Editing Pikachu (SSB)

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Pikachu's high mobility on the ground is complemented with Pikachu possessing a a strong array of ground moves, with the main standouts being Pikachu's up tilt and up smash. Up tilt is a fast, highly disjointed move which can easily chain into itself and other moves beyond lower percents while up smash is a reliable combo starter at lower percents in addition to being very safe on shield and a strong KO move at higher percents. These moves allow Pikachu to have a strong combo game at lower percents and Pikachu can lead into these moves with its aerials. Pikachu also possesses a grab with respectable range and Pikachu possesses a [[jab grab]], allowing it to easily land a grab, especially with its strong mobility. Pikachu's throws are also quite effective. Forward throw has low ending lag, allowing Pikachu to potentially follow up out of it at lower percents while back throw deals very high damage and knockback, making it a very strong KO option. The rest of Pikachu's ground normals are overall more situational although down tilt is a notably solid move with good power, long disjointed range, a low launching angle and low ending lag.   
Pikachu's high mobility on the ground is complemented with Pikachu possessing a a strong array of ground moves, with the main standouts being Pikachu's up tilt and up smash. Up tilt is a fast, highly disjointed move which can easily chain into itself and other moves beyond lower percents while up smash is a reliable combo starter at lower percents in addition to being very safe on shield and a strong KO move at higher percents. These moves allow Pikachu to have a strong combo game at lower percents and Pikachu can lead into these moves with its aerials. Pikachu also possesses a grab with respectable range and Pikachu possesses a [[jab grab]], allowing it to easily land a grab, especially with its strong mobility. Pikachu's throws are also quite effective. Forward throw has low ending lag, allowing Pikachu to potentially follow up out of it at lower percents while back throw deals very high damage and knockback, making it a very strong KO option. The rest of Pikachu's ground normals are overall more situational although down tilt is a notably solid move with good power, long disjointed range, a low launching angle and low ending lag.   


Pikachu also has a very strong aerial game, not only due to Pikachu's fast air speed and high jumps but also because Pikachu has a strong set of aerials. Neutral aerial is a fast, lingering aerial with decent KO power, making it a solid combo starter at lower percents as well as a solid edgeguarding option. Forward aerial can rack up a lot of damage and easily set up followups at any percent, although it is susceptible to [[SDI]]. Back aerial is a bit on the slower side but it has great range and very solid KO power, making it strong as either an edgeguarding option or as a combo ender. Down aerial is a lingering aerial with horizonal knockback, which covers Pikachu's entire body and it never gets weaker as it stays out, making it a solid option to either get opponents off stage, edgeguard opponents or even anti air to an extent. Pikachu's best aerial overall however is its up aerial. Up aerial is rather unusual as it has weak, horizontal knockback however, it is very fast, it is highly disjointed and it covers an arc around Pikachu and it is overall an excellent combo and edgeguarding tool, as well as a solid spacing move and anti-air. All of these aerials combined with Pikachu's great mobility and up special give it one of the most devastating aerials games in the game.
Pikachu also has a very strong aerial game, not only due to Pikachu's fast air speed and high jumps but also because Pikachu has a strong set of aerials. Neutral aerial is a fast, lingering aerial with decent KO power, making it a solid combo starter at lower percents as well as as solid edgeguarding option. Forward aerial can rack up a lot of damage and easily set up followups at any percent, although it is susceptible to [[SDI]]. Back aerial is a bit on the slower side but it has great range and very solid KO power, making it strong as either an edgeguarding option or as a combo ender. Down aerial is a lingering aerial with horizonal knockback, which covers Pikachu's entire body and it never gets weaker as it stays out, making it a solid option to either get opponents off stage, edgeguard opponents or even anti air to an extent. Pikachu's best aerial overall however is its up aerial. Up aerial is rather unusual as it has weak, horizontal knockback however, it is very fast, it is highly disjointed and it covers an arc around Pikachu and it is overall an excellent combo and edgeguarding tool, as well as a solid spacing move and anti-air. All of these aerials combined with Pikachu's great mobility and up special give it one of the most devastating aerials games in the game.


Pikachu also has a strong set of specials. [[Thunder Jolt]] is Pikachu's weakest special as it is a laggy projectile, but it can be useful for edgeguarding and camping with its downwards trajectory and long duration. Pikachu's down special, {{b|Thunder|Pokémon}}, is a very powerful move which is a projectile with infinite vertical range. Pikachu can easily combo into it with an up smash for a KO at very low percents (with the use of Thunder to KO opponents off the upper blast known being known as [[Thunderspiking]]). Thunder not only allows Pikachu to score some very early KOes but it is also not [[Reflect|reflectable]] or [[Absorb|absorbable]] unlike many other projectiles. If the Thunder hits Pikachu, it produces a hitbox with strong horizontal knockback, although this is not utilised anywhere near as much as Thunderspiking.  
Pikachu also has a strong set of specials. [[Thunder Jolt]] is Pikachu's weakest special as it is a laggy projectile, but it can be useful for edgeguarding and camping with its downwards trajectory and long duration. Pikachu's down special, {{b|Thunder|Pokémon}}, is a very powerful move which is a projectile with infinite vertical range. Pikachu can easily combo into it with an up smash for a KO at very low percents (with the use of Thunder to KO opponents off the upper blast known being known as [[Thunderspiking]]). Thunder not only allows Pikachu to score some very early KOes but it is also not [[Reflect|reflectable]] or [[Absorb|absorbable]] unlike many other projectiles. If the Thunder hits Pikachu, it produces a hitbox with strong horizontal knockback, although this is not utilised anywhere near as much as Thunderspiking.  

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