Thunder (Pokémon): Difference between revisions

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==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
:{{Main|Pikachu (SSB)/Down special}}
[[File:SSB64 Greenhouse Combo.gif|thumb|Pikachu performing the [[Greenhouse]] combo which ends with a [[Thunderspike]].]]
[[File:SSB64 Greenhouse Combo.gif|thumb|Pikachu performing the [[Greenhouse]] combo which ends with a [[Thunderspike]].]]
In ''Super Smash Bros.'', Thunder has infinite vertical range and thus can be often used to score [[KO]]'s when an opponent is near the upper [[blast line]]. This technique is called "[[Thunderspiking]]", and can lead to KO's at much lower percents. As a result, {{SSB|Pikachu}} players try to integrate it into their combos as often as they can, typically after an [[up smash]]. Even though the move is powerful, it has considerable ending lag. Regardless, it is considered one of Pikachu's best moves. The thunderbolt deals 12% damage and  
In ''Super Smash Bros.'', Thunder has infinite vertical range and thus can be often used to score [[KO]]'s when an opponent is near the upper [[blast line]]. This technique is called "[[Thunderspiking]]", and can lead to KO's at much lower percents. As a result, {{SSB|Pikachu}} players try to integrate it into their combos as often as they can, typically after an [[up smash]]. Even though the move is powerful, it has considerable ending lag. Regardless, it is considered one of Pikachu's best moves. The thunderbolt deals 12% damage and  
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==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
:{{Main|Pikachu (SSBM)/Down special}}
:{{Main|Pichu (SSBM)/Down special}}


===Pikachu===
===Pikachu===
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
:{{Main|Pikachu (SSBB)/Down special}}
[[File:SSBB Thunder Wall.gif|thumb|Thunder connecting with Pikachu in midair repeatedly in ''Brawl'', showing a wall of Thunders being used as an [[edgeguarding]] technique.]]
[[File:SSBB Thunder Wall.gif|thumb|Thunder connecting with Pikachu in midair repeatedly in ''Brawl'', showing a wall of Thunders being used as an [[edgeguarding]] technique.]]
Thunder in ''Super Smash Bros. Brawl'' functions similarly to its ''Melee'' counterpart, except it has seen numerous improvements. The thunderbolt has less startup lag, as well as less ending lag when used in the air. It can also go through platforms in the upper portion of the move and it last for a much longer time when it hits Pikachu. The shockwave in particular however has seen numerous improvements. The shockwave have much less ending lag, as well as a bigger hitbox. The thunderbolt is now active for most of the shockwave's animation, so even when the shockwave's hitboxes end, the thunderbolt can still easily hit opponents. Pikachu is now also [[intangible]] for a period of time while performing the shockwave. The only downside the shockwave has comapred to ''Melee'' is its shorter hitbox duration, although its other improvements more than make up for it. Both the thunderbolt and shockwave retain their power from ''Melee'' however, they are noticeably more effective at KOing due to numerous universal changes (including the universally decreased falling speeds, the changes to the [[Sakurai angle]] and the introduction of the [[gravity]] penalty). It can KO middleweight characters as low as 45% if executed near enough to the blastzone. Even the changes to [[air dodge]]s and the introduction of [[hitstun cancelling]] do not effect the move too much as the thunderbolt can easily beat out air dodges. As a result, Thunderspiking has become a more powerful and effective strategy.  
Thunder in ''Super Smash Bros. Brawl'' functions similarly to its ''Melee'' counterpart, except it has seen numerous improvements. The thunderbolt has less startup lag, as well as less ending lag when used in the air. It can also go through platforms in the upper portion of the move and it last for a much longer time when it hits Pikachu. The shockwave in particular however has seen numerous improvements. The shockwave have much less ending lag, as well as a bigger hitbox. The thunderbolt is now active for most of the shockwave's animation, so even when the shockwave's hitboxes end, the thunderbolt can still easily hit opponents. Pikachu is now also [[intangible]] for a period of time while performing the shockwave. The only downside the shockwave has comapred to ''Melee'' is its shorter hitbox duration, although its other improvements more than make up for it. Both the thunderbolt and shockwave retain their power from ''Melee'' however, they are noticeably more effective at KOing due to numerous universal changes (including the universally decreased falling speeds, the changes to the [[Sakurai angle]] and the introduction of the [[gravity]] penalty). It can KO middleweight characters as low as 45% if executed near enough to the blastzone. Even the changes to [[air dodge]]s and the introduction of [[hitstun cancelling]] do not effect the move too much as the thunderbolt can easily beat out air dodges. As a result, Thunderspiking has become a more powerful and effective strategy.  
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==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
:{{Main|Pikachu (SSB4)/Down special}}
The move returns in ''Super Smash Bros. 4'' albeit with some significant changes. Most of the changes it received were for the worse overall. One positive change is that if Pikachu is hit out of the startup animation (starting from frame 2), the thunderbolt will still come out. While this was technically in the previous two games, this would only occur if Pikachu was hit out of the move the frame before the thunderbolt is supposed to come out but now, it will come out regardless of when Pikachu is hit (except for the first frame). This noticeably improves the move's utility as a combo breaker. Most other changes however are either a mixed bag or purely negative.  
The move returns in ''Super Smash Bros. 4'' albeit with some significant changes. Most of the changes it received were for the worse overall. One positive change is that if Pikachu is hit out of the startup animation (starting from frame 2), the thunderbolt will still come out. While this was technically in the previous two games, this would only occur if Pikachu was hit out of the move the frame before the thunderbolt is supposed to come out but now, it will come out regardless of when Pikachu is hit (except for the first frame). This noticeably improves the move's utility as a combo breaker. Most other changes however are either a mixed bag or purely negative.  


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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
:{{Main|Pikachu (SSBU)/Down special}}
:{{Main|Pichu (SSBU)/Down special}}


===Pikachu===
===Pikachu===
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|zh={{rollover|打雷|Dǎléi|?}}
|zh={{rollover|打雷|Dǎléi|?}}
}}
}}
 
==Technical details==
Pikachu:
*[[Pikachu (SSB)/Down special]]
*[[Pikachu (SSBM)/Down special]]
*[[Pikachu (SSBB)/Down special]]
*[[Pikachu (SSB4)/Down special]]
*[[Pikachu (SSBU)/Down special]]
Pichu:
*[[Pichu (SSBM)/Down special]]
*[[Pichu (SSBU)/Down special]]
{{Multiple Special Moves|Pikachu|Pichu}}
{{Multiple Special Moves|Pikachu|Pichu}}


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