
Category:Pichu (SSBM)
Category:Up tilts (SSBM)
Pichu (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.5% recoil damage on frame 5.
===Attack===
Initial autocancel	1-4
Hit 1 	5-6
Hit 2-4 	11-12, 15-16, 19-20
Hit 5 	26-27
Hit 6 	30-31
Ending autocancel 	38-
Interruptible 	55
Animation length 	59
|-
===Landing lag===
Interruptible 	19
Animation length	37
Category:Pichu (SSBU)
Category:Back aerials (SSBU)
Pichu (SSBU)/Back throw

Pichu back throw hurtbox visualization	Pichu back throw hurtbox visualization	Pichu back throw hurtbox visualization	Pichu back throw hurtbox visualization	Pichu back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-26
Throw Release 	26
Interruptible 	50
Animation length	63
|-
Category:Pichu (SSBU)
Category:Back throws (SSBU)
Pichu (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.5% recoil damage on frame 14, and 0.5% upon landing.
===Attack===
Ears intangible 	14-17
Clean hit 	14-17
Late hit 	18-26
Ending autocancel	32-
Interruptible 	48
Animation length 	57
!Hitboxes 
|-
!Ears 
|-
!Autocancel 
===Landing lag===
Hitbox 	1-2
Interruptible 	23
Animation length	51
Category:Pichu (SSBU)
Category:Down aerials (SSBU)
Pichu (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.3% recoil damage on frame 8.
Charges between 	4-5
Intangibility 	7-10
Hit 1 	8-9
Hits 2-4 	11-12, 15-16, 19-20
Hit 5 	23-24
Interruptible 	51
Animation length	74
|-
Category:Pichu (SSBU)
Category:Down smashes (SSBU)
Pichu (SSBU)/Down special

==Overview==
Pichu calls a thundercloud down, which hits it and causes recoil damage. But unlike its other special moves, it's possible for it to not cause recoil damage; If the thunderbolt misses Pichu (which can only be done in midair), it will not take damage.
If used in midair and the bolt hits Pichu, it jumps upward a little. It can be used as a recovery, but because it already has the much more reliable Agility, it is not recommended to be used for recovery.
==Update History==
 
*
==Hitboxes==
===Thunderbolt===
|}
===Self-hit===
|}
==Timing==
===Thunderbolt===
The thunderbolt consists of two hitboxes spread throughout it as it spawns from the thundercloud. The hitbox durations below are when the bolt does not hit Pichu or any surface.
Cloud generated 	2
Hitboxes (clean)	9-11, 16-18
Hitboxes (late) 	12-67, 19-74
Interruptible 	87
Animation length	91
|-
|-
===Self-hit (grounded)===
Pichu receives 3.5% recoil damage on frame 1.
Intangibility 	1-10
Hitbox 	1-3
Interruptible 	42
Animation length	74
|-
===Self-hit (aerial)===
Pichu receives 3.5% recoil damage on frame 1.
Hitbox 	1-3
Interruptible 	36
Animation length	48
==Parameters==
===Move===
Horizontal speed multiplier on startup 	1 (grounded)0.85 (aerial)
Thundercloud spawn height 	100u
Initial vertical speed when the bolt hits Pichu	0.66
Gravity when the bolt hits Pichu 	0.016
===Thunderbolt===
Travel speed 	-4.9
Travel distance the bolt can pass through ground	75u
Maximum travel distance 	300u
Detection size to hit Pichu 	17u
==Trivia==
*The thunderbolt's early hit is coded as an extended hitbox despite not being actually extended. This prevents it from interpolating.
Category:Pichu (SSBU)
Category:Down special moves (SSBU)
Pichu (SSBU)/Down throw

Pichu down throw hurtbox and hitbox visualization	Pichu down throw hurtbox and hitbox visualization	Pichu down throw hurtbox and hitbox visualization	Pichu down throw hurtbox and hitbox visualization	Pichu down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	14
Throw Release 	19
Interruptible 	40
Animation length	64
|-
==Trivia==
*Despite being a ground pound, the hitbox is classified as a head move.
Category:Pichu (SSBU)
Category:Down throws (SSBU)
Pichu (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
==Trivia==
*This move is considered a foot-type move despite Pichu using its tail to attack.
Category:Pichu (SSBU)
Category:Edge attacks (SSBU)
Pichu (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	54
|-
==Trivia==
*Despite being a kick, both hitboxes are coded as -type attacks. This is not the case for Pichu's other floor attacks.
Category:Pichu (SSBU)
Category:Floor attacks (SSBU)
Pichu (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.0% recoil damage on frame 10.
===Attack===
Initial autocancel	1-9
Hits 1-3 	10-12, 14-16, 18-20
Hit 4 	22-23
Ending autocancel 	34-
Interruptible 	40
Animation length 	59
|-
===Landing lag===
Interruptible 	13
Animation length	25
Category:Pichu (SSBU)
Category:Forward aerials (SSBU)
Pichu (SSBU)/Forward smash

==Overview==
==Update History==
 
*
*
 
 
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.5% recoil damage on frame 16.
Charges between 	13-14
Hits 1-5 	16-18, 19-21, 22-24, 25-27, 28-30
Hit 6 	31-33
Interruptible 	54
Animation length	59
Category:Pichu (SSBU)
Category:Forward smashes (SSBU)
Pichu (SSBU)/Forward throw

Pichu forward throw hurtbox and hitbox visualization	Pichu forward throw hurtbox and hitbox visualization	Pichu forward throw hurtbox and hitbox visualization	Pichu forward throw hurtbox and hitbox visualization	Pichu forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Update History==
 
*
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
Pichu receives 0.5% recoil damage on frame 11.
Invincibility 	1-27
Hits 1-4 	11-14, 15-18, 19-22, 23-26
Throw Release 	27
Interruptible 	44
Animation length	59
|-
Category:Pichu (SSBU)
Category:Forward throws (SSBU)
Pichu (SSBU)/Forward tilt

==Overview==
==Update History==
 
*
**
*
==Hitboxes==
|}
==Timing==
Pichu receives 1.0% recoil damage on frame 5.
Early hit 	5-8
Mid hit 	9
Late hit 	10-12
Interruptible 	25
Animation length	39
Category:Pichu (SSBU)
Category:Forward tilts (SSBU)
Pichu (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	32
Animation length	49
===Dash grab===
Grab 	8-9
Interruptible 	40
Animation length	54
===Pivot grab===
Grab 	9-10
Interruptible 	37
Animation length	52
Category:Pichu (SSBU)
Category:Grabs (SSBU)
Pichu (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Headbutt 	
Forward tilt 	Double Footed Sweep	
Up tilt 	Tail Attack 	
Down tilt 	Tail Sweep 	
Dash attack 	Running Headbutt 	
Forward smash 	Thundershock 	
Up smash 	Headbutt 	
Down smash 	Electric Flower 	
Neutral aerial 	Pichu Spin 	
Forward aerial 	Electric Drill 	
Back aerial 	Electric Glide 	
Up aerial 	Tail Chop 	
Down aerial 	Electric Screw 	
Down aerial (landing) 	Electric Screw 	
Neutral special (ground) 	Thunder Jolt 	
Neutral special (air) 	Thunder Jolt 	
Side special 	Skull Bash 	
Down special (projectile)	Thunder 	
Down special (hit) 	Thunder 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Electric Shop 	
Forward throw 	Electric Throw 	
Back throw 	Submission 	
Up throw 	Heading 	
Down throw 	Hip Press 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Pichu (SSBU)
Category:Hitboxes (SSBU)
Pichu (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Ear intangibility 	3-9
Clean hit 	3-9
Late hit 	10-27
Ending autocancel 	35-
Interruptible 	40
Animation length 	41
!Ears 
|-
!Hitboxes 
|-
!Autocancel 
===Landing lag===
Interruptible 	8
Animation length	15
Category:Pichu (SSBU)
Category:Neutral aerials (SSBU)
Pichu (SSBU)/Neutral attack

==Overview==
==Hitboxes==
|}
==Timing==
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting four times with the move, any subsequent hits push Pichu back slightly until it is interrupted.
Hitboxes 	2-3
Earliest loop frame	7
Repeat window 	7-16
Interruptible 	17
Animation length 	29
|-
Category:Pichu (SSBU)
Category:Neutral attacks (SSBU)
Pichu (SSBU)/Neutral special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Pichu receives 0.7% recoil damage on frame 18.
===Grounded===
Clean hit 	18-39
Mid hit 	40-60
Late hit 	61-99
Interruptible 	52
Animation length	64
|-
===Aerial===
When touching a surface and changing into the grounded version, the projectile's hitbox duration always starts from the beginning, regardless of how long the aerial version was active for. This allows the projectile's effective duration to be considerably lengthened, with a possible maximum of 179 frames.
Hitbox 	18-115
Interruptible 	52
Animation length	64
|-
==Parameters==
===Move===
Jolt offsets	[6.5, 2] (grounded)[5, 2] (aerial)
===Aerial jolt===
Lifetime 	
Travel speed	2.4
Travel angle	
===Grounded jolt===
Lifetime 	
Movement speed multiplier	1.4
Category:Pichu (SSBU)
Category:Neutral special moves (SSBU)