nyuuzyou/wikis huggingface dataset:
Pichu (SSBU)/Side special

==Overview==
When fully charged, Pichu's side special is one of its best shield break options.
==Update History==
 
*
 
*
==Hitboxes==
The move's true base damage is specified in its parameters, and ranges from 4% to 33% based on charge. More specifically, its base damage is equal to 4 + 29 * (charge frames / 150). A smash input causes the move to start off with 20 charge frames.
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==Timing==
Pichu receives 1.5% recoil damage on frame 17. The move enables ledge grabs from the front starting on frame 25, and from behind starting on frame 54.
Additionally, when the move is charged, releasing it incurs an additional delay that increases proportionally to its charge level, with its specific duration in frames being equal to 10 * charge frames / 150 rounded down, for a maximum of 10. This delay does not apply if the move is partially charged via smash input without holding the button.
Charges between 	13-14
Hitbox 	17-52
Interruptible (grounded) 	97
Interruptible (aerial) 	87
Animation length (grounded)	109
Animation length (aerial) 	106
!Grounded 
|-
!Aerial 
===On hit===
Interruptible 	27
Animation length	49
==Parameters==
Horizontal speed multiplier on startup	0.8
Friction during startup and charge 	0.02
Gravity during startup and charge 	0.05
Total charge time 	150 frames
Starting charge with smash input 	20 frames
Maximum release delay by charging 	10 frames
Base damage 	4% to 33%
Initial horizontal speed on release 	1.8 to 5
Initial vertical speed on release 	0.21 to 0.4
Gravity on release 	0.011
Fall speed on release 	0.8
Initial angle when used on slope 	10°
Angle influence by slope 	0.3
Horizontal speed on hit 	-0.6
Vertical speed on hit 	1.6
Gravity after hitting 	0.1
Horizontal speed multiplier on ending 	0.7
Ending friction 	0.05 to 0.08
Ending gravity 	0.11
Category:Pichu (SSBU)
Category:Side special moves (SSBU)
Pichu (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	4-9
Ending autocancel 	18-
Interruptible 	27
Animation length 	27
|-
===Landing lag===
Interruptible 	12
Animation length	23
Category:Pichu (SSBU)
Category:Up aerials (SSBU)
Pichu (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hitboxes 	9-11
Ears intangible 	9-11
Interruptible 	41
Animation length	60
!Hitboxes 
|-
!Ears 
Category:Pichu (SSBU)
Category:Up smashes (SSBU)
Pichu (SSBU)/Up special

==Overview==
==Timing==
===Dash===
Pichu receives 0.5% recoil damage on frame 13, then 1% on frame 30. The move enables ledge grabs from both sides right as the first dash starts. Jostling is also disabled during both dashes.
First dash start 	13
Second dash start 	30
Earliest continuable (dash 1 → 2)	21
Animation length 	57
|-
===Landing===
Interruptible 	25
Animation length	33
==Parameters==
Period before gravity applies during startup 	10 frames
Stick sensitivity to choose an angle 	0.5
Dash travel speed 	8.3
Dash duration 	8 frames
Minimum angle difference for second dash 	35°
Travel speed multiplier for second dash 	0.9
Maximum angle difference to slide along wall/ceiling	57°
Horizontal speed multiplier on ending 	0.6
Helplessness air speed multiplier 	0.4
Landing lag 	24 frames
Category:Pichu (SSBU)
Category:Up special moves (SSBU)
Category:Special moves (SSBU)
Pichu (SSBU)/Up throw

Pichu up throw hurtbox and hitbox visualization	Pichu up throw hurtbox and hitbox visualization	Pichu up throw hurtbox and hitbox visualization	Pichu up throw hurtbox and hitbox visualization	Pichu up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	14
Throw Release 	15
Interruptible 	36
Animation length	59
|-
Category:Pichu (SSBU)
Category:Up throws (SSBU)
Pidgit

Pidgit (, Dodoriguez) is an enemy from the series.
==Origin==
Pidgit made their appearance in the Japan-only game (repurposed as Super Mario Bros. 2 for international markets) as a common enemy. They are purple birds with orange beaks, round eyes, and red feet. They fly on their magic carpets, and then swoop down to attack the player. The player can jump onto their carpet and threw them off. The carpet can be used to travel across the stage for a certain amount of time. They occasionally reappear in later Mario games, such as Super Mario World and .
==In Super Smash Bros. Melee==
===As a stage hazard===
Pidgits appear as stage hazards in the Mushroom Kingdom II stage. They will fly around the stage on their magic carpets, which serve as a moving soft platform; however, it can also carry the player past the blast lines on either side of the stage. Pidgits appear in their sprite form from the version of Super Mario Bros. 2.
===Trophy===
==In Super Smash Bros. Ultimate==
===As a stage hazard===
Pidgits return as a stage hazard in the returning Mushroom Kingdom II stage.
===Spirit===
Pidgit also appears as an Advanced-class support spirit.
In Adventure Mode: World of Light, Pidgit is presumably one of the countless spirits captured by Galeem during his takeover of the universe. After Galeem's defeat, Dharkon takes control of Galeem's spirits, including Pidgit. Pidgit's spirit is located in the Mysterious Dimension sub-dungeon of The Dark Realm. Prior to the battle, the player is quizzed on which spirit was a part of Bowser's army.
Pidgit's Spirit Battle uses a puppet fighter and is fought on the Mushroom Kingdom II stage, which features Pidgit as a stage element. During the battle Peach starts off with a Rocket Belt and increased jump power, referencing the Pidgit's ability to fly using its magic carpet.
No.	Image	Name	Type	Class	Cost 	Ability 	Series
44 	 	 	★★ 	1 	Air Attack ↑	Super Mario Series	
==Names in other languages==
Category:Trophies (SSBM)
Category:Stage hazards
Category:Spirits
Pig

The pig (, Pig) is a passive mob found in .
==Origin==
Pigs are common passive mobs in Minecraft that spawn in groups of up to 3 on most grassy biomes in the Overworld when the light level is above 9 in Java Edition, or above 7 in Bedrock Edition. When killed, they drop between 2-3 pieces of raw porkchop (cooked porkchop if the pig was killed with fire or lava) and between 1-7 EXP points. They follow players holding carrots, potatoes or beetroots and if 2 pigs are fed any of these items, they will breed and a piglet will spawn, accruing between 1-7 EXP orbs upon doing so.
Pigs can also be ridden when equipped with a saddle and controlled with a carrot on a stick. When struck by lightning, they irreversibly transform into Zombified Piglins.
==In Super Smash Bros. Ultimate==
===As a costume===
A pig appears in of DLC as a paid costume. To match the Mii Brawler's model, the pig is given a more humanoid appearance. In the Mii costume's trailer, a Mii Brawler in the pig costume faces off against characters trying to hit it with a fire attack, referencing a common in-game technique of killing a pig with fire to pre-cook the pork-chops it drops.
The Mii costume's texture seems to be taken from versions of Minecraft prior to 1.14, as many of the textures were altered with that update. Also, the Mii costume's chest is a mirror of the back and lacks the nipples found on on the actual pig texture.
===Spirit===
Although there are no Pig spirits available in the DLC, purchasing the Mii costume alters the spirit battle on the Minecraft DLC spirit board, replacing the Gold team with a Gold Mii Brawler team in the Pig costume.
==Names in other languages==
==Trivia==
*The Mii Costume conceptually resembles the unimplemented Pigman mob that would later be implemented as Piglins.
==External links==
*Article on the Minecraft Wiki.
==References==
Category:Third-party characters
Category:Microsoft
Category:Mojang Studios
Pig (disambiguation)

Pig can refer to:
*Li'l Oinks, pig-like creatures from the series which appear as a trophy in 
*Professor Chops, a character from the series also known as Tutorial Pig who appears as a trophy in Super Smash Bros. 4 and as a spirit in Super Smash Bros. Ultimate.
*Pigs from series, which appear as part of two of Toon Link's victory poses beginning in Super Smash Bros. Brawl, as a trophy in Brawl, and as a sticker in Brawl alongside Toon Link.
*Pigma Dengar, a character from the series.
*Tepig, a pig-like Pokémon from the series.
*Porky Minch, a character from the series who is also known as the "Pig King" and is heavily associated with pig-themed elements such as New Pork City, the Porky Statue, and the Pigmasks.
*A pig from the series, which serve as the basis for a costume in Ultimate.
*A pig from , which appears as a spirit in Ultimate.
Pigma Dengar (disambiguation)

Pigma Dengar is a character from the series that appears as:
*A sticker in Brawl.
*A trophy in SSB4.
*A spirit in Ultimate.
Category:Stickers
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Star Fox universe
Category:Spirits
Pikachu (SSB)/Back aerial

==Overview==
Pikachu does a back kick while airborne, doing 16% damage and powerful knockback. Its small foot gets slightly larger for a short second. Being an excellent, versatile move in comboing due to its great power and disjointed hitbox, the move can be commonly used as a finisher of a off-stage combo. However, it can be used to start or continue a combo as well at lower percentages, and can be followed up by Pikachu's other moves, such as another back aerial, an , or an . Great for spacing against many characters. Considered Pikachu's second best aerial.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-21
Ending autocancel 	22-
Animation length 	41
|-
===Landing lag===
Animation length 	16
Z-cancelled animation length	4
|Normal 
|-
|Z-cancelled 
Category:Normal attacks (SSB)
Category:Pikachu (SSB)
Category:Back aerials (SSB)
Category:Aerial attacks (SSB)
Pikachu (SSB)/Back throw

==Overview==
Pikachu places the opponent on its back, electrocutes them, and knocks them away in the opposite direction it's facing. This throw is very powerful, and is the second most powerful throw in the game, behind .
The throw can be used as a part of the Greenhouse combo - after the up tilts, a back throw can be used to launch the opponent up and follow up with a back aerial. However, this is not required to perform the combo.
==Throw and hitbox data==
|}
==Timing==
Invincibility 	4-33
Throw 	34
Animation length	42
|-
Category:Pikachu (SSB)
Category:Back throws (SSB)
Category:Electric attacks (SSB)
Pikachu (SSB)/Dash attack

==Overview==
Pikachu does a running headbutt and falls on the ground, doing 9%-12% damage and average knockback. While its power is high enough to make it a decent move for getting opponents offstage, and it is a decent punishing option because of this, its very high ending lag and predictability makes it very easy for opponents to punish (especially against a shielding opponent, who can immediately shield grab Pikachu). This makes its usefulness rather questionable. Commonly considered Pikachu's second worst move behind its .
==Hitboxes==
===NTSC-J===
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===NTSC-U/PAL===
|}
====Summary====
*
==Timing==
Hitboxes 	5-19
Animation length	57
Category:Pikachu (SSB)
Category:Dash attacks (SSB)
Category:Normal attacks (SSB)
Pikachu (SSB)/Down aerial

==Overview==
Pikachu thrusts its head downwards whilst covering itself in electricity, electrocuting opponents that are within range. The attack deals 13% damage and average knockback, being a good KO move offstage. It is also decent for comboing floaty characters, and can tech-chase fastfallers, along with having some high shield stun which allows it to shield pressure opponents. Like most of Pikachu's other aerials, this move is fairly disjointed as well. On the downside, however, this move has a decent amount of landing lag if the move's duration is still taking place whilst Pikachu hits the ground (like ). This leaves Pikachu vulnerable to punishing, though the issue can easily be neglected with Z-cancelling and the move does auto-cancel as soon as its hitboxes are no longer active. The move also isn't as quick as Pikachu's other aerials, bar .
The move is better in the PAL versions of the game due to dealing 14% which allows the move to KO earlier (now being stronger than Pikachu's ) and further improves its shield pressuring potential although this does also hurt its combo and tech-chasing potential at higher percents.
==Hitboxes==
===NTSC===
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===PAL===
|}
====Summary====
*
==Timing==
===Attack===
Hitboxes 	8-25
Ending autocancel	26-
Animation length 	44
|-
===Landing lag===
Animation length 	40
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Trivia==
*This is the only aerial in the game which retained the same amount of landing lag (40 frames) in every Smash game up until (where it would be reduced to 22 frames). 
Category:Electric attacks (SSB)
Category:Pikachu (SSB)
Category:Down aerials (SSB)
Category:Aerial attacks (SSB)
Pikachu (SSB)/Down smash

==Overview==
Pikachu does a spinning break dance on the floor that can hit in front and back of itself. The front hit is very powerful, dealing 16% and very high horizontal knockback; KOing at around 86% at the center of . This makes it the strongest down smash in Smash 64 by a considerable margin. The back hit however is noticeably weaker, only dealing 13% and not being able to KO Mario at the center of Dream Land until he is around 122%.
The main uses the move has is to punish rolls, as the duration of the two hits being able to intercept many roll options (like Mario's ) and it can also be used to edgeguard, especially since it is able to hit opponents hanging on the edge.
The move does have some downsides. The move does not come out until frame 10, making it one of the slowest down smashes in the game. In addition to this, it also has quite a bit of ending lag. Because of this, the front hit is easily punishable by most characters. On the positive side, the back hit is on -3 on shield, making it completely safe against every character except Mario, who can punish it with Super Jump Punch if he is close enough. This is the only positive with the back hit however as it is much slower and weaker than the front hit, meaning that Pikachu players will want to use the front hit whenever they can.
Overall, these traits make down smash Pikachu's least useful Smash attack. While forward smash is slower and weaker, it has more range and is overall much safer. Up smash has the same amount of startup lag while also having much less ending lag and it can either lead into combos or earlier KOes with Thunderspiking. Nevertheless, Pikachu's down smash can still be used to score early KOes, resulting in it still being a decent move overall.
==Hitboxes==
|}
==Timing==
Front hit 	10-13
Back hit 	25-28
Animation length	53
Category:Pikachu (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)
Pikachu (SSB)/Down special

==Overview==
The move's name is called . When used, Pikachu will yell out "Pika!", calling down a bolt of lightning from above. The lightning itself does 12% damage and vertical knockback; when the bolt reaches Pikachu, the contact will inflict a further 14% damage (for a total of 28% if the opponent was close to Pikachu) and massive horizontal knockback. The move, unlike its appearance in later games, has infinite vertical range. Pikachu players can then use a effective technique called "thunderspiking", where it uses Thunder to easily KO opponents when they are near the upper blast line, helping it to KO at much lower damage percentages. Many Pikachu players try using this technique in combos, most notably after a . The move can additionally be used after an edge drop → jump, to cover the area around the edge as an edgeguarding technique, though this cannot be performed quickly, and Pikachu is mostly better off using its aerials.
The move was buffed in the PAL versions of the game; with both the thunderbolt and shockwave dealing 2% more damage (dealing 32% damage if both hits connect). This makes thunderspiking even more effective in the PAL versions as well as making the shockwave KO considerably earlier. 
==Hitboxes==
===NTSC-J/NTSC-U===
|}
===PAL===
|}
====Summary====
*
*
==Timing==
===Thunderbolt===
Hitboxes 	24-
Animation length	78
===Shockwave===
Hitboxes 	1-9
Animation length	66
Category:Electric attacks (SSB)
Category:Pikachu (SSB)
Category:Down special moves (SSB)
Pikachu (SSB)/Down tilt

==Overview==
Pikachu does a tail sweep in front if itself, doing 12% and powerful semi-spike knockback. The move, like many of Pikachu's others moves, has disjointed range, though it does not combo as well as most of Pikachu's moves due to its angle and knockback limiting followup options. However, the knockback and angle of the move is useful for gimping other characters recoveries, especially the ones whose recoveries gives poor horizontal distances such as and . It can also chain into itself against a wall on Hyrule Castle. Additionally, at high percentages, it can be used while standing just above the "tent" portion of Hyrule Castle on an opponent to knock them into the greenhouse, then back to Pikachu, allowing an to be used as a followup.
==Hitboxes==
|}
==Timing==
Hitboxes 	6-13
Animation length	25
Category:Pikachu (SSB)
Category:Down tilts (SSB)
Category:Normal attacks (SSB)
Pikachu (SSB)/Edge attack (fast)

==Overview==
Pikachu climbs up from the edge and does a short ranged axe kick that deals 6% damage and moderate set knockback. Due to its long start-up and end lag, as well as its short range, it is easily reactable and, therefore, can be easily punished. Like most other edge attacks, this attack has very little use in competitive play.
==Hitboxes==
|}
==Timing==
Intangible 	1-21
Hitboxes 	20-25
Animation length	49
|
|-
|
Category:Pikachu (SSB)
Category:Normal attacks (SSB)
Category:Edge attacks (SSB)
Pikachu (SSB)/Edge attack (slow)

==Overview==
If Pikachu is on a edge with 100% damage or higher, it will slowly climb up from the edge and do a short ranged tail wipe that does 6% damage and very low knockback. Due to the very long start-up lag, the move can be easily punishable. Like other edge attacks, this attack has very little use in competitive play.
==Hitboxes==
|}
==Timing==
Intangible 	1-69
Hitboxes 	70-73
Animation length	89
|
|-
|
Category:Pikachu (SSB)
Category:Normal attacks (SSB)
Category:Edge attacks (SSB)
Pikachu (SSB)/Floor attack (back)

==Overview==
Pikachu whirls around while using its two feet to attack surrounding opponents, hitting the back first, then the front and gets up. The back has short range and does 6% damage and very low knockback. While the move has a fast start-up and can be used as a get away from me attack, it has rather noticeable ending lag which can cause Pikachu to get punished easily if one shields. Like other floor attacks, this attack has very little use in competitive play.
==Hitboxes==
|}
==Timing==
Intangible 	1-17
Front hit 	12-14
Back hit 	18-20
Animation length	49
|
|-
|
Category:Pikachu (SSB)
Category:Normal attacks (SSB)
Category:Floor attacks (SSB)
Pikachu (SSB)/Floor attack (front)

==Overview==
Pikachu whirls around while using its two feet to attack surrounding opponents, hitting the back first, then the front and gets up. The front has short range and does 6% damage and very low knockback. While the move has a fast start-up and can be used as a get away from me attack, it has rather noticeable ending lag which can cause Pikachu to get punished easily if one shields. Like other floor attacks, this attack has very little use in competitive play.
==Hitboxes==
|}
==Timing==
Intangible 	1-22
Front hit 	17-19
Back hit 	23-25
Animation length	49
|
|-
|
Category:Pikachu (SSB)
Category:Normal attacks (SSB)
Category:Floor attacks (SSB)
Pikachu (SSB)/Floor getups (back)

==Overview==
==Timing==
===Neutral getup===
Intangible 	1-24
Animation length	30
===Forward roll===
Intangible 	1-19
Animation length	35
===Back roll===
Intangible 	1-19
Animation length	35
Category:Pikachu (SSB)
Category:Getups (SSB)
Pikachu (SSB)/Floor getups (front)

==Overview==
==Timing==
===Neutral getup===
Intangible 	1-24
Animation length	30
===Forward roll===
Intangible 	1-19
Animation length	35
===Back roll===
Intangible 	1-19
Animation length	35
Category:Pikachu (SSB)
Category:Getups (SSB)
Pikachu (SSB)/Forward aerial

==Overview==
Pikachu drills itself forward while surrounding itself in electricity. The attack does 7 hits in total, and each hit does 3% damage; thus, the total amount of damage Pikachu can deal is 21%. The move possesses a landing hit with horizontal knockback if Pikachu does not Z-cancel the move. As a drill attack, the move has very weak set knockback, and while it has a great damage output if all the hits are landed, the opponent can easily SDI away to avoid this. This can allow opponents to potentially avoid followups, although it is still a strong combo starter, being able to lead into or when used in the air. If Pikachu lands while using the move on an opponent and Z cancels it, it has even stronger followup potential, being able to lead into most of Pikachu's ground moves including his and to lead into combos. It is overall a very solid move in Pikachu's kit, being a solid combo starter which can potentially also deal a lot of damage.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hits 1-7 	7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25-26
Ending autocancel 	27-
Animation length 	39
|-
===Landing lag===
Hitbox 	1-2
Animation length 	16
Z-cancelled animation length	4
|Normal 
|-
|Z-cancelled 
Category:Electric attacks (SSB)
Category:Pikachu (SSB)
Category:Forward aerials (SSB)
Category:Aerial attacks (SSB)
Pikachu (SSB)/Forward smash

==Overview==
Pikachu fires a small jolt of electricity from its cheeks, dealing 18% damage. The move consists of two sets of hitboxes. The first hitbox is rather small and only covers a small space in front of Pikachu. The second set of hitboxes are very large and disjointed which can also hit above Pikachu very slightly. Both the early and late hit are identical in terms of power (at least in NTSC versions), KOing at around 102% at the center of . While it is a powerful KO move that can easily be done from a distance due to its long disjointed range with a long lasting hitbox, it is very slow compared to Pikachu's other moves not coming out until frame 21 and it is slower and weaker than Pikachu's other smash attacks. It can be used for edgeguarding to intercept characters with linear and/or predictable recoveries, such as and . The move is punishable on shield if used at close range although if spaced properly, it can easily leave Pikachu at a frame advantage on shield.
The move is worse in the Japanese version due to having less range which overall makes it a worse spacing tool. On the flip side, the move is better in the PAL versions of the game due to the late hit dealing 20% damage. This makes it as powerful as 's non angled , KOing Mario at 89% at the center of Dream Land. This also makes the late hit even safer on shield. 
==Hitboxes==
===NTSC-J===
|}
===NTSC-U===
|}
===PAL===
|}
====Summary====
=====NTSC-J to NTSC-U=====
*
*
**
=====NTSC-U to PAL=====
*
==Timing==
Early hit 	21-24
Late hit 	25-42
Animation length	61
Category:Electric attacks (SSB)
Category:Pikachu (SSB)
Category:Forward smashes (SSB)