Pikachu (SSB): Difference between revisions

2,206 bytes added ,  3 years ago
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|neutralname= 
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutraldesc=Pikachu headbutts forward. Can chain into itself.
|neutraldesc=Pikachu headbutts forward. Can chain into itself or lead into a [[jab grab]].
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
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|ftiltsidedmg=10%
|ftiltsidedmg=10%
|ftiltdowndmg=9%, 10% (NTSC-J)
|ftiltdowndmg=9%, 10% (NTSC-J)
|ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward.
|ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward. Can be angled up or down. Has unimpressive power/range and moderate ending lag, making it one of Pikachu's least useful moves.
|utiltname= 
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Does a tail whip upwards.
|utiltdesc=Does a tail whip upwards. It can easily chain into itself multiple times or combo into aerials (outside of very low percents), it has a disjointed hitbox and it has low ending lag, making it one of the best up tilts in the game. Has slightly higher knockback in the PAL versions.
|dtiltname= 
|dtiltname= 
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A tail sweep.
|dtiltdesc=A tail sweep. It is a [[semi-spike]] with good power, low ending lag and disjointed range.
|dashname= 
|dashname= 
|dashdmg=12%
|dashdmg=12%
|dashdesc=Does a running headbutt while falling onto the ground.
|dashdesc=Does a running headbutt while falling onto the ground. Can setup edgeguards although it is not particularly powerful. Has lower knockback in the Japanese version.
|fsmashname= 
|fsmashname= 
|fsmashdmg=18%, 20% (PAL late)
|fsmashdmg=18%, 20% (PAL late)
|fsmashdesc=Can be slightly aimed up or down but barely. Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. Along with [[Captain Falcon]] and [[Ness]], it is the 5th strongest Forward Smash in the game, KOing as early as 95%.
|fsmashdesc=Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. It has slow startup lag and average power for a forward smash, although it has great range and its hitbox lasts for a long time. Has less range in the Japanese version and even more KO power in the PAL versions.
|usmashname= 
|usmashname= 
|usmashdmg=18% (clean), 9% (late)
|usmashdmg=18% (clean), 9% (late)
|usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. A powerful vertical KO move, in fact the 6th strongest Up Smash in the game, KOing as early as 91%.  
|usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. Has decent KO power although nothing too extreme for an up smash. The main advantage the move has is its low ending lag, which makes it safe on shield and allows it to be used as a combo starter. Can combo into up tilt at lower percents, up air at middle percents and Thunder at slightly higher percents to score early KOes. It also has a much weaker late hit, although this can be used to combo at higher percents.  
|dsmashname= 
|dsmashname= 
|dsmashdmg=16% (front), 13% (back)
|dsmashdmg=16% (front), 13% (back)
|dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits.
|dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits and unlike most down smashes, these two hits differ in strength. The front hit deals a decent amount of damage and has incredible horizontal knockback (KOing about as early as Kirby's forward smash) while the back hit deals lower damage and knockback.
|nairname= 
|nairname= 
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Pikachu sticks out its foot for a few seconds. An easily definable [[sex kick]].
|nairdesc=Pikachu sticks out its foot for about half a second. A very fast [[sex kick]] with very low startup lag and below average ending lag. Its only notable downside is its unimpressive range.
|fairname= 
|fairname= 
|fairdmg=3% (hits 1-7), 21% (total), 6% (landing)
|fairdmg=3% (hits 1-7), 21% (total), 6% (landing)
|fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit, can be used as a combo starter.  
|fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit for a total of 21%. Can be used as a combo starter.  
|bairname= 
|bairname= 
|bairdmg=16% (clean), 14% (late)
|bairdmg=16% (clean), 14% (late)
|bairdesc=Pikachu kicks behind itself, its small foot getting slightly larger for a short second.
|bairdesc=Pikachu kicks behind itself, its small foot getting slightly larger for a short second. It is somewhat slow although it has great range and knockback (being the second strongest back aerial). A solid combo ender.
|uairname= 
|uairname= 
|uairdmg=10%
|uairdmg=10%
|uairdesc=A flipping upwards tail swing. Knockback angle depends on area of tail.
|uairdesc=A flipping upwards tail swing. It has weak horizontal knockback although it is very fast and it has long disjointed range. Can easily combo at mid percents.  
|dairname= 
|dairname= 
|dairdmg=13%, 14% (PAL)
|dairdmg=13%, 14% (PAL)
|dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally. Along with [[Link]]'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox.
|dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally with decent knockback (especially in the PAL versions). Along with [[Link]]'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox.
|grabname= 
|grabname= 
|grabdesc=Grabs the opponent.
|grabdesc=Grabs the opponent. Has decent range.
|fthrowname= 
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Pikachu grabs the foe, flips and releases them.
|fthrowdesc=Pikachu grabs the foe, flips and releases them. It is fairly standard for a forward throw although it has low ending lag.
|bthrowname= 
|bthrowname= 
|bthrowdmg=18%
|bthrowdmg=18%
|bthrowdesc=Pikachu puts the foe on its back and releases electricity. This throw would later become its forward throw in future Smash Bros. iterations, but a much weaker variant.
|bthrowdesc=Pikachu puts the foe on its back and releases electricity. This throw would later become its forward throw in future Smash Bros. iterations, but a much weaker variant. Has low ending lag and incredible knockback, being one of the strongest back throws in the game.
|floorbname=
|floorbname=
|floorbdmg=6%
|floorbdmg=6%
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|usname=Quick Attack
|usname=Quick Attack
|usdmg=0%
|usdmg=0%
|usdesc=Moves in two directions at warp speed. The directions can be controlled with the [[Control Stick]], with the second warp being optional, though the direction of second warp must be at least 45 degrees different than the direction of the first warp. This is easily the best recovery move in the game due to the huge distance it covers, and the invincibility frames. Deals no damage.  
|usdesc=Moves in two directions at warp speed. The move lacks a hitbox, making it unable to hit opponents. The directions can be controlled with the [[Control Stick]], with the second warp being optional, though the direction of second warp must be at least 45 degrees different than the direction of the first warp. This is easily the best recovery move in the game due to the huge distance it covers, along with its vast mixup potential. Pikachu is completely [[intangible]] during its startup, which both boosts its recovery potential and gives it utility in many other areas.  
|dsname=Thunder|dspage=Thunder (Pokémon)
|dsname=Thunder|dspage=Thunder (Pokémon)
|dsdmg=12% (bolt), 16% (blast), 14% (PAL bolt), 18% (PAL blast)
|dsdmg=12% (bolt), 16% (blast), 14% (PAL bolt), 18% (PAL blast)
|dsdesc=Pikachu drops a bolt of lightning from the sky causing slight vertical knockback to any opponent in the bolt's way. Upon hitting the user, a large shockwave is created with stronger knockback than the lightning itself. Can stall Pikachu in midair if timed correctly.
|dsdesc=Pikachu drops a bolt of lightning from the sky causing vertical knockback to any opponent in the bolt's way. Upon hitting the user, a large shockwave is created with stronger horizontal knockback than the lightning itself. Can stall Pikachu in midair if timed correctly. The move is extremely useful after using an up smash, as it can lead to very early KOes. The move can also be used to juggle opponents near the upper blast zone. Has even greater damage and knockback in the PAL versions.  
}}
}}


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