Pikachu (SSBB)
| Pikachu in Super Smash Bros. Brawl | |
|---|---|
| Universe | Pokémon |
| Other playable appearances | in SSB in Melee in SSB4 in Ultimate |
| Availability | Starter |
| Final Smash | Volt Tackle |
| Tier | B (8) |
Pikachu (ピカチュウ, Pikachu), stylized as PIKACHU in the PAL version, is a returning veteran in Super Smash Bros. Brawl. It was confirmed along with Mario, Link, and Kirby in the E3 2006 trailer. Ikue Ōtani reprises her role as Pikachu's voice actress in all regions of the game, using a combination of new voice clips and ones reused from Melee.
Pikachu is currently 8th out of 38 on the Brawl tier list, in the B tier. This is a slight improvement over its placement in Melee, where it is ranked 9th out of 26. Pikachu has quick overall speed, a very good recovery with many unpredictable options, a good edgeguarding game, and a small, slippery hurtbox. Brawl's engine provided Pikachu with far more help than hinderance; Hitstun canceling makes Pikachu much harder to combo, without worsening its damage-racking abilities since its chaingrabs are much more abusable than before. It's gained various new tactics such as Quick Attack cancelling, which when combined with the game's locking system, allows Pikachu to infinite anyone who misses a tech. Pikachu also has strong momentum cancelling abilities with its up aerial and Skull Bash. This, alongside its fantastic recovery, gives it good survivability in spite of its low weight. In addition, Pikachu has a great defensive game, with its QACs being very useful for escaping disadvantage and playing mindgames. Plus, it possesses one of the best spot dodges in the game, along with useful out of shield options.
Pikachu's small, inconsistent aerial hitboxes and descending projectile give it a relatively weak air game, putting it at a disadvantage against air-dominating fighters, such as Marth. It also has subpar range in most of its attacks, making good spacing tools and disjoints an all-around threat to Pikachu, as well as making it more difficult to make use of its best moves. As a result, Pikachu's matchups against the viable portion of the cast, while tolerable, have some noticeable chokepoints.
Overall though, Pikachu has good matchups, below-average representation, and strong tournament results, with few but successful competitors like ESAM and Gunnermaniac over the years. However, it is placed much lower in the Japanese tier list, where it is ranked 22nd.
Attributes[edit]
Pikachu's most salient feature, as with its appearances in previous Smash Bros. games, is its speed. Pikachu also has good specials, excellent smash attacks, decent tilts, the ability to crawl (although Pikachu retracts its tail over its body when it crawls backwards, which allows it to be hit by projectiles that normally would not hit it while crawling forward), fairly useful throws, very good recovery, and is able to wall jump. Pikachu is a fairly small target, but this comes at the price of being the 5th lightest character, tied with Meta Knight (making it easily be knocked off-stage by a strong smash attack) and having the smallest shield in the game (making both shield stabbing and shield breaking easy).
Pikachu's best game is played on the ground, at a medium range. Its forward tilt has very low range, but its knockback is above average for a tilt. Its up tilt is very fast and launches opponents into the air, while the down tilt can trip them on the first hit. Pikachu's up smash is one of the fastest in the game, with decent power to boot, and is excellent for KOs, while its down smash locks the opponent for multiple hits if not SDI'd, functioning as a panic button of sorts for close encounters. Both of these smashes produce powerful vertical knockback, and can be followed by Thunder for a Star KO (called Thunderspiking) - this is very useful against floaty characters, especially ones with bad air dodges, most notably Peach. The down smash can also counter stale-move negation due to having multiple hits, but one drawback is that it can be SDI'd out of. The forward smash is a good tool for edgeguarding and KOs off the side.
Thunder Jolt is Pikachu's neutral special move, and is a useful move to keep most opponents at bay, as well as forcing them in the air. Thunder Jolt is a ground-hugging projectile, meaning opponents can't escape it by ducking or crawling. If it is used in the air, it travels diagonally towards the ground. It can also travel up walls, along ceilings, and below the edge, meaning that it can knock edgehoggers off the edge (this can also be done if Pikachu is high enough when recovering). Skull Bash and Quick Attack are both good recovery techniques, although Skull Bash is easily punishable by edgeguarders, able to be stopped by certain projectiles (such as Waddle Dee Throw), and requires charging time, but it can knock edgehoggers off the ledge. Edgeguarding Pikachu is difficult due to its recovery being unpredictable, as Quick Attack can be aimed in two different directions, giving Pikachu many ways of returning to the stage. Quick Attack also opens options for mindgames, by confusing opponents about Pikachu's actions. The most common form of this is QAC (Quick Attack cancel), allowing Pikachu use any special or aerial move after. On stages like Smashville, if a platform is offstage, this can be done off the platform easily. However, QAC is mainly used for approaching, as it allows Pikachu to quickly dash towards the opponent while attacking. It is also possible to aim Quick Attack diagonally towards the edge, and grab it, if Pikachu is at the right distance. Pikachu's most well known move is Thunder, which is one of its best KO moves, KOing reliably at around 100% if the opponent is hit by Pikachu while the move is being used. The bolt itself can also Star KO with the aforementioned Thunderspiking technique. Pikachu can also use Thunder just off the ledge so it covers the area just to the side of the ledge offstage, which is very difficult for characters with linear recoveries to break through, but not very effective against characters with long, safe recoveries such as Meta Knight and Jigglypuff, while also being dangerous if done too low. Pikachu needs to watch out for anyone who has a reflector move, as if the bolt is reflected, the knockback is dealt to Pikachu. Additionally, if two or more characters reflect the Thunder, it will cause Pikachu to jump to 100-500%, KOing it instantly (however, in competitive play, this is obviously never seen in singles matches and is rarely ever seen in doubles matches due to the difficulty of pulling it off, meaning it is a negligible disadvantage).
Pikachu's aerials are its weakest area, despite having one reliable aerial KO move. Its forward aerial is weak in damage but can carry momentum through, whereas its neutral aerial is slightly stronger, but negates all momentum, and causes Pikachu to fall during the move; however, it is a reliable finisher, especially when offstage or out of a QAC, and can be used in combos. Its up aerial is extremely weak and has lost its semi-spike properties from Melee, but can be used as a juggling tool, and is decent in short combos, such as following into a neutral air, either straight after or after a midair jump. Pikachu's down and back aerials are laggy when they hit the ground, but down aerial can be autocanceled out of a short hop. The down aerial has two hits plus an extra hitbox if Pikachu hits the ground, and is a decent finisher, particularly offstage, but not as powerful as the neutral aerial.
Pikachu has two throws that are possible to chaingrab with - its forward and down throws. Its forward throw works as a running chaingrab that can rack up damage and counter stale-move negation due to having multiple hits, while the down throw is a standing chaingrab that works reliably against the majority of the cast, with the exception of floaty characters. It can also easily be followed with an up smash, which can lead into a Thunderspike - Pikachu can use the down throw chaingrab as a zero-to-death combo on the spacies and Captain Falcon by chaingrabbing until a high enough percentage, then using an up smash followed by a Thunderspike. Pikachu's back throw can easily set up to an edgeguarding chance, as it moves a considerable distance backward with the opponent while performing the throw. Its up throw is another move that launches opponents into the air - at higher percentages, it launches most characters high enough to follow up with a Thunder, but against characters that are floaty and/or have high air speed, this is easy to escape.
Changes from Super Smash Bros. Melee[edit]
Pikachu was buffed from Melee to Brawl despite already being a high tier character, though it was considered a low tier character when Brawl was released. Pikachu's range has been improved on many attacks, and its multi-hit moves have been altered to make them work more reliably. Pikachu's Quick Attack has significantly more utility, mainly due to the introduction of Quick Attack Canceling, but it also benefits from the changes to locks, making it a powerful locking tool when used in conjunction with Quick Attack Canceling. Pikachu's strong recovery was improved even further, as it has greater aerial mobility and Skull Bash charges faster and travels further.
The general changes to Brawl's mechanics have benefited Pikachu in multiple ways. The universally decreased falling speeds helps Pikachu, as it makes thunderspiking more effective, and Pikachu's own lower falling speed improves its recovery and allows it to regain the ability to auto-cancel most of its aerials in a short hop. Thunder itself also has less ending lag, making it safer, and when combined with the reduction of Pikachu's falling speed, makes Thunder a stronger stalling option. The inclusion of footstooling also benefits Pikachu more than most other veterans, as it has one of the most reliable methods to set up into it in the form of its up aerial, which can then lead into a QAC lock. Pikachu also has a more consistent chain grabbing game. While its up throw can no longer chain grab or combo due to the universally decreased falling speeds and the introduction of hitstun canceling, the removal of DI with moves which do not put opponents into a tumble makes its forward throw a more consistent grab, and its down throw no longer puts opponents into a tumble, allowing it to also benefit from this change. The down throw can now consistently zero-death fast fallers because of this change. Pikachu's grabs are also faster and have more range. Pikachu can also make great use of momentum canceling due to its quick up aerial and Skull Bash being a strong tool to negate momentum, noticeably improving Pikachu's endurance despite its lower weight.
Pikachu did receive some nerfs, mainly to its power. While some moves have increased KO power (such as its neutral aerial), other attacks have either reduced damage, knockback, or both. The move which received the most severe nerf to its power was its up smash, which went from the strongest up smash in Melee to an up smash of below-average power in Brawl. The move is also slower, further hindering its utility, although it is more reliable at setting up into thunderspikes. Pikachu's edgeguarding is also less effective, not only due to the general buffs to recoveries, but also because Pikachu's up aerial has much lower base knockback, significantly hindering its use as an edgeguarding tool.
Overall, Pikachu retains most of the strengths it had in Melee, and the changes to Brawl's mechanics benefit Pikachu far more than many other returning veterans. As a result, Pikachu is one of the stronger characters in Brawl and has seen strong results, although it still struggles against a few characters such as Ice Climbers and Olimar. Nevertheless, Pikachu remains a threat to most of the cast, and it even has a very strong matchup against other high/top tiers such as Snake, Falco, and Zero Suit Samus.
Aesthetics[edit]
Some of Pikachu's proportions have been altered slightly. One example is its tail being thicker.
Pikachu's coloring has been slightly softened.
Pikachu has new sound effects, which sound slightly "bouncy".
Pikachu now scowls during some attacks.
Some attacks have new hitboxes.
Pikachu has two new costumes that replace its Blue and Green Team colors in Melee.
Instead of wearing a blue party hat, Pikachu's blue costume now has it wearing blue goggles similar to Pichu's blue costume.
Instead of wearing a green cowboy hat, Pikachu's green costume now has it wearing a green headband.
Attributes[edit]
Pikachu is slightly lighter (80 → 79).
Pikachu dashes slightly slower (1.8 → 1.765).
Pikachu has a noticeably better survivability, with its up aerial and Skull Bash being usable as momentum cancelling moves as well.
Pikachu can now wall jump much like Pichu, aiding its recovery. It can now also crawl.
Pikachu's air speed has been increased (0.85 → 0.9118).
Pikachu's air acceleration is higher (0.05 → 0.1).
Pikachu's falling speed was reduced (1.9 → 1.5). When comparing to the returning veterans, Pikachu falls faster, worsening its recovery and making Pikachu more vulnerable to combos, but improving its endurance.
Pikachu's gravity was decreased (0.11 → 0.087).
Jumpsquat is longer (3 frames → 4).
Pikachu's short hop is higher (1.7 → 1.736).
Pikachu's traction is lower (0.09 → 0.0596), especially when comparing with the returning veterans, now going from the 5th highest in Melee to only the 17th highest. This makes it harder for it to punish out of shield while providing marginal benefits in comparison due to the removal of wavedashing.
Spot dodge has a longer duration (frames 2-15 → 2-20).
Ground attacks[edit]
- Neutral attack:
Neutral attack deals less knockback (7 (base), 50 (scaling) → 4/30) improving its ability to chain into itself. It also has a 10% tripping chance, and Pikachu can now hold out the attack if the attack button is held, making it much easier to spam the attack.
- Forward tilt:
Forward tilt deals more damage (9%/8%/7% → 10%/9%/8%) and has higher base knockback (10 → 15).
- Up tilt:
Up tilt has received a new sourspot that deals 5% damage and has a shorter duration (frames 7-14 → 7-13).
- Down tilt:
Down tilt now has a 30% tripping chance.
Its angle has been altered (35° → 361°) no longer semi-spiking but allowing it to trip opponents.
- Dash attack:
Dash attack deals less damage (8% → 7%).
- Forward smash:
Forward smash has reduced startup lag (frame 16 → 15).
It deals less damage (21% (early), 19% (clean), 18% (late) → 20%/17%/14%) and the sourspots have significantly lower knockback (25/22 (base), 95/90/85 (scaling) → (50/40)/(70/60).
Its sweetspot's knockback has been altered (25 (base), 92 (scaling) → 70/60).
- Up smash:
Up smash has more startup lag with a shorter duration (frames 8-17 → 9-16) and ending lag (FAF 41 → 44). It also deals less damage (17%-19% (clean), 13% (mid) → 14%/13%/11%) and has less knockback scaling (110 → 90), significantly reducing its KO potential. This makes it no longer the strongest up smash in the game, now being an up smash with below-average KO potential.
- Down smash:
Down smash deals more damage (13% → 15%) due to changes to stale move negation; its final hit has a larger hitbox (10u → 12u) and has higher knockback scaling (170 → 190), giving it more KO power; and the first few hits have larger hitboxes (4.8u/2.4u → 5.76u/2.88u), making it harder to SDI out of (though still very easy). This significantly improves its utility. It also has less startup lag (frame 7 → 6).
It has more ending lag (FAF 51 → 55), and the multi-hits have a higher SDI multiplier (1x → 1.2x).
Aerial attacks[edit]
- Neutral aerial:
Neutral aerial has higher base knockback (18 → 22), giving Pikachu a reliable aerial KO option. Pikachu can now also auto-cancel it in a short hop due to its lower fall speed (this also applies to Pikachu's forward and down aerials).
It has a shorter duration (frames 3-28 → 3-25) and more landing lag (15 frames → 25). This, combined with the loss of L-canceling, makes the move much worse as a landing option. The late hit also deals less damage (9% → 6%), although its base knockback was compensated (0 → 20).
- Forward aerial:
Forward aerial deals less knockback (0 (base), 100 (scaling) → 40/20) and has lower hitlag (1x → 0.7x), allowing it to connect more reliably. It now has a final hit which knocks opponents away with higher damage (2% → 3%) and knockback (0 (base), 100 (scaling) → 70/90). This gives the move significantly more utility, as it deals more damage (7% → 11%), works more reliably, and is much more effective at edgeguarding. It also has less landing lag (20 frames → 15).
- Back aerial:
Back aerial has more hitboxes covering the whole of Pikachu, giving it more range despite having smaller hitboxes (3.6u/3.6u → 3u/3u/3u/3u) and making it easier to land.
It deals less damage overall than its previous clean hit (12% → 11%), and the final hit's knockback was not fully compensated (20 (base), 100 (scaling) → 40/120).
Back aerial is now a multi-hitting attack.
Because of the change, it can now be escaped from.
- Up aerial:
Up aerial has less landing lag (26 frames → 24) and deals more damage (4% → 6%/5% (clean), 5%/4% (late)).
Up aerial has much less base knockback (100 → 40/30), and the semi-spike portion of the move has been removed. This weakens its edgeguarding potential, but improves its comboing and juggling potential. This is especially useful considering the introduction of hitstun canceling, as it now has low enough knockback at lower percents for it to not put opponents into a tumble and therefore, prevent hitstun canceling.
- Down aerial:
Down aerial has much bigger hitboxes (5.62u/4.762u → 6.744u/5.722u).
It has less knockback scaling (100 → 80), hindering its KO potential.
Its landing hitbox deals much more knockback. This removes its combo potential, but significantly improves its spacing potential.
Throws/other attacks[edit]
- Grabs:
Grabs have less startup lag (frame 7 (standing)/11 (dash) → 6/9), with their total durations subsequently reduced (FAF 31 (standing)/41 (dash) → 30/39).
Grabs have larger grabboxes (3.51u/3.12u → 4.3u/3.8u (standing)/4u/3.5u/3.5u (dash)), and their furthest grabboxes have been moved further out (z offset: 7.03 (standing)/6.56 (dash) → 7.2/7.0). This improves Pikachu's grab range, no longer being the shortest grab in the game (although it is still rather short).
Dash grab's near hitboxes are also positioned closer to Pikachu (z offset: 4.3/1.56 → 3/-1), giving the move more range behind Pikachu.
Back, up, and down throws no longer have an electric effect.- Pummel:
Pummel has less ending lag (FAF 24 → 16).
Pummel deals less damage (3% → 2%)
- Forward throw:
Forward throw deals more damage due to the changes to stale move negation (9% → 10%).
The hitboxes are larger (5.47u → 6.72u).
The hitboxes have more startup lag (frame 10/14/18/22 → 11/15/19/23).
Pikachu releases opponents from forward throw one frame later (frame 29 → 30). While this does make the throw slightly easier to DI, it also gives the throw slightly less ending lag. When combined with the fact that the throw can no longer be DIed until it inflicts a tumble, this significantly improves its chain grabbing potential at lower percents.
- Back throw:
Pikachu releases opponents from back throw one frame later (frame 30 → 31).
- Up throw:
Up throw deals more damage due to the changes to stale move negation (9% → 10%).
The hitbox is larger (4.69u → 5.76u).
The hitbox has a shorter duration (frames 14-19 → 14-15).
Pikachu releases opponents from up throw earlier (frame 20 → 16), and it has less ending lag (FAF 44 → 36).
However, despite this, the universally decreased fall speeds, the changes to air dodging, and the introduction of hitstun canceling have significantly hindered the move's combo potential, going from a powerful chain grab against fast fallers to now lacking any guaranteed followups, while also still being too weak to KO.
- Down throw:
Down throw deals more damage due to the changes to stale move negation (9% → 10%).
The hitbox is larger (5.86u → 7.2u).
The hitbox has more startup lag with a shorter duration (frames 12-19 → 13-14).
Pikachu releases opponents from down throw one frame later (frame 20 → 21), and it has less ending lag (FAF 48 → 44).
Down throw no longer forces opponents into tumble until it deals enough knockback (which is typically from 50%-120%, depending on the opponent's weight/how stale the down throw is).
These changes, combined with the removal of DI against non-tumble knockback and the changes to stale move negation, significantly improve its followup potential, to the point where the throw can now lead into itself many times for an inescapable zero-death combo (sometimes in conjunction with forward throw) against fast fallers.
Special moves[edit]
- Thunder Jolt:
Thunder Jolt has a slightly longer duration (99 frames → 100) and has higher knockback.
It has more startup lag (frame 18 → 19) and deals less damage (7% (grounded), 10% (aerial) → (6%/5%)/9%). Pikachu can also no longer fast fall or move in the air while using Thunder Jolt.
- Skull Bash:
Skull Bash charges faster and travels farther, improving its approaching and recovery potential. It can now also be used for momentum canceling, greatly aiding Pikachu's horizontal endurance. It also deals more damage when not charged (4% → 7%) and knockback (15 (base), 90 (scaling) → 40/80).
Its charge time can no longer be lowered by performing the move like a smash attack. It also deals less damage fully charged (29% → 25%) hindering its KO potential.
- Quick Attack:
Pikachu can now Quick Attack Cancel, allowing it to quickly approach while being able to attack and/or jump. This significantly improves its ability to approach opponents. Quick Attack also has much less ending lag when used into the ground (which can be further decreased with QAC). Additionally, Quick Attack can now be used to lock opponents.
It cannot travel vertically twice any longer and travels a slightly shorter distance, hindering its recovery potential. It also has more startup lag (frame 13 (hit 1) frame 27 (hit 2) → 15/30) and no longer cancels landing lag if Pikachu enters free fall high above the stage before landing.
Quick Attack now suffers from RCO lag.
- Thunder:
Thunder has less ending lag if Pikachu whiffs it while in mid-air (FAF 115 → 88), and the shockwave has less ending lag (FAF 70 → 37), grants Pikachu with intangibility for its first 8 frames, and has a larger hitbox (12u → 14.4u). Additionally, the universally decreased falling speeds increase the thunderbolt's KO potential when used as a Thunderspike, and Pikachu's lower falling speed makes it a more viable recovery option. Thunder can now also be B reversed, and can be used with Edge momentum shifting, giving it more utility.
It has more ending lag if Pikachu whiffs it while on the ground (FAF 79 → 88). The shockwave also has a shorter duration (frames 1-9 → 1-3).
- Volt Tackle:
Pikachu now has a Final Smash: Volt Tackle. It surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button causes the sphere to discharge electricity.
Moveset[edit]
For a gallery of Pikachu's hitboxes, see here.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Headbutt (ずつき) | 2% | An extremely quick headbutt. Does very minimal damage and has short range, but can be used rapidly to refresh stale move negation. If the A button is held, it can deal more damage to nearby opponents and randomly cause them to trip. | |
| Forward tilt | ↗ | Double-Footed Kick (りょうあしげり, Both-Feet Kick) | 10% | Plants itself on its upper paws and kicks its lower paws in front of its body. If it is used right next to the opponent, it knocks them backwards behind Pikachu. Has high knockback scaling but below-average knockback. |
| → | 9% | |||
| ↘ | 8% | |||
| Up tilt | Tail Attack (しっぽアタック) | 7% (close), 6% (mid), 5% (far) | Swings tail in an arc above itself. Good for juggling fast fallers. | |
| Down tilt | Tail Sweep (あしばらい, Leg Sweep) | 7% | Does a quick, low tail whip. Very quick in terms of both startup and ending lag. | |
| Dash attack | Running Headbutt (ジャンプずつき, Jump Headbutt) | 7% | Jumps forwards, headbutting. While it does have some knockback, it is rather laggy and leaves Pikachu vulnerable, making it vulnerable to shield grabing. | |
| Forward smash | Thundershock (ショートでんげき, Short Volt Attack) | 20% (early), 17% (clean), 14% (late) | Rears back, then ejects an attached jolt of electricity from its cheeks while leaning forwards. The further away Pikachu's opponent is, the less damage and knockback it does. The move deals most damage when the opponent is directly in front of Pikachu. | |
| Up smash | Tail Somersault (しっぽサマーソルト) | 14% (clean body) 13% (clean tail), 11% (mid), 7% (late) | Flips very fast, attacking with its tail. A great followup to a down throw, being a rather good vertical KO move despite being greatly nerfed from Melee. This can combo into Thunder for a Star KO - often called Thunderspiking. | |
| Down smash | Electric Flower (ねずみはなび, Mouse Fireworks) | 2% (hits 1-6), 3% (hit 7) | Spins on the floor and releases electricity. A good move for racking up damage, and a powerful vertical finisher, but it is not too hard to SDI out of it before the final hit. Can also be used for spacing. | |
| Neutral aerial | Pikachu Spin (ピカチュウスピン) | 12% (clean), 6% (late) | Curls up in a ball and repeatedly somersaults. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. | |
| Forward aerial | Electric Drill (でんげきドリル, Volt Attack Drill) | 2% (hits 1-4), 3% (hit 5) | Drills forward in the air with electricity. Deals multiple hits with the final hit dealing minimal knockback. The attack itself has little landing lag, which can potentially set up into a grounded move or a grab. | |
| Back aerial | Glider (グライダー) | 1% (hits 1-7), 4% (hit 8), 4% (landing) | Spins in a manner similar to its down smash, but without electrical effects. The move consists of multiple hits, with the final one dealing decent knockback. Has high landing lag. | |
| Up aerial | Tail Chop (しっぽはたき, Tail Duster) | 6%/5% (clean), 5%/4% (late) | Swiftly swings its tail above itself in an arc. Deals weak knockback which can be used for gimping at higher percents. The move can also be used for juggling and in a RAR | |
| Down aerial | Electric Screw (でんげきスクリュー, Volt Attack Screw) | 12%, 4% (landing) | An electric drill-like moving downwards. Deals horizontal knockback. Has both noticeable startup and landing lag. | |
| Grab | Grab (つかみ) | — | ||
| Pummel | Grab Electric Shock (つかみでんきショック) | 2% | Zaps the opponent. A quick pummel. | |
| Forward throw | Electric Throw (でんきなげ) | 2% (hits 1-4), 2% (throw) | Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can chain throw almost all characters. | |
| Back throw | Submission (じごくぐるま, Hell Wheel) | 9% | Does backwards somersaults with the opponent, then flings them behind itself. Pikachu moves a considerable distance before throwing opponent. | |
| Up throw | Heading (ヘディング) | 5% (hit 1), 5% (throw) | Headbutts opponent upward. Does not have many followup options and does low damage, with a down throw usually being a better option. | |
| Down throw | Hip Press (ヒッププレス) | 5% (hit 1), 5% (throw) | Slams on top of opponent. Can chain throw certain characters, especially fast-fallers like Fox. | |
| Forward roll Back roll Spot dodge Air dodge |
— | — | ||
| Techs | — | — | ||
| Floor attack (front) Floor getups (front) |
6% | Gets up and headbutts both sides of itself. | ||
| Floor attack (back) Floor getups (back) |
6% | Gets up and kicks both sides of itself. | ||
| Floor attack (trip) Floor getups (trip) |
5% | Gets up and hits both sides of itself with its tail. | ||
| Edge attack (fast) Edge getups (fast) |
8% | Quickly climbs up and whips its tail. | ||
| Edge attack (slow) Edge getups (slow) |
10% | Slowly climbs up and whips its tail. | ||
| Neutral special | Thunder Jolt | 6% (grounded), 5% (airborne), 9% (in air) | Fires a jolt of electricity forward. Pikachu's main projectile, and a very useful move for keeping onstage opponents at bay and threatening offstage recoveries. Travels forward whilst bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after about 3 seconds. | |
| Side special | Skull Bash | 7.2% (uncharged)- 25% (fully charged) | Charges and, when the special button is released, fires itself forward like a missile. The damage is based on the formula where is the number of frames charged between 1 and 90, making the minimum amount of damage 7.2%. When fully charged or close to fully charged, it has good KO power. Primarily used as a recovery move, as it gains a lot of horizontal distance (especially when charged) and does not leave Pikachu helpless. When used on the ground, it has high landing lag. | |
| Up special | Quick Attack | 3% (first warp), 2% (second warp) | Moves at warp speed in two directions that can be selected via the control stick. Pikachu's main recovery move, and a quick, unpredictable move at that. The second warp is optional, but if used, the direction must be 45 degrees different than the first direction to work. | |
| Down special | Thunder | 10% (bolt), 17% (blast) | Shouts "PIKA!", then a large thunderbolt comes down on Pikachu. The move in general is rather laggy, but if the opponent is hit by the shockwave around Pikachu when the thunderbolt lands on it, it deals massive horizontal knockback. If the opponent is hit by the bolt itself, it deals moderate vertical knockback, which can KO off the top screen (called Thunderspiking). It is also possible for the bolt to not hit Pikachu, by moving in the air after using the move. | |
| Final Smash | Volt Tackle | 13-25% | Turns into a gigantic ball of blue colored electricity that flies around the stage at high velocity. The attack button can be pressed to create a large discharge, increasing knockback. Can rack up damage quickly. | |
Stats[edit]
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing lag |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 79 | 1.8 – Initial dash 1.765 – Run |
1.24 | 0.0596 | 0.0075 | 0.9118 | 0.01 – Base |