Super Smash Bros. Ultimate

Pichu (SSBU)

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This article is about Pichu's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pichu.
Pichu
in Super Smash Bros. Ultimate
Pichu SSBU.png
SSBU Spiky Pichu.png

PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Melee


Availability Unlockable
Final Smash Volt Tackle
Tier B- (47)
Pichu (SSBU)

Pichu (ピチュー, Pichu) is a playable character in Super Smash Bros. Ultimate. It was confirmed alongside Jigglypuff and the rest of the returning roster on June 12th, 2018 during E3 2018. While Pichu remains a close clone of Pikachu, it is not classified as an Echo Fighter. As such, Pichu is classified as Fighter #19.

Satomi Kōrogi, Pichu's voice actress from the Pokémon anime and Super Smash Bros. Melee, reprises her role with new voice clips. In addition, the 'spiky-eared' variant of Pichu (who appears as a playable character in Ultimate via Pichu's alternate costumes) is also voiced by Kōrogi rather than Shoko Nakagawa, who originally voiced the aforementioned 'spiky-eared' variant in the Pokémon anime's twelfth film, Pokémon: Arceus and the Jewel of Life.

Pichu is ranked 47th out of 82 on the current tier list, placing it at the top of the B- tier, and 30 placements below Pikachu. This is a significant improvement over its low tier placement in Melee, where it was ranked 22nd out of 26. Pichu boasts good combo ability and great KO power, with its fast falling speed aiding in its combo potential. It is also very hard to hit due to its small hurtbox and good mobility.

However, Pichu is hindered by critical flaws. Its biggest flaw is being the lightest character in the game. This combined with it taking recoil damage when using electric moves makes Pichu a "glass cannon" and can be KO'd earlier than any other character. Its fast falling speed makes it more susceptible to combos despite being so light.

Pichu's representation in tournaments has changed throughout Ultimate's metagame. At launch, Pichu was often seen as a contender for the best character in the game thanks to the drastic buffs it received, such as greatly reduced recoil damage and a fast forward tilt that could KO opponents around 100%, which led to a large playerbase spearheaded by VoiD and Nietono. However, update 3.1.0 gave Pichu major nerfs, making it more of a high-risk, high-reward character and causing some of its original players to drop it. Despite a drop in top-level representation as a result, Pichu continues to see moderate success from dedicated mains such NaetorU and Yone_pi.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Pichu must then be defeated on Pokémon Stadium 2. In World of Light, it is fought on the Ω form of Prism Tower.

Attributes[edit]

Pichu is a character of extremes. As a clone of Pikachu, many of its attributes are similar, such as its even smaller size and quick mobility, though with a few noticeable differences. Pichu is the lightest character in the game, has fast walking and above average dashing speeds with average traction, above average jumping force, average air speed but being tied for the ninth highest air acceleration, and fast falling speed while being tied for the fifth highest gravity. However, it has the lowest fast fall multiplier in the game, causing its fast-falling speed to be average. Overall, these attributes give Pichu a slightly slower grounded approach than Pikachu, make its aerials not autocancel as easily, and make it more vulnerable to combos, but also give it a much faster ground-to-air and air-to-ground approach, making its mobility as reliable as Pikachu's own.

The primary difference between Pichu and Pikachu is the former's recoil damage on its electricity-based attacks. All of Pichu's attacks with an electric effect (forward tilt, forward and down smash attacks, forward, back and down aerials, forward throw, and all special moves except Thunder if the lightning bolt doesn't strike Pichu) deal recoil damage to itself, which makes it less feasible for Pichu to overuse these attacks. To compensate for this, many of Pichu's electric attacks have either increased damage, knockback (in some cases, both), or versatility. This makes it less feasible for Pichu to overuse these attacks in situations that would require their use for best results, as it could put it in a spot where the opponent may even KO Pichu with a strong enough move. Conversely, it increases the reward Pichu would receive if it can land said moves, and due to these moves increasing Pichu's percentage, this means Pichu can make effective use of rage to KO an opponent with more ease, provided it can survive long enough.

Much like Pikachu, all of Pichu's moveset aspects are solid overall, possessing very fast frame data and great utility throughout its moveset. An example of this is its incredibly capable aerial game. Neutral aerial is Pichu's fastest out of shield option, on top of not having much ending or landing lag, making it a viable edgeguarding option. Forward aerial deals the most serious damage of Pichu's aerials and has very strong combo potential, while only having decent recoil damage. Up aerial, while being Pichu's least damaging aerial, also retains very strong vertical combo capabilities. Down aerial is Pichu's main move to meteor smash, and the late hit also lasts for a long while, making it another great edgeguarding tool, while also having only decent recoil damage. Finally, back aerial deals less damage than forward aerial, but is also Pichu's strongest aerial, a very good edgeguarding tool, only has decent recoil damage like its forward and down aerials, and plays a major component on Pichu's looping combos; by repeatedly performing a full jump while using a back aerial and comboing into a tilt attack (most notably up tilt) to repeat the process, Pichu can zero-to-death combo the opponent, though the timing for each move is very strict.

Pichu's main (but not sole) ways to set up the opponent into its strong aerial game consist of its up and down tilts, and up and down throws: both tilts are excellent combo starters, with down tilt even comboing into aerials at very high percentages, while up and down throw allow Pichu to pummel the opponent for more damage due to them being followed up from a grab; up throw is also infamous for comboing into Thunder for a reliable KO set-up. This gives Pichu a strong combo game, with many ways to start, extend or end combos much like Pikachu, though due to its moves' nature, Pichu's combo game is usually shorter-lived in exchange for raw damage.

Aside from its up and down tilts, regarding its grounded game, it also has some interesting and useful options: forward tilt trips opponents at low percentages, can 2-frame, and has above-average power at high percentages, making it a very useful setup tool. Forward smash has the highest power of its standard moveset, lasts for a long while, and, due to its multi-hit nature, can KO at an even lower percentage. Up smash is a decent anti-air that leaves Pichu's ears intangible, though it lacks in power. On the other hand, Pichu's neutral attack is mainly used for locking opponents due to its very weak knockback, and dash attack is mostly used as a fast punish option, and its low power can actually allow it to combo, though it can be risky. Its grab game is also decent - while its grabs are short-ranged, they are very fast and have the lowest ending lag in the game. As mentioned above, up and down throws have useful combo potential, with down throw usually reserved for horizontal combos, whereas up throw leads into vertical combos and can lead into Thunder as a KO set-up. Meanwhile, forward throw is Pichu's strongest throw, barely KOing at realistic percentages near the edge, which makes it a passable kill throw.

Pichu's special moveset is also varied and versatile. Thunder Jolt is a useful projectile that can reliably pressure an opponent's shield, on top of dealing low knockback and serious damage (especially if started in the air). Its low ending lag also allows it to set up into Pichu's moves if it lands during its last frames of activity. Thunder is Pichu's other projectile, though the lightning bolt itself doesn't deal much damage. As such, its primary purpose is to use the cloud's meteor smash properties to combo opponents into the shockwave part of the move when the bolt strikes Pichu - this deals the most damage to Pichu out of all its moves if this happens, so it should be used sparingly. Skull Bash and Agility serve as Pichu's recovery moves, and give it an amazing, long-distanced and unpredictable recovery - of the two, Agility deals high recoil damage if both dashes are used, but travels an incredibly long distance and is very unpredictable due to each dash being able to be inputted in multiple directions, potentially making Pichu very hard to properly edgeguard or 2-frame. Skull Bash, on the other hand, is mostly used to extend Pichu's recovery, but it also ties in as part of Pichu's "glass cannon" playstyle, as it can be charged; unlike Pikachu's own version, Pichu's fully charged Skull Bash deals immense knockback when fully charged, this being Pichu's strongest option out of a shield break.

Thanks to Pichu's attributes, one of its key strengths is its playstyle versatility - depending on the situation, it can make use of its moveset to adapt and play accordingly. Pichu's great mobility, compact size, and useful projectile give it an impressive neutral game and make it slippery, allowing it to play defensively by virtue of using a bait-and-punish-oriented playstyle that allows it to avoid the opponent's attacks and gradually poke at them or outright break through their offense. However, if the situation arises, Pichu can nevertheless play very aggressively, as it also has one of the best advantage states in the game by virtue of its raw damage, excellent frame data and impressive combo ability, allowing it to pressure the opponent into commiting and retaliating accordingly, and almost all of its aerials have some sort of edgeguarding potential, which can quickly lead into a lost stock.

Despite these strengths, Pichu still has a myriad of critical flaws, some of which are shared with Pikachu, but are much more pronounced; the most notable of these is its immense frailty. While its offstage survivability is incredible thanks to its recovery's long distance and unpredictability, it has an awful survivability overall due to its ludicrously low weight, resulting in it being very easily KO'd off of a stray hit as long as the move is decently strong, and the existence of rage further pronounces this issue. Its very fast falling speed and gravity also leave it pretty vulnerable to combos (although its neutral air can remedy this issue), meaning that Pichu can also be easily put in KO percentage from one or two combos. Adding insult to injury, the recoil damage Pichu suffers from using its electric attacks can rack up very quickly if it overuses said moves, which is a flaw no other character has at the level of Pichu (some characters have only one move that can deal recoil damage), and can potentially throw it into a much more devastating position if it happens. As a result of all these issues, despite its excellent recovery and great mobility, Pichu's disadvantage state is poor, and if Pichu isn't able to KO the opponent, they can easily turn the tables on it, which can easily and quickly lead to a lost stock just as Pichu can potentially and quickly end one.

Another of Pichu's most notable flaws is that while its very small size results in it being slippery, it also results in it having a deceptively short range (much shorter than Pikachu), requiring it to be pretty close to the opponent to rack up damage, which can be risky. Pichu's mobility, very quick frame data and useful projectile in Thunder Jolt can help remedy this, but the prevalence of many characters with faster mobility and/or disjoints can still give it trouble at approaching, and Thunder Jolt's recoil damage makes it unfeasible for Pichu to keep the opponent away for too much, forcing it to approach and further exacerbating its range issues, despite its reliable moveset. Furthermore, despite its moveset's higher consistency in regards to power, Pichu's range issues mean it can often have difficulty landing its otherwise powerful KO moves and set-ups, as the former aren't disjointed (with the sole exception, forward smash, still having short range), and the latter are very limited, possessing only up throw to Thunder at mid-high and high percentages, and down tilt to down aerial near the edge at mid-percentages. Pichu's edgeguarding ability, while respectable, pales in comparison to Pikachu's due to its attributes, resulting in Pichu not having as much air time as Pikachu can, though this is slightly mitigated by its moves' stronger knockback.

Lastly, although its moveset is versatile, a few of Pichu's attacks still lack some notable kind of utility. Down smash, although covering on both sides of Pichu, has unremarkable range, deals recoil damage, and, unlike Pikachu, sends at a disappointing angle for KOing, with its higher power compared to Pikachu failing to compensate. Forward throw can have difficulty at KOing the opponent at realistic percentages because Pichu will usually find itself using it to set up an edgeguard, whereas back throw's sole purpose is shared with forward throw.

Overall, like Pikachu, Pichu is best described as a quintessential glass cannon but sacrifices weight and attack range for more power and speed. While Pikachu can control the neutral game more aggressively and has more flexibility in its combos, Pichu can function in a variety of playstyles that range from a defensive, bait-and-punish-oriented playstyle to a more aggressive, rushdown-oriented one whenever it is needed. However, Pichu's atrocious endurance and recoil damage mean that an aware opponent can dominate Pichu just as easily as it can dominate the opponent. While both characters have similar playstyles, they differ significantly in execution, as Pichu's recoil damage requires the player to make very mindful use of their resources at hand. When mastered, however, a skilled Pichu can potentially end stocks in a finger snap before they can end its own.

Differences from Pikachu[edit]

As in Melee, the primary difference between Pichu and Pikachu is the former's electric attacks all inflict recoil damage. Many of Pichu's attributes, such as its mobility and significantly lighter weight, differ from those of Pikachu. In addition, most of Pichu's attack and non-attack animations were given slight adjustments and overhauls to differentiate them from Pikachu's; for example, all of Pichu's smash attack charging animations are now completely different from Pikachu's. Almost all of Pichu's moves are also functionally different, such as down tilt or neutral aerial, making it even more unique. However, unlike previous clones, Pichu was not given many new, unique moves to differentiate it from Pikachu, as the only fully unique moves it has are its forward tilt, up smash, neutral aerial, and edge attack.

All of these differences give Pichu more pronounced strengths and weaknesses when compared to Pikachu.

Pichu is capable of killing more reliably than Pikachu at earlier percentages. Some of its attacks also deal more damage than Pikachu's, but the only ones with a significant difference are its back aerial and the aerial version of Thunder Jolt. Otherwise, the damage output between the two is largely the same or with only a 1–2% difference, while some of Pikachu's attacks, like its dash attack, up aerial, and Thunder, are stronger than Pichu's. Regardless, this makes Pichu's KOing ability and damage-racking game superior to Pikachu's overall, despite the latter being shorter-lived compared to Pikachu's.

Pichu's frame data is also better on average, with its biggest advantages being on its forward tilt, down smash, and Thunder. However, there are some attacks like back aerial and Skull Bash where Pichu's frame data is worse, and only Pichu's up and down aerials autocancel in a short hop, whereas all of Pikachu's aerials can do so. Additionally, except neutral aerial, almost every other attack in Pichu's moveset has inferior range to Pikachu's equivalent attacks, including all of its tilts and smash attacks, its up aerial, and Thunder.

Pikachu and Pichu's combo games are very different, with Pikachu's being much more diverse, but Pichu's being shorter-lived in exchange for more damage. Pichu does not have access to Pikachu's neutral aerial, which is an incredible combo tool, and Pichu cannot chain four back aerials into each other at low percents to immediately start an edgeguard. Pichu's down throw has less advantage and stops being a combo tool earlier, and its forward aerial has less advantage and hits two times less, making it worse for dragdown combos. It also lacks Quick Attack as a combo starter, and its up aerial does not have the weak hit that Pikachu's does, making it impossible to perform up aerial bridges that can carry opponents to the blast line with Pichu. Both Pikachu and Pichu have loops that use their neutral or back aerials, respectively, but Pikachu's version works on more characters, is more resilient to SDI, and is less situational, whereas the only advantage Pichu's version has is that it can rarely transition into a KO immediately. It also deals more damage per loop, but this is not very important as Pikachu can do more loops than Pichu in a row, making the total damage output roughly the same. However, there are some upsides to Pichu's combo game over Pikachu's: its up tilt and up aerial combo for longer, and it has more combos into Thunder to take stocks. Down tilt is also a significantly better combo starter due to its frame data and launch angle, but it has mediocre range, making it difficult to use.

Finally, Pichu is extremely light and is a fast-faller with high gravity, which notoriously makes it much easier to combo and KO. Its recoil damage, while slightly toned down compared to Melee, further exacerbates Pichu's already bad survivability.

Aesthetics[edit]

  • Change Pichu has a more vibrant color scheme than in Melee. Its ears are slightly larger, and its “outlines” appear thicker. Its arms are longer, and its feet are smaller. Its collar fur is shorter, and its eyes have a brown hue to them as opposed to blue.
  • Change Pichu's on-screen appearance, idle animations, taunts and victory poses are all different from Pikachu's.
  • Change In general, almost all of Pichu's animations are either slightly or completely different than Pikachu's. This includes Pichu's attacking and non-attacking animations.
    • Change Common animations such as air dodge, back roll, and backflip are all different.
    • Change Other miscellaneous animations (such as Home-Run Bat swing, sleeping, stunned, using shooting items, etc) are also different.

Attributes[edit]

  • Nerf All of Pichu's electrical attacks inflict recoil damage.
  • Nerf Pichu runs slower than Pikachu (2.039 → 1.892).
  • Nerf Pichu's traction is lower than Pikachu's (0.132 → 0.11), making it harder for Pichu to punish out of shield.
  • Nerf Pichu's rolls travel less distance than Pikachu's.
  • Nerf Pichu's wall jump grants much less height than Pikachu's, going from the third best to the sixth worst.
  • Buff Pichu's air speed is faster than Pikachu's (0.957 → 1.029).
  • Change Pichu falls much faster than Pikachu (1.55 → 1.9). However, its fast-falling speed is only very slightly faster (2.48 → 2.5).
    • Nerf The difference between Pichu's falling speed and fast falling speed is much lower than Pikachu's (increase: 60% → 31.579%), which makes it more predictable when landing and gives it fewer options in the air.
  • Change Pichu's gravity is much higher then Pikachu's (0.095 → 0.14).
  • Nerf Pichu is significantly lighter than Pikachu (79 → 62). Combined with its high falling speed and gravity, this notoriously makes Pichu much easier to combo and KO than Pikachu.
  • Nerf Pichu's ears have a larger hurtbox than Pikachu's, which means it is slightly easier to hit a standing Pichu than a standing Pikachu.
    • Nerf Pichu is also taller than Pikachu when crouching and crawling. This means Pichu cannot crouch under some projectiles and attacks, like Wolf's Blaster, whereas Pikachu can.
  • Buff Due to Pichu's higher falling speed and gravity, its air dodges have less ending lag than Pikachu's (neutral: FAF 51 → 43; directional: FAF 85 → 71 (side), 110 → 89 (up), 70 → 60 (down)).
  • Buff Pichu's ears are intangible during its shielding and shield dropping animations.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack has one frame less ending lag (FAF 18 → 17).
    • Nerf It deals more knockback (12/18 base/20/30 scaling → 10/20/60/60), which causes it to hit less often before being pushed out of range or pushing the opponent off an edge.
    • Nerf It has less horizontal range due to having two hitboxes instead of three.
    • Change It does not have a sweetspot or a sourspot, which means it deals less damage when close to the opponent, but more damage when farther away from the opponent (1.4%/1.2%/1% → 1.2%).
  • Forward tilt:
    • Change Forward tilt consists of two kicks, one after the other, in an upward arcing motion, whereas Pikachu's is a two-legged kick.
    • Buff Forward tilt deals more knockback (15 base/100 scaling → 5/130), KOing around 5% earlier than the upwards angled variant of Pikachu's version.
    • Buff It has less startup lag with a significantly longer duration (frames 6-8 → 5-12) and less ending lag (FAF 30 → 25).
    • Buff It always causes the opponent to trip at low percents.
    • Nerf It cannot be angled, making it near impossible to hit aerial opponents.
    • Nerf It deals consistent and less damage (10% (angled up)/9% (unangled)/8% (angled down) → 8%).
    • Nerf It causes recoil damage (1%).
    • Nerf It has less horizontal range.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 27 → 24).
    • Buff It deals less knockback (40 base/120 scaling → 32/105) and sends at a more vertical angle (105° → 95°), which, combined with the previous change, improves its combo potential.
    • Nerf Its middle hitbox is smaller, reducing its general range (hitbox sizes: 2.0u/3.8u/3.5u → 2.0u/2.8u/3.6u). This also means that a few characters, like Kirby, can crouch under Pichu's version, but not under Pikachu's. [1]
  • Down tilt:
    • Change Down tilt has more base knockback (12 → 40), less knockback scaling (100 → 50) and sends at a vertical angle instead of using the Sakurai angle (361° → 80°/100°), which makes it a significantly better combo starter, but removes its edgeguarding and locking potential as well as its ability to trip.
    • Buff It has more range below Pichu, making it easier to 2-frame opponents with.
    • Nerf It has less horizontal range.
  • Dash attack:
    • Buff Dash attack has one frame less ending lag (FAF 36 → 35).
    • Buff It has an additional hitbox on Pichu's torso, making it more likely for the attack to clank instead of losing to other attacks.
    • Buff It has a longer hitbox duration (frames 6-8 (clean)/9-12 (late) → 6-9/10-15).
    • Nerf It has smaller hitboxes on the head (5.0u/4.0u → 4.6u/3.0u).
    • Nerf It does not have a shieldstun multiplier of 1.8×, making it less safe on shield despite having one frame less of ending lag.
    • Nerf The clean hit deals less damage (11% → 8%).
      • Buff The above 2 changes result in less shield pushback, allowing it to cross up shields.
    • Change The clean hit deals less knockback (70 base/88 scaling → 60/100), while the late hit has less base knockback (100 → 60), but more knockback scaling (50 → 80). This allows for the move to combo more reliably, but greatly reduces its KO potential.
    • Buff The clean hit sends at a more vertical angle (60° → 70°). This makes it better for combos.
  • Forward smash:
    • Change Forward smash strikes multiple times instead of once. This causes it to deal less damage (12% → 8%) but more knockback if the opponent gets hit by the attack late.
    • Buff It does not have an early or late hit, causing it to consistently deal the maximum possible knockback.
    • Buff It has a longer hitbox duration (frames 15-29 → 16-33). The total duration is identical, effectively reducing its ending lag.
    • Buff The last hit deals more knockback (60 base/75 scaling → 68/123), KOing around 10% earlier than the sweetspot of Pikachu's version.
    • Nerf It has slightly more startup lag (frame 15 → 16).
    • Nerf It causes recoil damage (2%).
    • Nerf It has significantly less horizontal range.
  • Up smash:
    • Change Up smash is an upward arcing headbutt, similar to Mario's up smash, whereas Pikachu's is a tail flip. This means that the hitbox starts behind Pichu and moves forward, whereas Pikachu's starts in front and moves backwards.
    • Buff It does not have a mid or late hit, causing it to consistently deal the maximum possible damage and knockback.
    • Buff Pichu's ears are intangible while the move's hitboxes are active.
    • Buff It has less startup lag (frame 10 → 9).
    • Buff It has a large hitbox on Pichu's head and a smaller one on its torso instead of three small hitboxes, giving it more range in front of Pichu.
    • Nerf It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling), making it KO nearly 20% later than Pikachu's sweetspot and about 10% later than the middle sourspot.
    • Nerf It has less range above and behind Pichu.
    • Nerf It has a significantly shorter hitbox duration (frames 10-17 → 9-11), which also causes it to have two frames more ending lag despite the shorter total duration (FAF 45 → 41).
  • Down smash:
    • Buff Down smash has significantly less ending lag (FAF 66 → 51).
    • Buff Pichu is intangible for 4 frames, starting 1 frame before the hitboxes come out.
    • Buff It deals more damage if all hits connect (13% → 14%) and the last hit deals more damage (3% → 8%), increasing its KO potential despite having lower knockback values (51 base/192 scaling → 45/150).
    • Nerf It causes recoil damage (1.3%).
    • Nerf It hits one time less with the same duration, which means the rehit rate is slower. This makes it easier to escape the attack by using DI to go down and teching on the ground. [2]
    • Nerf It takes longer to hit enemies behind Pichu than those who are in front of it, whereas Pikachu has better range in both directions that is always completely covered.
    • Nerf It has less range below Pichu, making it harder to hit enemies at the ledge, even with the final hit.
    • Change Pichu moves slightly forward and then backward while using its whole body to attack, unlike Pikachu, who stays in place and uses its tail.
    • Buff It uses a large extended hitbox. Combined with Pichu's movement, this gives it noticeably more horizontal range and allows it to cover a wider area compared to Pikachu's version.
    • Change The final hit sends at a more vertical angle (37° → 50°).
      • Change This causes it to KO earlier from center stage and across the stage, but later from near the edge and makes it less desirable for edgeguarding.

Aerial attacks[edit]

  • Neutral aerial:
    • Change Neutral aerial is a somersaulting cartwheel, whereas Pikachu's is an electrical charge. It does not have an electric hitbox and only hits once.
    • Buff Due to being a single hit, it deals more damage than the final hit of Pikachu's version (3.5% → 7%), and thus, it has more knockback.
    • Buff Unlike Pikachu's neutral aerial, its hitbox is extended and moves along with Pichu, giving it more range and better coverage around it despite the hitbox being smaller (5.5u looping hits, 6.0u final hit → 4.0u).
    • Buff It has a longer hitbox duration (frames 3-22 → 3-9 (clean), 10-27 (late)), reducing its ending lag by four frames despite the longer total duration (FAF 39 → 40).
    • Buff It has less landing lag (9 frames → 7).
    • Buff It grants intangibility to Pichu's ears during the clean hit.
    • Buff Due to its horizontal launch angle, single-hit nature, and higher power, it is significantly more effective at edgeguarding.
    • Nerf It cannot perform the dragdown combos, loops, and kill setups that Pikachu can do with its neutral aerial due to its single hit.
    • Nerf It deals less damage (8.9% → 7% (clean), 5% (late)).
    • Nerf It does not auto-cancel in a short hop due to Pichu's higher gravity and faster fall speed.
  • Forward aerial:
    • Change Every hit of forward aerial deals the same damage, whereas Pikachu deals less damage with the first hits, but more with the last hit.
    • Buff Its loop hits connect more reliably due to using the autolink angle (35°/310°/60°/290° → 366°) and having a lower SDI multiplier (1.3× → 1×).
    • Buff It deals more damage if all hits connect (11.8% → 14%).
    • Buff It has two large hitboxes covering Pichu's entire body for all hits instead of four small hitboxes for the looping hits and a slightly disjointed large one on the head and a smaller one at the torso for the final hit.
    • Buff The final hit has a lower hitlag multiplier (1.5x → 1x), making it harder to SDI/DI strategically.
    • Nerf It hits two fewer times with the same duration, which means that the rehit rate is slower, and dragging opponents down with it is harder.
    • Nerf It causes recoil damage (1.5%).
    • Change The last hit deals less damage (4.8% → 3.5%) with more base knockback but less knockback scaling, (40 base/154 scaling → 55/140), causing it to have overall less knockback and reducing its KO potential, but making it better for combos and racking up damage when combined with it higher damage output.
    • Nerf It does not auto-cancel in a short hop due to Pichu's higher gravity and faster fall speed, reducing its combo potential and safety.
  • Back aerial:
    • Buff Back aerial deals significantly more damage if all hits connect (8.6% → 12.5%).
    • Buff It has a longer duration (frames 4-25 → 5-31).
      • Change However, the attack hits as often as Pikachu's version, which means the rehit rate is slower. This makes escaping the attack easier, but allows it to drag opponents down more easily for edgeguarding and combos.
    • Nerf It has an electric hitbox and therefore causes recoil damage (1.5%).
    • Nerf It has more startup (frame 4 → 5) and ending lag (FAF 44 → 55).
    • Change It does not have a landing hitbox, hindering its safety, but making it easier to follow up when landing with the move.
    • Nerf It does not auto-cancel in a short hop due to Pichu's higher gravity and faster fall speed, reducing its combo potential and safety.
    • Change The last hit deals less damage (3.6% → 2.5%), but has significantly more base knockback (40 → 70) and launches at a lower angle (45° → 42°), which increases its KO potential, but reduces its combo potential at low to mid percentages.
  • Up aerial:
    • Buff Up aerial has less landing lag (14 frames → 11).
    • Nerf It deals consistent damage instead of having a clean and a late hit, but also deals less damage (6%/5% (clean), 4% (late) → 4%).
    • Nerf It has less range, due to only possessing 2 hitboxes instead of 3, and them being smaller (4u/5u/4u → 2.8u/3.6u).
    • Change It deals less knockback (50 base/113 scaling → 70/70), which, alongside its lower damage, increases its combo potential, but reduces its KO potential.
    • Change It sends at a more vertical angle (68° (clean), 55° (late) → 80°), making it easier to combo, especially into Thunder, but also removing the up air bridges Pikachu can do at mid percents.
  • Down aerial:
    • Change Pichu's ears are intangible during the first 4 frames down aerial is active, but are exposed for the remainder of the attack and point downwards rather than fold back like in its forward aerial, making them more vulnerable.
    • Buff Its clean hit has a longer duration with the late hit having a shorter duration instead (frames 14-15 (clean)/16-26 (late) → 14-17/18-26).
    • Buff Its late hit has more knockback scaling (84 → 100), improving its KO potential.
    • Buff Its late hit has an additional hitbox on Pichu's torso instead of only having a hitbox on the head. The head hitbox is also bigger and more disjointed.
    • Nerf It causes recoil damage (1.5% (aerial hitbox), 0.5% (landing), total: 2%).
  • Comparison of Pichu's loops (with back aerial) and Pikachu's loops (with neutral aerial):
    • Buff Pichu deals more damage per loop.
    • Nerf Pichu's loops are more situational, because they can only be started in a full hop and are completely impossible near platforms, whereas Pikachu can start them in a short hop and guarantee them after a grab or up tilt, while still being able to do a few loops even with platforms nearby.