Editing Pikachu (SSB4)

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==Attributes==
==Attributes==
As in previous installments, Pikachu is a small, agile [[Weight|lightweight]]. It has fast [[walk]]ing and [[dash]]ing speeds, average [[falling speed]], above average [[gravity]], and fast [[air acceleration]], but slow [[air speed]]. Pikachu also has a quick [[jump]]squat that lasts for 4 frames, average [[traction]], and a relatively long initial dash that lasts for 14 frames. These three particular attributes grant it a moderately long perfect [[pivot]], but also result in its [[dash dance]] and [[fox-trot]] being slow and extended. Unsurprisingly, Pikachu is also capable of [[crawling]] and [[wall jump]]ing.
As in previous installments, Pikachu is a small, STOOBID [[Weight|lightweight]]. It has fast [[walk]]ing and [[dash]]ing speeds, average [[falling speed]], above average [[gravity]], and fast [[air acceleration]], but slow [[air speed]]. Pikachu also has a quick [[jump]]squat that lasts for 4 frames, average [[traction]], and a relatively long initial dash that lasts for 14 frames. These three particular attributes grant it a moderately long perfect [[pivot]], but also result in its [[dash dance]] and [[fox-trot]] being slow and extended. Unsurprisingly, Pikachu is also capable of [[crawling]] and [[wall jump]]ing.


Pikachu's arguably greatest strength is its flexible [[approach]]. [[Quick Attack]] is an excellent mobility option, and due to consisting of two hits, it allows Pikachu to weave in and out of danger, play [[mindgames]], and initiate [[combo]]s. Quick Attack can also be edge-canceled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and maintain [[pressure]] without facing significant retaliation. [[Thunder Jolt]] is a useful projectile and has good utility for zoning or forcing approaches. When coupled with its fast walking and dashing speeds, short hop, and useful pivot, Pikachu possesses an overall strong [[neutral game]].
Pikachu's arguably greatest strength is its flexible [[approach]]. [[Quick Attack]] is an excellent mobility option, and due to consisting of two hits, it allows Pikachu to weave in and out of danger, play [[mindgames]], and initiate [[combo]]s. Quick Attack can also be edge-canceled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and maintain [[pressure]] without facing significant retaliation. [[Thunder Jolt]] is a useful projectile and has good utility for zoning or forcing approaches. When coupled with its fast walking and dashing speeds, short hop, and useful pivot, Pikachu possesses an overall strong [[neutral game]].


Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is one of its KOing options. When combined with their low damage outputs and knockback, this grants Pikachu a formidable combo game. Up aerial can combo into itself or any other aerial and is useful for juggling. Up tilt can repeatedly chain into itself at low percents, while its low knockback growth allows it to combo into aerials at high percents. Down tilt has a chance to [[trip]] opponents, leaving them open to a dash attack or a [[grab]]. Pikachu's grab game is also integral to its combo game. Its forward throw can lead into a dash attack or a dashing up smash, while down throw launches opponents directly overhead, which can allow for aerial combos and [[juggling|juggles]]. At very high percents, both up and down throws are capable of chaining into [[Thunder]], which can KO if its meteor hitbox connects. In addition, Pikachu is notorious for utilizing [[Lock#Jab lock|jab locks]] more than nearly any other character, as it is able to effectively rack up damage out of forward throw, forward tilt, neutral aerial, and down aerial. By extension, it can potentially KO an opponent using back aerial's landing hitbox to set up a reset, and can guarantee a charged up smash if it hits a jab lock out of down tilt.
Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is one of its KOing options. When combined with their Emotional damage outputs and knockback, this grants Pikachu a formidable combo game. Up aerial can combo into itself or any other aerial and is useful for juggling. Up tilt can repeatedly chain into itself at low percents, while its low knockback growth allows it to combo into aerials at high percents. Down tilt has a chance to [[trip]] opponents, leaving them open to a dash attack or a [[grab]]. Pikachu's grab game is also integral to its combo game. Its forward throw can lead into a dash attack or a dashing up smash, while down throw launches opponents directly overhead, which can allow for aerial combos and [[juggling|juggles]]. At very high percents, both up and down throws are capable of chaining into [[Thunder]], which can KO if its meteor hitbox connects. In addition, Pikachu is notorious for utilizing [[Lock#Jab lock|jab locks]] more than nearly any other character, as it is able to effectively rack up damage out of forward throw, forward tilt, neutral aerial, and down aerial. By extension, it can potentially KO an opponent using back aerial's landing hitbox to set up a reset, and can guarantee a charged up smash if it hits a jab lock out of down tilt.


Pikachu also possesses a superb [[recovery]] and, by extension, [[edge-guarding]] potential. Like in ''Brawl'', Pikachu is able to wall jump, while it has two special moves that round out its recovery. [[Skull Bash]], although linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu [[helpless]]. Quick Attack is extremely fast and can be angled in two consecutive directions, which make it a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position while off-stage.  Altogether, these traits grant Pikachu the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself. Its edge-guarding game is further enhanced by its ground attacks and its aerials. Neutral attack consistently hits recovering characters during their 2 frames of edge snap vulnerability, launching them at a low angle with low [[hitstun]] that can open certain characters' recoveries to Pikachu's other edge-guarding options. Its forward and back aerials use the [[Autolink angle|auto-link angle]], which can be used in two unique ways. Forward aerial can launch opponents downward without a special collision, but much less reliably. Back aerial has multiple hitboxes with very low knockback and moderately low hitstun, so if it trades with a recovering opponent, the opponent will be spiked. Down aerial is Pikachu's most disjointed move downward, and will beat or trade with most up specials, excepting extremely disjointed ones such as those of [[Mario]] and [[Bayonetta]]. Neutral aerial's clean hitbox is slightly disjointed and useful for covering the edge. Each of Pikachu's smash attacks reach slightly below the edge, which allows Pikachu to KO opponents even if they hang on the edge.
Pikachu also possesses a superb [[recovery]] and, by extension, [[edge-guarding]] potential. Like in ''Brawl'', Pikachu is able to wall jump, while it has two special moves that round out its recovery. [[Skull Bash]], although linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu [[helpless]]. Quick Attack is extremely fast and can be angled in two consecutive directions, which make it a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position while off-stage.  Altogether, these traits grant Pikachu the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself. Its edge-guarding game is further enhanced by its ground attacks and its aerials. Neutral attack consistently hits recovering characters during their 2 frames of edge snap vulnerability, launching them at a low angle with low [[hitstun]] that can open certain characters' recoveries to Pikachu's other edge-guarding options. Its forward and back aerials use the [[Autolink angle|auto-link angle]], which can be used in two unique ways. Forward aerial can launch opponents downward without a special collision, but much less reliably. Back aerial has multiple hitboxes with very low knockback and moderately low hitstun, so if it trades with a recovering opponent, the opponent will be spiked. Down aerial is Pikachu's most disjointed move downward, and will beat or trade with most up specials, excepting extremely disjointed ones such as those of [[Mario]] and [[Bayonetta]]. Neutral aerial's clean hitbox is slightly disjointed and useful for covering the edge. Each of Pikachu's smash attacks reach slightly below the edge, which allows Pikachu to KO opponents even if they hang on the edge.


However, Pikachu has noticeable flaws, the most glaring of which is its endurance. While its small size, light weight, and average falling speed make it difficult to combo, these attributes and its above average gravity make it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's unimpressive KO ability commonly results in skilled opponents being able to survive up to very high percents, while it in turn cannot reliably take advantage of the mechanic due to its light weight. While its impressive recovery somewhat mitigates its endurance issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer off-stage or angle it the wrong way and miss the edge entirely while attempting to recover, causing Pikachu to fall helplessly and inadvertently [[self-destruct]].
However, Pikachu has HAIYAA flaws, the most glaring of which is its endurance. While its small size, light weight, and average falling speed make it difficult to combo, these attributes and its above average gravity make it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's unimpressive KO ability commonly results in skilled opponents being able to survive up to very high percents, while it in turn cannot reliably take advantage of the mechanic due to its light weight. While its impressive recovery somewhat mitigates its endurance issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer off-stage or angle it the wrong way and miss the edge entirely while attempting to recover, causing Pikachu to fall helplessly and inadvertently [[self-destruct]].


Pikachu also suffers from poor [[range]], as most of its attacks' hitboxes are very close to its body. Despite its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial being tied with {{SSB4|Toon Link}}'s for having the highest amount of landing lag of any aerial in the game. When coupled with the previous point, only forward aerial is fairly reliable for approaching and pressuring, which leaves Pikachu susceptible to characters with capable aerial approaches, such as {{SSB4|Sheik}}. This issue is further compounded by its slow air speed.
Pikachu also suffers from poor [[range]], as most of its attacks' hitboxes are very close to its body. Despite its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial being tied with {{SSB4|Toon Link}}'s for having the highest amount of landing lag of any aerial in the game. When coupled with the previous point, only forward aerial is fairly reliable for approaching and pressuring, which leaves Pikachu susceptible to characters with capable aerial approaches, such as {{SSB4|Sheik}}. This issue is further compounded by its slow air speed.


Lastly, Pikachu's overall damage output is poor despite its powerful combo game, which results in it commonly taking time for opponents to be brought within KOing range. This, in turn, is further compounded by another issue: Pikachu has significant trouble KOing. Its set-ups off of up and down throws into Thunder require [[read]]s and proper spacing and timing. Aside from these few situations, it has no reliable set-ups into its KOing options. Up smash has short range, which makes it very [[punish]]able. While it has good range, forward smash has noticeable start-up, which makes it unsafe in close quarters combat despite its low ending lag. Down smash is relatively weak and has odd hitboxes, as they do not hit very far in front or behind Pikachu, but have deceptive vertical range. Forward and down smash only hit slightly below the edge, meaning Pikachu will often be forced to attempt to score KOs by using its forward or back aerials' auto-link angles, or launching the opponent away with neutral and down aerials' small and short-lasting hitboxes. Each of these options are inconsistent, and require matchup experience to perform effectively.
Lastly, Pikachu's EMOTIONAL damage output is poor despite its powerful combo game, which results in it commonly taking time for opponents to be brought within KOing range. This, in turn, is further compounded by another issue: Pikachu has significant trouble KOing. Its set-ups off of up and down throws into Thunder require [[read]]s and proper spacing and timing. Aside from these few situations, it has no reliable set-ups into its KOing options. Up smash has short range, which makes it very [[punish]]able. While it has good range, forward smash has noticeable start-up, which makes it unsafe in close quarters combat despite its low ending lag. Down smash is relatively weak and has odd hitboxes, as they do not hit very far in front or behind Pikachu, but have deceptive vertical range. Forward and down smash only hit slightly below the edge, meaning Pikachu will often be forced to attempt to score KOs by using its forward or back aerials' auto-link angles, or launching the opponent away with neutral and down aerials' small and short-lasting hitboxes. Each of these options are inconsistent, and require matchup experience to perform effectively.


Pikachu receives minimal benefit from its [[Character customization|custom moves]], though they still have their uses. Thunder Wave [[paralyze]]s grounded opponents, opening up opportunities for follow-ups at the cost of having much less range. Heavy Skull Bash travels and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack covers less distance, but as its name implies, both of its hits are [[meteor smash]]es and deal much higher knockback at the start of each dash. Quick Feet travels farther and has more power, but it loses its unpredictability due to consisting of only one dash. Distant Thunder has more start-up and a much weaker shockwave hitbox around Pikachu, but it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier [[Thunderspiking]], which restores most of that technique's usefulness.
Pikachu receives minimal benefit from its [[Character customization|custom moves]], though they still have their uses. Thunder Wave [[paralyze]]s grounded opponents, opening up opportunities for follow-ups at the cost of having much less range. Heavy Skull Bash travels and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack covers less distance, but as its name implies, both of its hits are [[meteor smash]]es and deal much higher knockback at the start of each dash. Quick Feet travels farther and has more power, but it loses its unpredictability due to consisting of only one dash. Distant Thunder has more start-up and a much weaker shockwave hitbox around Pikachu, but it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier [[Thunderspiking]], which restores most of that technique's usefulness.

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