When this attack is used, the user turns into a ball of electricity and deals contact damage while moving around the stage. In Brawl and SSB4, the ball can be steered around the stage, and pressing the attack button releases an electrical discharge that adds significant knockback.
In Brawl and SSB4
When used, Pikachu temporarily turns into a gigantic ball of electricity. Pikachu will then fly around the stage at great speeds, and the direction Pikachu goes during this move can be controlled by the player. When an opponent is hit, they take about 11% damage and minor knockback, depending on how much of the attack hits the opponent and how fast Pikachu is moving. The move can deliver significant knockback when the attack button is pressed, creating a large discharge. The Final Smash lasts around 10 seconds, and is generally accepted as extremely powerful by fans, though the difficulty of controlling it and its short length are major drawbacks.
The move has relatively unusual controls, as the player cannot control Pikachu's movements directly. Instead, they control a sort of pivot point; Pikachu gravitates towards this point with elastic physics. The pivot point cannot pass through solid terrain, but Pikachu can. The move's elasticity is reduced in its final moments, which is why Pikachu then moves slower and cannot move through walls. In SSB4, a graphical effect is added to illustrate the pivot point's current location; while this does not naturally make the move easier to control, it helps the player visualize what exactly they are doing.
In Ultimate, the Final Smash is made non-controllable like similar previous Final Smashes. The user dashes forward with an electric tackle and if it connects, the user dashes around the stage to deal more damage and ends with an electric blast at the center of the stage. Pichu's version is identical to Pikachu's, except that it is stronger, and Pichu takes recoil damage as with all of its other electrical attacks.
Pikachu, transformed into a ball of light that can slam into foes. It can also fly to chase down those who try to jump out of range. Sparks get stronger when you press the attack button. However, its increased inertia makes midair movement tough. If you get carried away flying, the effect will end, and you'll destroy yourself. Be careful it doesn't happen to you.
Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!
For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use little ball of light that flies ahead of Pikachu as a guide if it seems out of control!
Volt Tackle, introduced in Generation III, is the signature move of Pikachu's evolutionary family. Starting with Pokémon Emerald Version, when a female Pikachu or Raichu holds a Light Ball and is put into the Day Care with a compatible partner, all of its offspring Pichu will know Volt Tackle upon hatching; trading it is the only way to use it without the move Metronome in earlier Generation III games. Volt Tackle is a physical Electric-type move that is as powerful as its special-counterpart, Thunder, though Thunder's power was slightly nerfed in Generation VI while Volt Tackle kept its power. While also more accurate, it has a drawback of the user receiving recoil damage equal to one-third inflicted to the target.
This move in Pokémon is a direct reference to Voltteccer, the signature move of the titular character of a Genesis/Mega Drive game called Pulseman made by Game Freak, which itself is named after Voltekka, the signature attack of Tekkaman in Tatsunoko Productions' 1975 series Tekkaman: The Space Knight. The move's look and controls in Brawl and SSB4 are also direct references to the move's look and controls from Pulseman.