Pikachu (SSBB): Difference between revisions

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=====[[Smash attack]]s=====
=====[[Smash attack]]s=====
*[[Forward smash]] - Pikachu charges bolt of electricity in front of it, causing a lot of knockback when released (it has the 5th highest base knockback but the 7th lowest knockback scaling). If Pikachu uses or charges its side smash with a battering item, it will have a straight face. If it does so with a Smash Ball, its face takes on an evil expression. The further away Pikachu's opponent is, the less damage it does. Does 20% uncharged, but 28% charged. Has some starting lag (frame 15) and minimal ending lag.
*[[Forward smash]] - Pikachu charges bolt of electricity in front of it, causing a lot of knockback when released (it has the 5th highest base knockback but the 7th lowest knockback scaling). If Pikachu uses or charges its side smash with a battering item, it will have a straight face. If it does so with a Smash Ball, its face takes on an evil expression. The further away Pikachu's opponent is, the less damage it does. Does 20% uncharged, but 28% charged. Has some starting lag (frame 15) and minimal ending lag.
*[[Up smash]] - Flips very fast (start-up on frame 9), attacking with its tail. 13% uncharged, 19% charged. Great move to use after Down Throw. Powerful vertical KOer, despite being nerfed. A strategy involves using this to combo to Thunderspike to get a Star KO.
*[[Up smash]] - Flips very fast (start-up on frame 9), attacking with its tail. 14% uncharged, 19% charged. Great move to use after Down Throw. Powerful vertical KOer, despite being nerfed. A strategy involves using this to combo to Thunderspike to get a Star KO.
*[[Down smash]] - Spins on the floor and releases electricity. 15% uncharged, 21% charged. Good move for racking up damage, and a reliable finisher. If the opponent flies directly up after a Down Smash, Thunder can quickly be used for a reliable Star KO. Almost no starting lag (frame 6, being its fastest smash attack) and some ending lag. An amazing panic option move for spacing. Helps with Stale Move Negation because of its multiple hits but it can be Smash DIed out of.
*[[Down smash]] - Spins on the floor and releases electricity. 15% uncharged, 21% charged. Good move for racking up damage, and a reliable finisher. If the opponent flies directly up after a Down Smash, Thunder can quickly be used for a reliable Star KO. Almost no starting lag (frame 6, being its fastest smash attack) and some ending lag. An amazing panic option move for spacing. Helps with Stale Move Negation because of its multiple hits but it can be Smash DIed out of.


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