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'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable [[starter]] character in ''[[Super Smash Bros. 4]]''. It was confirmed on June 11th, 2013 during E3 2013 and was among the first wave of amiibo.
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable [[starter]] character in ''[[Super Smash Bros. 4]]''. It was confirmed on June 11th, 2013 during E3 2013 and was among the first wave of amiibo. Ikue Ohtani voices Pikachu once again, albeit via recycled voice clips from ''Melee'' and ''Brawl''.


Ikue Ohtani voices Pikachu once again, albeit via recycled voice clips from ''Melee'' and ''Brawl''.
Pikachu is currently ranked 5th on the [[tier list]], placing it in the A tier and results in it being the second highest ranking high-tier character. This is a slight improvement from its ranking of 8th out of 38 in ''Brawl'' and continues its trend of being a high-tier character. Pikachu's positives include its high speed, good combo game, good approach, excellent recovery and good neutral game, the latter of which is courtesy of [[Quick Attack]] and [[Thunder Jolt]]. However, it has notable weaknesses to balance this out, with its weak KO potential and poor survivability due to its low [[weight]]. This gives Pikachu a high learning curve and small high-level representation compared to other high-tier characters, but it has nonetheless seen notable tournament results, mostly credited to {{Sm|ESAM}}.


Pikachu is currently ranked 5th on the [[tier list]], placing it in the A tier and thus results in it being the second highest ranking high-tier character. This is a slight improvement from its ranking of 8th out of 38 in ''Brawl'' and continues its trend of being a high-tier character. This is thanks to its high speed, good combo ability, approach, and excellent recovery. [[Quick Attack]] and [[Thunder Jolt]] also helps its [[neutral game]]. However, it has notable weaknesses to balance this out, with its weak KO power and poor survivability with its low [[weight]]. This gives Pikachu a high learning curve and small high-level representation compared to other high-tier characters, but it has nonetheless seen notable tournament results mostly credited to {{Sm|ESAM}}.
The overall competitive community opinion of Pikachu has been volatile since the ''SSB4''{{'}}s release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM (including his brief period of retirement having added to the "mystery" of Pikachu's potential), was seen as high as a top 3 character by players like [[Smasher:ZeRo|ZeRo]] and ESAM himself, culminating in an extremely close Winners' Finals set at [[Super Smash Con]] between the two. In more recent times however, public opinion has swayed again; many consider Pikachu's ranking on the first official tier list to be far too high due to metagame development, introduction of new high-tier characters, balance updates, ESAM's inconsistent showings at major tournaments, as well as a dearth of results for Pikachu at national, regional, and even local levels of play. With update [[1.1.5]] having nerfed some of Pikachu's challenging match-ups, its ranking in the tier list continues to be debated.
 
The overall competitive community opinion of Pikachu has been volatile since the game's release; it was initially widely seen as an average character, then, mostly following impressive tournament showings by ESAM (including a brief period of retirement by the smasher adding to the "mystery" of Pikachu's potential), was seen as high as a top 3 character by players like [[Smasher:ZeRo|ZeRo]] and ESAM himself, culminating in an extremely close Winners' Finals set at [[Super Smash Con]] between the two. In more recent times however, public opinion has swayed again, with many considering Pikachu's placement on the first official tier list to be far too high, due to metagame development, introduction of new top tier characters, balance updates, ESAM's inconsistent showings at major tournaments, as well as a dearth of results for Pikachu at national, regional, and even local levels of play. With patch [[1.1.5]], some of Pikachu's tougher matchups have seen nerfs, so its placement in the tier list continues to be argued over.


==Attributes==
==Attributes==
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Perhaps Pikachu's greatest strength is its flexible [[approach]]. [[Quick Attack]] is an excellent mobility option, and due to its two-hit nature, it allows Pikachu to weave in and out of danger, and can be used to start [[combo]]s. Quick Attack can also be ledge-cancelled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and keep up [[pressure]] without much risk to itself. [[Thunder Jolt]] is a useful projectile, and has good utility in zoning and forcing approaches. Pikachu can take advantage of its quick dashing and walking speeds, and these two attributes boost its approach even further.
Perhaps Pikachu's greatest strength is its flexible [[approach]]. [[Quick Attack]] is an excellent mobility option, and due to its two-hit nature, it allows Pikachu to weave in and out of danger, and can be used to start [[combo]]s. Quick Attack can also be ledge-cancelled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and keep up [[pressure]] without much risk to itself. [[Thunder Jolt]] is a useful projectile, and has good utility in zoning and forcing approaches. Pikachu can take advantage of its quick dashing and walking speeds, and these two attributes boost its approach even further.


Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or fewer, including its [[up smash]], which is its strongest move. Combined with their low power, this quick attack speed gives Pikachu a formidable combo game. [[Up aerial]] can combo into itself and any other aerial. [[Up tilt]] can repeatedly chain into itself at lower percents, and its low knockback growth allows it to combo into aerials at higher percents. [[Down tilt]] has a chance to [[trip]] opponents, leaving them open to a [[grab]]. Pikachu's grab game is the centerpiece of its combo ability. Its forward throw can lead into a dash attack or up smash, while down throw launches opponents into the air right above Pikachu, setting them up for aerial combos and [[juggling|juggles]]. At very high percents, both down and up throws are capable of chaining into [[Thunder]], KOing if the spiking hitbox is landed.
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 its strongest move. Combined with their low power, this quick attack speed gives Pikachu a formidable combo game. [[Up aerial]] can combo into itself and any other aerial. [[Up tilt]] can repeatedly chain into itself at lower percents, and its low knockback growth allows it to combo into aerials at higher percents. [[Down tilt]] has a chance to [[trip]] opponents, leaving them open to a [[grab]]. Pikachu's grab game is the centerpiece of its combo ability. Its forward throw can lead into a dash attack or up smash, while down throw launches opponents into the air right above Pikachu, setting them up for aerial combos and [[juggling|juggles]]. At very high percents, both down and up throws are capable of chaining into [[Thunder]], KOing if the spiking hitbox is landed.


Finally, Pikachu possesses a superb [[recovery]]. [[Skull Bash]], though linear and telegraphed, is chargeable and deals high knockback, and does not leave Pikachu [[helpless]]. Quick Attack can be angled in two consecutive directions, and along with its speed, this makes it very unpredictable and difficult to intercept, and is thus a favorable recovery option from virtually any position offstage. This contributes to an effective [[edge-guarding]] game. Though Pikachu's aerials are not particularly strong, it has the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself.
Finally, Pikachu possesses a superb [[recovery]]. [[Skull Bash]], though linear and telegraphed, is chargeable and deals high knockback, and does not leave Pikachu [[helpless]]. Quick Attack can be angled in two consecutive directions, and along with its speed, this makes it very unpredictable and difficult to intercept, and is thus a favorable recovery option from virtually any position offstage. This contributes to an effective [[edge-guarding]] game. Though Pikachu's aerials are not particularly strong, it has the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself.
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However, Pikachu has notable flaws. It suffers from poor [[reach]], as most of its attacks have hitboxes very close to its body, putting it at a disadvantage against sword-wielding characters, such as {{SSB4|Meta Knight}} and {{SSB4|Cloud}}. For a character of its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial having an enormous 40 frames of landing lag, being tied for the highest of any aerial in the game. Combined with the previous point, Pikachu cannot efficiently use its aerials to approach and pressure (aside from forward aerial), leaving it susceptible to characters with capable aerial approaches, notably {{SSB4|Sheik}}. Pikachu's damage output is among the lowest in the game, enforcing a heavy reliance on combos.
However, Pikachu has notable flaws. It suffers from poor [[reach]], as most of its attacks have hitboxes very close to its body, putting it at a disadvantage against sword-wielding characters, such as {{SSB4|Meta Knight}} and {{SSB4|Cloud}}. For a character of its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial having an enormous 40 frames of landing lag, being tied for the highest of any aerial in the game. Combined with the previous point, Pikachu cannot efficiently use its aerials to approach and pressure (aside from forward aerial), leaving it susceptible to characters with capable aerial approaches, notably {{SSB4|Sheik}}. Pikachu's damage output is among the lowest in the game, enforcing a heavy reliance on combos.


Even with its powerful combo game, it can take time for opponents to be brought to KO percents, where another issue is presented: 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 KO moves. Up smash has short reach and high ending lag, and is thus very [[punish]]able. Though it has good range, forward smash has noticeable start-up, and down smash is relatively weak; both have high ending lag, and the latter has short range. Pikachu's edge-guarding ability has its flaws: its aerials aren't very strong, and its neutral, forward, back and down aerials have long durations and small hitboxes.
Even with its powerful combo game, it can take time for opponents to be brought to KOing range, where another issue is presented: 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 KO moves. Up smash has short reach and high ending lag, and is thus very [[punish]]able. Though it has good range, forward smash has noticeable start-up, and down smash is relatively weak; both have high ending lag, and the latter has short range. Pikachu's edge-guarding ability has its flaws: its aerials aren't very strong, and its neutral, forward, back and down aerials have long durations and small hitboxes.


Pikachu's most glaring flaw is its survivability. Its small size, low weight, and average falling speed make it difficult to combo; however, along with its relatively high gravity, these attributes leave it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's opponents commonly survive to very high damages, while it cannot reliably take advantage of the mechanic as a result of its endurance. While its impressive recovery somewhat mitigates its survivability issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer offstage with it, or angle it the wrong way and miss the ledge entirely when recovering, causing Pikachu to fall helplessly and [[self-destruct]].
Pikachu's most glaring flaw is its survivability. Its small size, low weight, and average falling speed make it difficult to combo; however, along with its relatively high gravity, these attributes leave it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's opponents commonly survive to very high damages, while it cannot reliably take advantage of the mechanic as a result of its endurance. While its impressive recovery somewhat mitigates its survivability issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer offstage with it, or angle it the wrong way and miss the ledge entirely when recovering, causing Pikachu to fall helplessly and [[self-destruct]].


Despite Pikachu receiving little benefit from customs, 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 moves and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack reduces distance traveled, but as the name implies, the entire move is a [[meteor smash]], with much higher knockback at the start of each warp. Quick Feet increases distance traveled and has more power as well, but it loses its unpredictability, as it only moves once. While Distant Thunder has more start-up and a much weaker discharge around Pikachu, it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier [[Thunderspiking]], which restores most of its usefulness from ''[[Super Smash Bros.]]''.
Despite Pikachu receiving little benefit from customs, 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 moves and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack reduces distance traveled, but as the name implies, the entire move is a [[meteor smash]], with much higher knockback at the start of each warp. Quick Feet increases distance traveled and has more power as well, but it loses its unpredictability, as it only moves once. While Distant Thunder has more start-up and a much weaker discharge around Pikachu, it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier [[Thunderspiking]], which restores most of its usefulness from ''[[Super Smash Bros.]]''


Overall, Pikachu is a notably viable character, thanks to its mobility, attack speed, combo ability, and a versatile recovery. However, it has a high learning curve, largely due to the skill required for proper use of Quick Attack. Though it has noticeable flaws, its strengths mostly make up for them. While Pikachu has low tournament representation, with the efforts of a few dedicated mains such as {{Sm|ESAM}}, it has gained strong tournament results, although some resent its high tier placing due to ESAM being the only notable Pikachu main that can place well in tournaments in general and himself having inconsistent results when playing as Pikachu.
Overall, Pikachu is a notably viable character, thanks to its mobility, attack speed, combo game and versatile recovery. However, it has a high learning curve, largely due to the skill required for proper use of Quick Attack. Though it has noticeable flaws, its strengths mostly make up for them. While Pikachu has low tournament representation, the efforts of a few dedicated mains such as {{Sm|ESAM}} have gained it strong tournament results. In spite of this, some resent its high-tier placing due to ESAM being the only notable Pikachu main that can place well in tournaments in general and himself having inconsistent results when playing as Pikachu.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Pikachu received a mix of buffs and nerfs in the transition to ''Smash 4''. While Pikachu was directly nerfed, it has also been buffed significantly by the changes to hitstun. The removal of early [[hitstun]] cancelling greatly aids its combo game, and gives it a few notable KO set-ups off of its throws, and its up smash has regained some of its lost power from ''Melee'', and forward smash is stronger. The changes to ledge mechanics have boosted its already excellent [[recovery]]. Pikachu has also gained access to a new technique know as the Quick Attack Ledge-Cancel, which gives Quick Attack new mobility options when used with ledges and platforms. As many of its moves deal electric damage, it benefits from the increased shield-stun. A few of its moves have longer range, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. While Pikachu was directly nerfed, it has also been buffed significantly by the changes to hitstun. The removal of early [[hitstun]] cancelling greatly aids its combo game and gives it a few notable KO set-ups off of its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from ''Melee''. The changes to ledge mechanics have boosted its already excellent [[recovery]]. Pikachu has also gained access to a new technique know as the Quick Attack Ledge-Cancel, which gives Quick Attack new mobility options when used with ledges and platforms. As many of its moves deal electric damage, it benefits from the increased shield-stun. A few of its moves have longer range, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.


However, Pikachu has also received significant nerfs. Quick Attack can no longer be cancelled into the ground, making it less flexible as an approach option, and the Quick Attack Ledge-Cancel does not fully compensate for this. Its already low damage output has been worsened, particularly its aerials. The removal of [[chain-grab]]bing has crippled Pikachu's grab game, as its forward and down throws can no longer be used to perform highly damaging chain-throws, and while it has gained new combos due to the changes to hitstun, they are nevertheless inferior to its lost chain-grabbing ability. Furthermore, its grab reach has been shortened.
However, Pikachu has also received significant nerfs. Quick Attack can no longer be cancelled into the ground, making it less flexible as an approach option, and the Quick Attack Ledge-Cancel does not fully compensate for this. Its already low damage output has been worsened, particularly its aerials. The removal of [[chain-grab]]bing has crippled Pikachu's grab game, as its forward and down throws can no longer be used to perform highly damaging chain-throws, and while it has gained new combos due to the changes to hitstun, they are nevertheless inferior to its lost chain-grabbing ability. Furthermore, its grab reach has been shortened.


Although Pikachu was a high-tier character in ''Brawl'', some consider it to be even better in ''Smash 4'', but there are also detractors who think Pikachu shouldn't be rated this highly in ''Smash 4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play due to its very high learning curve and degree of technical skill required, Pikachu is still considered a notable force in the meta game thanks to players such as {{Sm|ESAM}} but whether or not Pikachu should be ranked as high as 5th or higher on the tier list is debatable among the ''Smash 4'' competitive community due to its below-average representation compared to other high tier characters.
Although Pikachu was a high-tier character in ''Brawl'', its ranking in ''SSB4'' is mixed; some consider it to be even better than in ''Brawl'', while some think it should not be ranked as highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play due to its very high learning curve and degree of technical skill required, Pikachu is still considered a notable force in the metagame thanks to players such as {{Sm|ESAM}} but whether or not Pikachu should be at its current ranking on the tier list is debatable among the ''SSB4'' competitive community due to its below-average representation compared to other high-tier characters.


===Aesthetics===
===Aesthetics===
*{{change|Pikachu's appearance has been updated to match the latest ''Pokémon'' games, such as the Generation V and VI main series games and ''{{s|bulbapedia|PokéPark Wii: Pikachu's Adventure}}'' and the most recent episodes in the Pokémon anime; its model has been altered, and continues the trend of being gradually less chubby with each additional appearance. Pikachu's coloration is also considerably brighter in comparison to its previous appearances.}}
*{{change|Pikachu's appearance has been updated to match the latest ''Pokémon'' {{s|bulbapedia|core series}} games and ''{{s|bulbapedia|PokéPark Wii: Pikachu's Adventure}}'', as its model has been altered and continues the trend of being gradually less chubby with each subsequent appearance in the ''Super Smash Bros.'' series. Pikachu's coloration is also considerably brighter in comparison to its previous appearances.}}
*{{change|Pikachu smiles more often when attacking.}}
*{{change|Pikachu is more expressive. It now smiles more often when attacking and grimaces when being grabbed or landing on the ground after being launched.}}
*{{change|Pikachu is more bipedal and walks more slanted.}}
*{{change|Pikachu is more bipedal and walks more slanted.}}
*{{change|Pikachu is now given grimacing expressions when grabbed or landed on the ground after being launched.}}


===Attributes===
===Attributes===
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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack has slightly more jab-lock potential.}}
*{{nerf|Neutral attack deals less damage (2% → 1.4%/1.2%/1%).}}
*{{buff|Neutral attack has slightly improved jab lock potential.}}
*{{change|Neutral attack pushes away opponents rather than locking them and possibly has less ending lag.}}
*{{change|Neutral attack pushes away opponents rather than locking them and possibly has less ending lag.}}
*{{nerf|Neutral attack deals less damage (2% → 1.4%/1.2%/1%).}}
*{{buff|Forward tilt and dash attack have increased range.}}
*{{buff|Forward tilt and Dash Attack have longer range.}}
*{{nerf|Forward tilt has slightly increased start-up and a shorter hitbox duration (frame 5-10 → 6-8).}}
*{{nerf|Forward tilt has slightly increased start-up and a shorter hitbox duration (frame 5-10 → 6-8).}}
*{{buff|[[Up tilt]] has much lower knockback growth, making it more useful for combos at a variety of percents.This makes up for the loss chain-grabbing.}}
*{{nerf|Up tilt deals less damage (7%/6%/5% → 5%) and has increased ending lag (frame 24 → 27).}}
*{{nerf|Up tilt has decreased damage potential (7%/6%/5% → 5%) and increased ending lag (frame 24 → 27).}}
*{{buff|Up tilt has decreased knockback growth, making it very useful for combos at a variety of percents and helps its combo game in spite of the removal of chain grabbing.}}
*{{buff|Down tilt has better combo potential and can now combo into aerials due to lower knockback.}}
*{{nerf|Down tilt deals 1% less damage (7% → 6%), has decreased reach and 1 less active frame.}}
*{{nerf|Down tilt has shorter reach and 1 less active frame, and deals less damage (7% → 6%).}}
*{{buff|Down tilt has decreased knockback, which has improved its combo potential to the point that it can now combo into aerial attacks.}}
*{{change|[[Dash attack]] now deals 10% sweestpotted, making the early hitbox much stronger, but 6% sourspotted, meaning the late hit is weaker, rather than dealing a consistent 7% throughout.}}
*{{change|Dash attack now has a sweetspot and a sourspot (7% → 10% (sweetspot)/6% (sourspot)).}}
*{{buff| Both sweetspotted and sourspotted Dash Attack have higher knock back.}}
*{{buff|Sweetspotted and sourspotted dash attack has increased knockback.}}
*{{nerf|Dash attack is slightly slower (frame 5 → 6).}}
*{{nerf|Dash attack comes out 1 frame later (frame 5 → 6).}}
*{{buff|[[Forward smash]] hits twice(on its early hit) and its clean hit has a larger hitbox, giving it more KOing potential. It also has 1 less frame of ending lag.}}
*{{buff|Forward smash hits twice and its clean hit has a larger hitbox, improving KOing potential. It also has 1 less frame of ending lag.}}
*{{nerf|Forward smash has reduced range and overall decreased damage potential (20% (early), 17% (clean), 14% (late) → 15% (early), 18% (clean), 12% (late).}}
*{{nerf|Forward smash has reduced range and overall decreased damage potential (20% (early), 17% (clean), 14% (late) → 15% (early), 18% (clean), 12% (late).}}
*{{change|Forward smash's charging and attacking animation is slightly altered, where Pikachu stands on one of its hind legs while using the attack.}}
*{{change|Forward smash's charging and attacking animation is slightly altered, where Pikachu stands on one of its hind legs while using the attack.}}
*{{buff|[[Up smash]] is stronger. When fully charged, it deals 7% more damage (19.6% → 26.6%) and can now KO under 90% when sweetspotted. It is also capable of combos, punishing rolls and its late hit has slightly higher knockback.}}
*{{nerf|Sourspotted up smash has decreased knockback and hitstun during its very last few frames, to the point that it is nearly useless.}}
*{{nerf|Up smash comes out 1 frame later, has 1 more frame of ending lag, and deals much less knockback if sourspotted in the very last few frames, where it also has less hitstun and is nearly useless.}}
*{{buff|Up smash has increased knockback, to the point that it can KO under 90% when sweetspotted. It has also received utility by becoming capable of partaking in combos and punishing rolls.}}
*{{buff|[[Down smash]] and forward smash are much harder to [[SDI]] out of.}}
*{{nerf|Up smash comes out 1 frame later and increased ending lag.}}
*{{nerf|Down smash has slightly slower start-up and higher ending lag. It has one less hit, giving it decreased damage potential (15% → 13%) and making it weaker.}}
*{{buff|Down and forward smashes are much harder to [[SDI]] out of.}}
*{{change|Down smash's animation is slightly altered. Pikachu now spins around several times before clumsily ending on its rear while using the move.}}
*{{nerf|Down smash deals 2% less daamge (15% → 13%) due to consisting of six hits instead of seven. It also has increased start-up and ending lag.}}
*{{change|Down smash's animation has slightly changed. Pikachu now spins around several times before clumsily falling on its rear.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial (12%/6% → 8.5%/5.5%), forward aerial (11% → 9.8%), back aerial (11% → 8.6%), and up aerial (6%/5%/4% → 5%/4%) all deal less damage.}}
*{{nerf|Neutral, forward, back and up aerials deal less damage (12%/6% → 8.5%/5.5% (neutral), 11% → 9.8% (forward), 11% → 8.6% (back), 6%/5%/4% → 5%/4% (up)).}}
*{{buff|Neutral aerial has slightly less ending lag (frame 40 → 39).}}
*{{buff|Neutral aerial has decreased ending lag (frame 40 → 39).}}
*{{nerf|Neutral aerial has shorter range and decreased hitbox duration (frame 3-25 → 3-20).}}
*{{nerf|Neutral aerial has decreased range and duration (frame 3-25 → 3-20).}}
*{{buff|Forward aerial connects more reliably, and the final hit is more powerful to the point where it has KOing potential off-stage, and it auto-cancels earlier (frame 35 → 32).}}
*{{buff|Forward aerial's hits connect together better and its last hit is stronger, to the point that it has KOing potential off-stage. It also auto-cancels earlier (frame 35 → 32).}}
*{{nerf|Forward aerial has 1 less active frame and higher ending lag (frame 40 → 42).}}  
*{{nerf|Forward aerial has 1 less active frame and increased ending lag (frame 40 → 42).}}  
*{{buff|Back aerial has higher KOing potential, as all hits now connect better. It auto-cancels slightly earlier (frame 50 → 48), and has slightly less ending lag (frame 60 → 59).}}
*{{buff|Back aerial's hits connect together better, improving its KOing potential. It also auto-cancels earlier (frame 50 → 48) and has decreased ending lag (frame 60 → 59).}}
*{{nerf|Back aerial has 5 fewer active frames.}}  
*{{nerf|Back aerial has 5 less active frames.}}  
*{{buff|Up aerial has less ending lag (frame 28 → 27), giving it more combo potential, and has now received a hitbox that hits with slightly less knockback and a lower angle, almost entirely reverting it to its ''Melee'' form. It is also stronger, to where it can now almost KO at 170%.}}
*{{buff|Up aerial has decreased ending lag (frame 28 → 27), improving its combo potential.}}
*{{nerf|Up aerial is slower (frame 3 → 4) and deals slightly less shield damage.}}
*{{buff|Up aerial received a hitbox that deals slightly less knockback and launches at a lower angle, which almost entirely reverts it to how it functioned in ''Melee''. It is also stronger, to where it can now almost KO at 170%.}}
*{{buff|Down aerial's second hit has a longer range, with slightly higher knockback growth, and deals slightly more shield damage.}}
*{{nerf|Up aerial comes out 1 frame later (frame 3 → 4) and deals slightly less shield damage.}}
*{{nerf|Down aerial's first hit has higher knockback growth, making it harder to land both hits.}}
*{{buff|Down aerial's second hit has increased range and knockback growth. It also deals slightly more shield damage.}}
*{{buff|Back and Forward aerial have some meteor capabilities, making them better edge-guarders.}}
*{{nerf|Down aerial's first hit has increased knockback growth, making it harder to land both hits.}}
*{{buff|Forward and back aerials have some meteor capabilities, improving their edge-guarding potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Pikachu's grab and dash grab are faster.}}
*{{nerf|All grabs have decreased range, though not as much as in ''Melee''.}}
*{{nerf|Pikachu's grabs have less range, though not as limited as in ''Melee''.}}
*{{buff|Standing and dash grabs are faster.}}
*{{nerf|The global removal of [[chain grabbing]] has harmed Pikachu drastically, making it lose one of its best strategies from ''Brawl'' as well as significantly nerfing its damage racking game.}}
*{{nerf|The removal of [[chain grabbing]] has harmed Pikachu drastically, making it lose one of its best strategies from ''Brawl'' as well as significantly nerfing its damage racking game.}}
*{{nerf|Pummel (2% → 1.9%), up throw (10% → 4%), and down throw (10% → 8%) deal less damage.}}
*{{nerf|Pummel deals 0.1% less damage (2% → 1.9%).}}
*{{buff|Pummel is faster and has a larger hitbox.}}
*{{buff|Pummel is faster and its hitbox is larger.}}
*{{nerf|Back throw has a more vertical launch angle, hindering its [[edgeguarding]] potential.}}
*{{nerf|Up and down throws deals less damage (10% → 4% (up), 10% → 8% (down)).}}
*{{buff|Up throw is stronger, to where it can KO around 200%. The changes to hitstun cancelling allows it to combo into Thunder at high percents.}}
*{{nerf|Back throw has a more vertical launch angle, hindering its edge-guarding potential.}}
*{{buff|The changes to hitstun cancelling makes down throw more useful for aerial follow-ups and combos, which are possible even at KO percents.}}
*{{buff|The changes to hitstun canceling has improved up and down throws. Up throw can now combo into [[Thunder]] at high percents, while down throw is more useful for aerial follow-ups and combos.}}
*{{nerf|Down throw has much higher knockback growth, weakening its follow-up potential at high percents, while it is still too weak to KO realistically.}}
*{{buff|Up throw is stronger, KOing around 200%.}}
*{{nerf|Front floor attack has less knockback.}}
*{{nerf|Down throw has increased knockback growth, weakening its follow-up potential at high percents, while it is still too weak to KO reliably.}}
*{{buff|Back floor attack has more knockback to protect Pikachu overall. It also has more ground and less start-up.}}
*{{nerf|Front floor attack has decreased knockback.}}
*{{buff|Back floor attack has increased knockback and range. It also has decreased start-up.}}


===Special moves===
===Special moves===
*{{buff|[[Skull Bash]] travels farther when charged and can be charged like a smash attack.}}
*{{buff|[[Skull Bash]] travels farther when charged and can be charged like a smash attack.}}
*{{nerf|Skull Bash is weaker and has slightly more ending lag, making it more punishable.}}
*{{nerf|Skull Bash is weaker and has increased ending lag, making it more punishable.}}
*{{change|Skull Bash has a different charging position.}}
*{{change|Skull Bash's animation has slightly changed. Pikachu now assumes a slightly different stance while charging it.}}
*{{buff|Quick Attack has a new technique called Quick Attack Ledge Cancel, which can be used on ledges, moving platforms and tilting stages. The second warp of Quick Attack deals slightly more knockback.}}
*{{buff|[[Quick Attack]]'s second hit has increased knockback.}}
*{{nerf|[[Quick Attack]] cannot be cancelled into the ground anymore, removing the possibility of the [[QAC]] technique. It also is slower, has more ending lag, and has less total distance.}}
*{{nerf|Quick Attack is slower, has increased ending lag and covers less total distance.}}
*{{buff|{{b|Thunder|Pokémon}} falls faster and has more combo potential and meteor smashes, despite being very difficult to edgeguard and combo at high percentage. The meteor smash hitbox can set up into shockwave hitbox around Pikachu, allowing Pikachu to have KO set-ups.}}
*{{buff|Quick Attack has a new technique called Quick Attack ledge cancel, which can be used on ledges, moving platforms and tilting stages.}}
*{{nerf|Thunder has shorter vertical range, and more difficult to land, which when combined with the new hitbox, makes [[Thunderspiking]] very difficult to pull off, significantly reducing its usefulness. The shockwave hitbox around Pikachu is less powerful.}}
*{{nerf|The removal of [[Quick Attack cancel]]ing significantly weakens Pikachu's approach and aerial game.}}
*{{buff|[[Volt Tackle]] lasts slightly longer.}}
*{{buff|{{b|Thunder|Pokémon}} falls faster, has improved combo potential and can [[meteor smash]], despite being very difficult to edge-guard and combo at high percents. Its meteor smash hitbox can set up into the shockwave hitbox around Pikachu, allowing Pikachu to have KO set-ups.}}
*{{nerf|Volt Tackle is slower, deals less damage and less knockback.}}
*{{nerf|Thunder has shorter vertical range, and is harder to land. When combined with its new hitbox, this makes [[Thunderspiking]] very difficult to perform and thus significantly weakens its usefulness. The shockwave hitbox around Pikachu is also weaker.}}
*{{buff|A smaller, purple ball of electricity appears as a "cursor" of Volt Tackle, making it easier to understand and control.}}
*{{buff|[[Volt Tackle]]'s duration has increased.}}
*{{nerf|Volt Tackle deals less damage (13%-25% → 1%/8%), less knockback and is slower.}}
*{{buff|A smaller, purple ball of electricity appears as a "cursor" during Volt Tackle, making it easier to aim its trajectory.}}


==Update history==
==Update history==
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''' {{GameIcon|ssb4}} [[1.1.0]]'''
''' {{GameIcon|ssb4}} [[1.1.0]]'''
*{{change|Thunder Jolt and Thunder Wave's projectile hitbox angles have been altered to 0°.}}
*{{nerf|Thunder Jolt and Thunder Wave's projectile hitbox angles have been altered to 0°.}}
*{{nerf|The angle change removes Thunder Wave's ability to lock.}}
*{{nerf|The angle change removes Thunder Wave's ability to lock.}}


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|utiltname= 
|utiltname= 
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=Swings its tail above its body in an arc. A fast attack with low base knockback and growth, which can reliably set up into its aerials and itself.
|utiltdesc=Swings its tail above its body in an arc. A fast attack with low base knockback and growth, which can reliably set up into itsself and its aerials.
|dtiltname= 
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
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|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A forward leaping headbutt. Very laggy and easily [[punish]]ed if whiffed, but has high knockback, allowing it to KO near the edge at very high percentages.
|dashdesc=A dashing headbutt. Very laggy and easily [[punish]]ed if whiffed, but has high knockback, allowing it to KO near the edge at very high percentages.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
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|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late)
|usmashdesc=A quick backflip while using its tail to attack. This move is slightly stronger when hit close during start-up.
|usmashdesc=Backflips and strikes with its tail. This move is slightly stronger when hit close during start-up.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6)
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6)
|dsmashdesc=Spins around in place repeatedly whilst surrounded with electricity. A multiple hitting move with decent power, but punishable ending lag.
|dsmashdesc=Spins around in place repeatedly while surrounded with electricity. Hits multiple times and has decent power, but punishable ending lag.
|nairname= 
|nairname= 
|nairdmg=8.5% (clean), 5.5% (late)
|nairdmg=8.5% (clean), 5.5% (late)
|nairdesc=Curls up in a ball and performs a somersaulting tackle. Extremely fast start-up with good horizontal knockback, making it a good aerial finisher or a useful [[edge-guarding]] move. Can be auto-cancelled when performed alongside a non-fast-fallen short hop, though it has high landing lag otherwise.
|nairdesc=A somersaulting tackle. Extremely fast start-up with good horizontal knockback, making it a good aerial finisher or a useful [[edge-guarding]] move. Can be auto-cancelled when performed alongside a non-fast-fallen short hop, though it has high landing lag otherwise.
|fairname= 
|fairname= 
|fairdmg=1.7% (hits 1-4), 3% (hit 5)
|fairdmg=1.7% (hits 1-4), 3% (hit 5)
|fairdesc=Spins in a horizontal corkscrew while surrounded by electricity. The move consists of multiple hits, with the final one dealing decent horizontal knockback. The move has little landing lag, which can potentially set up into a grounded move or [[grab]]. This move has minor meteor capabilities due to most of its hits having the [[Autolink angle|auto-link angle]].
|fairdesc=A corkscrew headbutt while surrounded by electricity. Hits multiple times, with the last hit dealing decent horizontal knockback. The move has little landing lag, which can potentially set up into a grounded move or [[grab]]. This move has minor meteor capabilities due to most of its hits having the [[Autolink angle|auto-link angle]].
|bairname= 
|bairname= 
|bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing)
|bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing)
|bairdesc=Performs multiple helicopter spins. The move consists of multiple hits, with the final one dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop.
|bairdesc=Performs multiple helicopter spins. Hits multiple times, with the last hit dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop.
|uairname= 
|uairname= 
|uairdmg=5%/4% (clean), 4% (late)
|uairdmg=5%/4% (clean), 4% (late)
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|dairname= 
|dairname= 
|dairdmg=12% (attack), 4% (landing)
|dairdmg=12% (attack), 4% (landing)
|dairdesc=Spins in a downward corkscrew while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be auto-cancelled from a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around it, which deals little damage at the cost of very high landing lag.
|dairdesc=A downward corkscrew headbutt while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be auto-cancelled from a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around it, which deals little damage at the cost of very high landing lag.
|grabname= 
|grabname= 
|grabdesc=A quick, short-ranged grab.
|grabdesc=A quick, short-ranged grab.
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|fthrowname= 
|fthrowname= 
|fthrowdmg=2% (hits 1-4), 2% (throw)
|fthrowdmg=2% (hits 1-4), 2% (throw)
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. A multiple hitting move, it can set up a dash attack, neutral aerial, or a dashing up smash at very low percentages.
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. It can set up a dash attack, neutral aerial, or a dashing up smash at very low percents.
|bthrowname= 
|bthrowname= 
|bthrowdmg=9%
|bthrowdmg=9%
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|uthrowname= 
|uthrowname= 
|uthrowdmg=1% (hit 1), 3% (throw)
|uthrowdmg=1% (hit 1), 3% (throw)
|uthrowdesc=Places the opponent on its head, then headbutts them upward. Can be followed up by Thunder at high percentages, allowing for potential KOs, but DI can make this difficult.
|uthrowdesc=Places the opponent on its head, then headbutts them upward. Can be followed up by Thunder at high percents, allowing for potential KOs, but DI can make this difficult.
|dthrowname= 
|dthrowname= 
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdesc=Places the opponent on the ground, then jumps on them. Can be followed up with any aerial at lower percentages, and like up throw, can set up Thunder at high percents.
|dthrowdesc=Places the opponent on the ground, then jumps on them. Can be followed up with any aerial at lower percents, and like up throw, can set up Thunder at high percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdefname=Thunder Jolt
|nsdefname=Thunder Jolt
|nsdefdmg=4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late)
|nsdefdmg=4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late)
|nsdefdesc=Fires a jolt of electricity forward. Pikachu's main [[projectile]], and a very useful move for keeping on-stage opponents at bay and threatening off-stage 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 downward diagonally instead. Disappears after about 3 seconds.
|nsdefdesc=Discharges a jolt of electricity forward. Pikachu's [[projectile]] and a very useful move for keeping on-stage opponents at bay and threatening off-stage recoveries. Travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel downward diagonally instead. Disappears after about three seconds.
|nsc1name=Thunder Wave
|nsc1name=Thunder Wave
|nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late)
|nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late)
|nsc1desc=Very similar to the basic version. It is weaker and it lacks range, but can [[paralyze]] grounded targets.
|nsc1desc=Weaker and lacks range, but can [[paralyze]] grounded targets.
|nsc2name=Thunder Shock
|nsc2name=Thunder Shock
|nsc2dmg=3% (ball), 10% (explosion)
|nsc2dmg=3% (ball), 10% (explosion)
|nsc2desc=Fires a ball of electricity almost horizontally, which disappears upon hitting the ground and does not bounce.
|nsc2desc=A ball of electricity discharged almost horizontally, which disappears upon hitting the ground and does not bounce.
|ssdefname=Skull Bash
|ssdefname=Skull Bash
|ssdefdmg=6% (uncharged), 22% (fully charged)
|ssdefdmg=6% (uncharged), 22% (fully charged)
|ssdefdesc=Charges and, when the [[B button|special button]] is released, fires itself forward like a missile. When fully charged or close to fully charged, it has 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. On the ground, it has high landing lag and is very punishable.
|ssdefdesc=A leaping headbutt. It is chargeable and when nearly or fully charged, it has 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. On the ground, it has high landing lag and is very punishable.
|ssc1name=Shocking Skull Bash
|ssc1name=Shocking Skull Bash
|ssc1dmg=1.2% (loop), 3% (last)
|ssc1dmg=1.2% (loop), 3% (last)
|ssc1desc=Hits multiple times as it moves forwards, with the last hit launching the opponent.  
|ssc1desc=Hits multiple times, with the last hit launching the opponent.  
|ssc2name=Heavy Skull Bash
|ssc2name=Heavy Skull Bash
|ssc2dmg=15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running)
|ssc2dmg=15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running)
|ssc2desc=Less travel distance but more damage near the start. If used (uncharged) to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after the move.
|ssc2desc=Covers less travel distance, but deals more damage near the start. If used (uncharged) to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after the move.
|usdefname=Quick Attack
|usdefname=Quick Attack
|usdefdmg=2% per warp
|usdefdmg=2% per warp
|usdefdesc=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 at least 45° different than the first direction to work. Leaves Pikachu [[helpless]] when used in the air.
|usdefdesc=Dashes at an extremely fast speed in two directions that can be selected via the [[control stick]]. Pikachu's main recovery move, its speed and unpredictability also enable it to partake in combos. The second warp is optional, but if used, the direction must be at least 45° different than the first direction to work. Leaves Pikachu [[helpless]] when used in the air.
|usc1name=Meteor Quick Attack
|usc1name=Meteor Quick Attack
|usc1dmg=2%
|usc1dmg=2%
|usc1desc=Each warp travels less distance, but has a meteor effect on foes in the air. Stronger knockback at the start of each warp.
|usc1desc=Each dash travels less distance, but has a meteor effect on aerial opponents and stronger knockback at the start of each dash.
|usc2name=Quick Feet
|usc2name=Quick Feet
|usc2dmg=5%
|usc2dmg=5%
|usc2desc=Travels farther than Quick Attack, but can only warp once.
|usc2desc=Travels farther than Quick Attack, but can only dash once.
|dsname=Thunder
|dsname=Thunder
|dspage=Thunder (Pokémon)
|dspage=Thunder (Pokémon)
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|dsdefpage=Thunder (Pokémon)
|dsdefpage=Thunder (Pokémon)
|dsdefdmg=6% (thunderbolt meteor), 8% (thunderbolt non-meteor), 15% (blast)
|dsdefdmg=6% (thunderbolt meteor), 8% (thunderbolt non-meteor), 15% (blast)
|dsdefdesc=Causes a large thunderbolt to come down on itself. The move is laggy in general, though the shockwave around Pikachu does very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the [[Thunderspiking]] technique, though this is very difficult to land. The move also has a [[meteor smash]] hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favorable position for this is difficult.
|dsdefdesc=Causes a large thunderbolt to come down on itself. The move is laggy in general, though the shockwave around Pikachu deals very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the [[Thunderspiking]] technique, though this is very difficult to land. The move also has a [[meteor smash]] hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favorable position for this is difficult.
|dsc1name=Thunder Burst
|dsc1name=Thunder Burst
|dsc1dmg=2% (early), 15%/12% (clean)
|dsc1dmg=2% (early), 15%/12% (clean)
|dsc1desc=Instead of bringing a thunderbolt down, Pikachu creates an electrical blast around itself as if the default version of the move had struck. Has slow start-up, but more knockback.
|dsc1desc=Instead of bringing a thunderbolt down, Pikachu discharges electricity around itself as if the default version of the move had struck. Has slow start-up, but more knockback.
|dsc2name=Distant Thunder
|dsc2name=Distant Thunder
|dsc2dmg=13%/9%/5% (thunderbolt), 6% (blast)
|dsc2dmg=13%/9%/5% (thunderbolt), 6% (blast)
|dsc2desc=The thundercloud starts higher up and does more damage. Has no meteor hitbox, but Thunderspikes much easier.
|dsc2desc=The thundercloud starts higher up and deals more damage. Has no meteor hitbox, but Thunderspikes much easier.
|fsname=Volt Tackle
|fsname=Volt Tackle
|fsdmg=1% (collision), 8% (spark)
|fsdmg=1% (collision), 8% (spark)
|fsdesc=Pikachu transforms into a big blue ball of lightning and flies around the stage, charging through opponents. Pressing the attack button will cause the ball to spark out, causing significantly more damage and knockback. This Final Smash now has a "cursor" in the form of a smaller, purple ball allowing for easier control and aim.
|fsdesc=Surrounds itself in a sphere or electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the ball to spark out, causing significantly more damage and knockback. It now has a "cursor" in the form of a smaller, purple ball, which helps players aim its trajectory better.
}}
}}


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{{Taunt/SSB4
{{Taunt/SSB4
|char=Pikachu
|char=Pikachu
|desc-up=Huddles down and surrounds itself in electricity as if charging up, saying "Piiiii!"
|desc-up=Huddles down and discharges electricity, saying "Piiiii!"
|desc-side=Faces the screen and waves twice with its left paw, then its right, saying "Pika Pika!"
|desc-side=Faces the screen and waves twice with its left paw, then its right, saying "Pika Pika!"
|desc-down=Rolls on its back, saying "Pikaaaaa!"}}
|desc-down=Rolls on its back, saying "Pikaaaaa!"}}
Line 349: Line 351:
==In [[Event Match]]es==
==In [[Event Match]]es==
===Solo Events===
===Solo Events===
* '''[[All-Star Battle: Regulars]]''': Pikachu is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
* '''[[All-Star Battle: Regulars]]''': Pikachu is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]''
* '''[[Fire-Type Frenzy]]''': Pikachu appears as one of the opponents that {{SSB4|Charizard}} must defeat.
* '''[[Fire-Type Frenzy]]''': Pikachu appears as one of the opponents that {{SSB4|Charizard}} must defeat.
* '''{{b|Pokémon Battle|SSB4}}''': Pikachu appears as an opponent that {{SSB4|Greninja}} must defeat.
* '''{{b|Pokémon Battle|SSB4}}''': Pikachu appears as an opponent that {{SSB4|Greninja}} must defeat.
* '''[[When Lightning Strikes]]''': The player controls a small Pikachu, and must defeat 3 giant Pikachu.
* '''[[When Lightning Strikes]]''': The player controls a small Pikachu and must defeat three giant Pikachu.
* '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant Pikachu and {{SSB4|Pac-Man}}, along with the [[Yellow Devil]].
* '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant Pikachu and {{SSB4|Pac-Man}}, along with the [[Yellow Devil]].


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PikachuWiiUSSB4E32013.png|Pikachu's appearance during [[E3 2013]].
PikachuWiiUSSB4E32013.png|Pikachu's appearance during [[E3 2013]].
Pikachu and Pit SSB4 Wii U.jpg|Pikachu using Thunder Jolt.
Pikachu and Pit SSB4 Wii U.jpg|Pikachu using Thunder Jolt.
PikachuSkullBashWiiUSSB4.png|Pikachu uses [[Skull Bash]].
PikachuSkullBashWiiUSSB4.png|Pikachu using [[Skull Bash]].
ThunderSSB4.png|Pikachu uses {{b|Thunder|Pokémon}}.
ThunderSSB4.png|Pikachu using {{b|Thunder|Pokémon}}.
Pikachu Taunt SSB4.jpg|Pikachu waving at the camera.
Pikachu Taunt SSB4.jpg|Pikachu waving at the camera.
Pikachu3DS.jpg|Pikachu in the 3DS version of the game.
Pikachu3DS.jpg|Pikachu in {{for3ds}} of the game.
Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, Pikachu, {{SSB4|Bowser}} and {{SSB4|Pit}} on a red plane in [[Wuhu Island]].
Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, Pikachu, {{SSB4|Bowser}} and {{SSB4|Pit}} on a red plane on [[Wuhu Island]].
Pikachu On Mega Man.jpg|Pikachu behind {{SSB4|Mega Man}}.
Pikachu On Mega Man.jpg|Pikachu behind {{SSB4|Mega Man}}.
Pikachu sit SSB4.jpg|Pikachu sitting.
Pikachu sit SSB4.jpg|Pikachu sitting.
StarfyLumaPikachu.jpg|Pikachu along with a [[Rosalina (SSB4)|Luma]], and [[Starfy]].
StarfyLumaPikachu.jpg|Pikachu along with a [[Rosalina (SSB4)|Luma]] and [[Starfy]].
SSB4 Toon Link Screen-5.jpg|Pikachu with {{SSB4|Toon Link}} and {{SSB4|Kirby}}
SSB4 Toon Link Screen-5.jpg|Pikachu with {{SSB4|Toon Link}} and {{SSB4|Kirby}}
Mega Man and Pikachu Dr Wily's Castle.jpg|Pikachu with {{SSB4|Mega Man}}.
Mega Man and Pikachu Dr Wily's Castle.jpg|Pikachu with {{SSB4|Mega Man}}.
Dazed.jpg|[[Footstool]]ing {{SSB4|Donkey Kong}}.
Dazed.jpg|[[Footstool jump]]ing on {{SSB4|Donkey Kong}}.
DK Pikachu.jpg|Behind Donkey Kong.
DK Pikachu.jpg|Behind Donkey Kong.
Pikachu Thunder Combo SSB4.jpg|Pikachu using Thunder to meteor smash an aerial {{SSB4|Bowser}} and follow up into its shock wave hitbox.
Pikachu Thunder Combo SSB4.jpg|Pikachu using Thunder to meteor smash Bowser and follow up into its shockwave hitbox.
SSB4 - First Four Playable Pokemon.png|{{SSB4|Lucario}}, {{SSB4|Charizard}}, {{SSB4|Greninja}}, and Pikachu.
SSB4 - First Four Playable Pokemon.png|{{SSB4|Lucario}}, {{SSB4|Charizard}}, {{SSB4|Greninja}}, and Pikachu.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Pikachu is the only playable Pokémon in ''Super Smash Bros. 4'' to not have a weakness to the type of another playable Pokémon.
*Pikachu is the only playable Pokémon in ''SSB4'' to not have a weakness to the type of another playable Pokémon.
*This is the first game in the series where Pikachu's teeth are visible. They can be seen when Pikachu is being [[grab]]bed by an opponent.
*This is the first game in the series where Pikachu's teeth are visible. They can be seen when Pikachu is being [[grab]]bed by an opponent.
*When Pikachu is [[stun]]ned, its eyes turn into swirls, much like when a Pokémon in the anime is knocked out.
*When Pikachu is [[stun]]ned, its eyes turn into swirls. This is a reference to when a Pokémon in the anime has been knocked out.
*In the ''Pokémon'' series, [[bulbapedia: Quick Feet|Quick Feet]], one of Pikachu's up special customs in ''SSB4'', is an Ability instead of an actual move, in a similar vein to [[Victini]]'s and [[Munchlax]]'s Poké Ball effects. However, Pikachu does not legitimately have Quick Feet as an Ability.
*In the ''Pokémon'' series, [[bulbapedia: Quick Feet|Quick Feet]], one of Pikachu's up special customs in ''SSB4'', is an Ability rather than an actual move, in a similar vein to [[Victini]]'s and [[Munchlax]]'s Poké Ball effects. However, Pikachu does not legitimately have Quick Feet as an Ability.
*Pikachu's ''SSB4'' artwork depicts it striking the same pose as its artwork from ''Smash 64'', though it is no longer slouching to the side.
*Pikachu's ''SSB4'' artwork depicts it striking the same pose as its artwork from ''SSB'', though it is no longer slightly slouching to the side.


{{SSB4Characters}}
{{SSB4Characters}}

Revision as of 00:34, April 21, 2016

This article is about Pikachu's appearance in Super Smash Bros. 4. For the character in other contexts, see Pikachu.
Pikachu
in Super Smash Bros. 4
Pikachu
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Volt Tackle
Tier A (5)
PikachuHeadSSB4-U.png

Pikachu (ピカチュウ, Pikachu) is a playable starter character in Super Smash Bros. 4. It was confirmed on June 11th, 2013 during E3 2013 and was among the first wave of amiibo. Ikue Ohtani voices Pikachu once again, albeit via recycled voice clips from Melee and Brawl.

Pikachu is currently ranked 5th on the tier list, placing it in the A tier and results in it being the second highest ranking high-tier character. This is a slight improvement from its ranking of 8th out of 38 in Brawl and continues its trend of being a high-tier character. Pikachu's positives include its high speed, good combo game, good approach, excellent recovery and good neutral game, the latter of which is courtesy of Quick Attack and Thunder Jolt. However, it has notable weaknesses to balance this out, with its weak KO potential and poor survivability due to its low weight. This gives Pikachu a high learning curve and small high-level representation compared to other high-tier characters, but it has nonetheless seen notable tournament results, mostly credited to ESAM.

The overall competitive community opinion of Pikachu has been volatile since the SSB4's release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM (including his brief period of retirement having added to the "mystery" of Pikachu's potential), was seen as high as a top 3 character by players like ZeRo and ESAM himself, culminating in an extremely close Winners' Finals set at Super Smash Con between the two. In more recent times however, public opinion has swayed again; many consider Pikachu's ranking on the first official tier list to be far too high due to metagame development, introduction of new high-tier characters, balance updates, ESAM's inconsistent showings at major tournaments, as well as a dearth of results for Pikachu at national, regional, and even local levels of play. With update 1.1.5 having nerfed some of Pikachu's challenging match-ups, its ranking in the tier list continues to be debated.

Attributes

Pikachu is a small, light, and agile character. Pikachu has fast dashing and walking speeds, moderate falling speed, above average gravity, below average air speed, and high air acceleration. It is also tied for the sixth lightest weight.

Perhaps Pikachu's greatest strength is its flexible approach. Quick Attack is an excellent mobility option, and due to its two-hit nature, it allows Pikachu to weave in and out of danger, and can be used to start combos. Quick Attack can also be ledge-cancelled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and keep up pressure without much risk to itself. Thunder Jolt is a useful projectile, and has good utility in zoning and forcing approaches. Pikachu can take advantage of its quick dashing and walking speeds, and these two attributes boost its approach even further.

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 its strongest move. Combined with their low power, this quick attack speed gives Pikachu a formidable combo game. Up aerial can combo into itself and any other aerial. Up tilt can repeatedly chain into itself at lower percents, and its low knockback growth allows it to combo into aerials at higher percents. Down tilt has a chance to trip opponents, leaving them open to a grab. Pikachu's grab game is the centerpiece of its combo ability. Its forward throw can lead into a dash attack or up smash, while down throw launches opponents into the air right above Pikachu, setting them up for aerial combos and juggles. At very high percents, both down and up throws are capable of chaining into Thunder, KOing if the spiking hitbox is landed.

Finally, Pikachu possesses a superb recovery. Skull Bash, though linear and telegraphed, is chargeable and deals high knockback, and does not leave Pikachu helpless. Quick Attack can be angled in two consecutive directions, and along with its speed, this makes it very unpredictable and difficult to intercept, and is thus a favorable recovery option from virtually any position offstage. This contributes to an effective edge-guarding game. Though Pikachu's aerials are not particularly strong, it has the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself.

However, Pikachu has notable flaws. It suffers from poor reach, as most of its attacks have hitboxes very close to its body, putting it at a disadvantage against sword-wielding characters, such as Meta Knight and Cloud. For a character of its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial having an enormous 40 frames of landing lag, being tied for the highest of any aerial in the game. Combined with the previous point, Pikachu cannot efficiently use its aerials to approach and pressure (aside from forward aerial), leaving it susceptible to characters with capable aerial approaches, notably Sheik. Pikachu's damage output is among the lowest in the game, enforcing a heavy reliance on combos.

Even with its powerful combo game, it can take time for opponents to be brought to KOing range, where another issue is presented: Pikachu has significant trouble KOing. Its set-ups off of up and down throws into Thunder require reads and proper spacing and timing. Aside from these few situations, it has no reliable set-ups into its KO moves. Up smash has short reach and high ending lag, and is thus very punishable. Though it has good range, forward smash has noticeable start-up, and down smash is relatively weak; both have high ending lag, and the latter has short range. Pikachu's edge-guarding ability has its flaws: its aerials aren't very strong, and its neutral, forward, back and down aerials have long durations and small hitboxes.

Pikachu's most glaring flaw is its survivability. Its small size, low weight, and average falling speed make it difficult to combo; however, along with its relatively high gravity, these attributes leave it susceptible to KOs. The rage mechanic further exacerbates this problem, since Pikachu's opponents commonly survive to very high damages, while it cannot reliably take advantage of the mechanic as a result of its endurance. While its impressive recovery somewhat mitigates its survivability issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer offstage with it, or angle it the wrong way and miss the ledge entirely when recovering, causing Pikachu to fall helplessly and self-destruct.

Despite Pikachu receiving little benefit from customs, they still have their uses. Thunder Wave paralyzes grounded opponents, opening up opportunities for follow-ups at the cost of having much less range. Heavy Skull Bash moves and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack reduces distance traveled, but as the name implies, the entire move is a meteor smash, with much higher knockback at the start of each warp. Quick Feet increases distance traveled and has more power as well, but it loses its unpredictability, as it only moves once. While Distant Thunder has more start-up and a much weaker discharge around Pikachu, it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier Thunderspiking, which restores most of its usefulness from Super Smash Bros.

Overall, Pikachu is a notably viable character, thanks to its mobility, attack speed, combo game and versatile recovery. However, it has a high learning curve, largely due to the skill required for proper use of Quick Attack. Though it has noticeable flaws, its strengths mostly make up for them. While Pikachu has low tournament representation, the efforts of a few dedicated mains such as ESAM have gained it strong tournament results. In spite of this, some resent its high-tier placing due to ESAM being the only notable Pikachu main that can place well in tournaments in general and himself having inconsistent results when playing as Pikachu.

Changes from Brawl

Pikachu received a mix of buffs and nerfs in the transition to SSB4. While Pikachu was directly nerfed, it has also been buffed significantly by the changes to hitstun. The removal of early hitstun cancelling greatly aids its combo game and gives it a few notable KO set-ups off of its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from Melee. The changes to ledge mechanics have boosted its already excellent recovery. Pikachu has also gained access to a new technique know as the Quick Attack Ledge-Cancel, which gives Quick Attack new mobility options when used with ledges and platforms. As many of its moves deal electric damage, it benefits from the increased shield-stun. A few of its moves have longer range, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.

However, Pikachu has also received significant nerfs. Quick Attack can no longer be cancelled into the ground, making it less flexible as an approach option, and the Quick Attack Ledge-Cancel does not fully compensate for this. Its already low damage output has been worsened, particularly its aerials. The removal of chain-grabbing has crippled Pikachu's grab game, as its forward and down throws can no longer be used to perform highly damaging chain-throws, and while it has gained new combos due to the changes to hitstun, they are nevertheless inferior to its lost chain-grabbing ability. Furthermore, its grab reach has been shortened.

Although Pikachu was a high-tier character in Brawl, its ranking in SSB4 is mixed; some consider it to be even better than in Brawl, while some think it should not be ranked as highly in SSB4's high-level play. Despite having a rather small playerbase in competitive play due to its very high learning curve and degree of technical skill required, Pikachu is still considered a notable force in the metagame thanks to players such as ESAM but whether or not Pikachu should be at its current ranking on the tier list is debatable among the SSB4 competitive community due to its below-average representation compared to other high-tier characters.

Aesthetics

  • Change Pikachu's appearance has been updated to match the latest Pokémon core series games and PokéPark Wii: Pikachu's Adventure, as its model has been altered and continues the trend of being gradually less chubby with each subsequent appearance in the Super Smash Bros. series. Pikachu's coloration is also considerably brighter in comparison to its previous appearances.
  • Change Pikachu is more expressive. It now smiles more often when attacking and grimaces when being grabbed or landing on the ground after being launched.
  • Change Pikachu is more bipedal and walks more slanted.

Attributes

  • Buff Pikachu dashes faster (1.765 → 1.85325).
  • Nerf Pikachu jumps lower.
  • Change Pikachu falls faster (1.5 → 1.55).

Ground attacks

  • Nerf Neutral attack deals less damage (2% → 1.4%/1.2%/1%).
  • Buff Neutral attack has slightly improved jab lock potential.
  • Change Neutral attack pushes away opponents rather than locking them and possibly has less ending lag.
  • Buff Forward tilt and dash attack have increased range.
  • Nerf Forward tilt has slightly increased start-up and a shorter hitbox duration (frame 5-10 → 6-8).
  • Nerf Up tilt deals less damage (7%/6%/5% → 5%) and has increased ending lag (frame 24 → 27).
  • Buff Up tilt has decreased knockback growth, making it very useful for combos at a variety of percents and helps its combo game in spite of the removal of chain grabbing.
  • Nerf Down tilt deals 1% less damage (7% → 6%), has decreased reach and 1 less active frame.
  • Buff Down tilt has decreased knockback, which has improved its combo potential to the point that it can now combo into aerial attacks.
  • Change Dash attack now has a sweetspot and a sourspot (7% → 10% (sweetspot)/6% (sourspot)).
  • Buff Sweetspotted and sourspotted dash attack has increased knockback.
  • Nerf Dash attack comes out 1 frame later (frame 5 → 6).
  • Buff Forward smash hits twice and its clean hit has a larger hitbox, improving KOing potential. It also has 1 less frame of ending lag.
  • Nerf Forward smash has reduced range and overall decreased damage potential (20% (early), 17% (clean), 14% (late) → 15% (early), 18% (clean), 12% (late).
  • Change Forward smash's charging and attacking animation is slightly altered, where Pikachu stands on one of its hind legs while using the attack.
  • Nerf Sourspotted up smash has decreased knockback and hitstun during its very last few frames, to the point that it is nearly useless.
  • Buff Up smash has increased knockback, to the point that it can KO under 90% when sweetspotted. It has also received utility by becoming capable of partaking in combos and punishing rolls.
  • Nerf Up smash comes out 1 frame later and increased ending lag.
  • Buff Down and forward smashes are much harder to SDI out of.
  • Nerf Down smash deals 2% less daamge (15% → 13%) due to consisting of six hits instead of seven. It also has increased start-up and ending lag.
  • Change Down smash's animation has slightly changed. Pikachu now spins around several times before clumsily falling on its rear.

Aerial attacks

  • Nerf Neutral, forward, back and up aerials deal less damage (12%/6% → 8.5%/5.5% (neutral), 11% → 9.8% (forward), 11% → 8.6% (back), 6%/5%/4% → 5%/4% (up)).
  • Buff Neutral aerial has decreased ending lag (frame 40 → 39).
  • Nerf Neutral aerial has decreased range and duration (frame 3-25 → 3-20).
  • Buff Forward aerial's hits connect together better and its last hit is stronger, to the point that it has KOing potential off-stage. It also auto-cancels earlier (frame 35 → 32).
  • Nerf Forward aerial has 1 less active frame and increased ending lag (frame 40 → 42).
  • Buff Back aerial's hits connect together better, improving its KOing potential. It also auto-cancels earlier (frame 50 → 48) and has decreased ending lag (frame 60 → 59).
  • Nerf Back aerial has 5 less active frames.
  • Buff Up aerial has decreased ending lag (frame 28 → 27), improving its combo potential.
  • Buff Up aerial received a hitbox that deals slightly less knockback and launches at a lower angle, which almost entirely reverts it to how it functioned in Melee. It is also stronger, to where it can now almost KO at 170%.
  • Nerf Up aerial comes out 1 frame later (frame 3 → 4) and deals slightly less shield damage.
  • Buff Down aerial's second hit has increased range and knockback growth. It also deals slightly more shield damage.
  • Nerf Down aerial's first hit has increased knockback growth, making it harder to land both hits.
  • Buff Forward and back aerials have some meteor capabilities, improving their edge-guarding potential.

Throws/other attacks

  • Nerf All grabs have decreased range, though not as much as in Melee.
  • Buff Standing and dash grabs are faster.
  • Nerf The removal of chain grabbing has harmed Pikachu drastically, making it lose one of its best strategies from Brawl as well as significantly nerfing its damage racking game.
  • Nerf Pummel deals 0.1% less damage (2% → 1.9%).
  • Buff Pummel is faster and its hitbox is larger.
  • Nerf Up and down throws deals less damage (10% → 4% (up), 10% → 8% (down)).
  • Nerf Back throw has a more vertical launch angle, hindering its edge-guarding potential.
  • Buff The changes to hitstun canceling has improved up and down throws. Up throw can now combo into Thunder at high percents, while down throw is more useful for aerial follow-ups and combos.
  • Buff Up throw is stronger, KOing around 200%.
  • Nerf Down throw has increased knockback growth, weakening its follow-up potential at high percents, while it is still too weak to KO reliably.
  • Nerf Front floor attack has decreased knockback.
  • Buff Back floor attack has increased knockback and range. It also has decreased start-up.

Special moves

  • Buff Skull Bash travels farther when charged and can be charged like a smash attack.
  • Nerf Skull Bash is weaker and has increased ending lag, making it more punishable.
  • Change Skull Bash's animation has slightly changed. Pikachu now assumes a slightly different stance while charging it.
  • Buff Quick Attack's second hit has increased knockback.
  • Nerf Quick Attack is slower, has increased ending lag and covers less total distance.
  • Buff Quick Attack has a new technique called Quick Attack ledge cancel, which can be used on ledges, moving platforms and tilting stages.
  • Nerf The removal of Quick Attack canceling significantly weakens Pikachu's approach and aerial game.
  • Buff Thunder falls faster, has improved combo potential and can meteor smash, despite being very difficult to edge-guard and combo at high percents. Its meteor smash hitbox can set up into the shockwave hitbox around Pikachu, allowing Pikachu to have KO set-ups.
  • Nerf Thunder has shorter vertical range, and is harder to land. When combined with its new hitbox, this makes Thunderspiking very difficult to perform and thus significantly weakens its usefulness. The shockwave hitbox around Pikachu is also weaker.
  • Buff Volt Tackle's duration has increased.
  • Nerf Volt Tackle deals less damage (13%-25% → 1%/8%), less knockback and is slower.
  • Buff A smaller, purple ball of electricity appears as a "cursor" during Volt Tackle, making it easier to aim its trajectory.

Update history

Pikachu has received a mix of buffs and nerfs in updates. While update 1.0.4 buffed some of Pikachu's KOing options by increasing their power, it then received only direct nerfs afterwards. Update 1.0.6 standardized Pikachu's ledge grab animation, making it slower and effectively weakening its ledge-trumping ability, while update 1.1.0 removed Thunder Wave's ability to lock and thus its ability to zero-death in custom matches. 1.1.5 also removed a bug where Pikachu could ledge-cancel Quick Attack on both versions of Umbra Clock Tower. However, the changes on shield mechanics benefit its electric attacks, making them safer on shield due to their high hitlag, which is more noticeable with its forward Smash and Thunder's shockwave. Overall, Pikachu's potency in the metagame has not been reduced.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).
  • Buff Thunder Jolt can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.
  • Buff Skull Bash has higher knockback scaling (60 → 62)
  • Change Thunder is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be absorbed four times (by Oil Panic, for example.)
  • Buff Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).


Super Smash Bros. 4 1.0.6

  • Nerf Ledge grab animation has been standardized, becoming slower as a result.

Super Smash Bros. 4 1.1.0

  • Nerf Thunder Jolt and Thunder Wave's projectile hitbox angles have been altered to 0°.
  • Nerf The angle change removes Thunder Wave's ability to lock.

Super Smash Bros. 4 1.1.5


Moveset

  Name Damage Description
Neutral attack   1.4% (tip), 1.2% (mid), 1% (base) A very quick headbutt with negligible damage and knockback. Can be used rapidly if the attack button is held, allowing it to deal more damage and potentially trip opponents.
Forward tilt   10% Plants itself on its paws and kicks its hind legs in front of its body. The move deals increased damage when angled up, but has a chance to trip when angled down. KOs at around 110% near the edge.
9%
8%
Up tilt   5% Swings its tail above its body in an arc. A fast attack with low base knockback and growth, which can reliably set up into itsself and its aerials.
Down tilt   6% Sweeps its tail in front of itself. It is very quick in terms of both start-up and ending lag and has a chance of tripping opponents.
Dash attack   10% (clean), 6% (late) A dashing headbutt. Very laggy and easily punished if whiffed, but has high knockback, allowing it to KO near the edge at very high percentages.
Forward smash   15% (early), 18% (clean), 12% (late) Rears back and then ejects an attached jolt of electricity from its cheeks while leaning forward. In terms of knockback, this move is far stronger when the opponent is hit by the inside portion of the jolt, and is weakest when hit with Pikachu's cheeks during start-up.
Up smash   13% (clean tail), 14% (clean body), 11% (mid), 7% (late) Backflips and strikes with its tail. This move is slightly stronger when hit close during start-up.
Down smash   2% (hits 1-5), 3% (hit 6) Spins around in place repeatedly while surrounded with electricity. Hits multiple times and has decent power, but punishable ending lag.
Neutral aerial   8.5% (clean), 5.5% (late) A somersaulting tackle. Extremely fast start-up with good horizontal knockback, making it a good aerial finisher or a useful edge-guarding move. Can be auto-cancelled when performed alongside a non-fast-fallen short hop, though it has high landing lag otherwise.
Forward aerial   1.7% (hits 1-4), 3% (hit 5) A corkscrew headbutt while surrounded by electricity. Hits multiple times, with the last hit dealing decent horizontal knockback. The move has little landing lag, which can potentially set up into a grounded move or grab. This move has minor meteor capabilities due to most of its hits having the auto-link angle.
Back aerial   0.8% (hits 1-7), 3% (hit 8), 4% (landing) Performs multiple helicopter spins. Hits multiple times, with the last hit dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop.
Up aerial   5%/4% (clean), 4% (late) Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this move can combo into itself or set up into a neutral aerial. Can be auto-cancelled when performed alongside a fast-fallen short hop, though it has high landing lag otherwise.
Down aerial   12% (attack), 4% (landing) A downward corkscrew headbutt while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be auto-cancelled from a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around it, which deals little damage at the cost of very high landing lag.
Grab   A quick, short-ranged grab.
Pummel   1.9% Zaps the opponent. A quick pummel.
Forward throw   2% (hits 1-4), 2% (throw) Places the opponent on its back and shocks them, sending them forward. It can set up a dash attack, neutral aerial, or a dashing up smash at very low percents.
Back throw   9% Performs a high-speed version of the Tomoe nage, a Judo throw. Appears very similar to the anime's depiction of Submission. Best used near the edge to put the opponent into an edge-guarding situation.
Up throw   1% (hit 1), 3% (throw) Places the opponent on its head, then headbutts them upward. Can be followed up by Thunder at high percents, allowing for potential KOs, but DI can make this difficult.
Down throw   3% (hit 1), 5% (throw) Places the opponent on the ground, then jumps on them. Can be followed up with any aerial at lower percents, and like up throw, can set up Thunder at high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Thunder Jolt 4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late) Discharges a jolt of electricity forward. Pikachu's projectile and a very useful move for keeping on-stage opponents at bay and threatening off-stage recoveries. Travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel downward diagonally instead. Disappears after about three seconds.
Custom 1 Thunder Wave 3%/1% (ball), 3%/1% (wave clean), 2% (wave late) Weaker and lacks range, but can paralyze grounded targets.
Custom 2 Thunder Shock 3% (ball), 10% (explosion) A ball of electricity discharged almost horizontally, which disappears upon hitting the ground and does not bounce.
Side special Default Skull Bash 6% (uncharged), 22% (fully charged) A leaping headbutt. It is chargeable and when nearly or fully charged, it has 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. On the ground, it has high landing lag and is very punishable.
Custom 1 Shocking Skull Bash 1.2% (loop), 3% (last) Hits multiple times, with the last hit launching the opponent.
Custom 2 Heavy Skull Bash 15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running) Covers less travel distance, but deals more damage near the start. If used (uncharged) to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after the move.
Up special Default Quick Attack 2% per warp Dashes at an extremely fast speed in two directions that can be selected via the control stick. Pikachu's main recovery move, its speed and unpredictability also enable it to partake in combos. The second warp is optional, but if used, the direction must be at least 45° different than the first direction to work. Leaves Pikachu helpless when used in the air.
Custom 1 Meteor Quick Attack 2% Each dash travels less distance, but has a meteor effect on aerial opponents and stronger knockback at the start of each dash.
Custom 2 Quick Feet 5% Travels farther than Quick Attack, but can only dash once.
Down special Default Thunder 6% (thunderbolt meteor), 8% (thunderbolt non-meteor), 15% (blast) Causes a large thunderbolt to come down on itself. The move is laggy in general, though the shockwave around Pikachu deals very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the Thunderspiking technique, though this is very difficult to land. The move also has a meteor smash hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favorable position for this is difficult.
Custom 1 Thunder Burst 2% (early), 15%/12% (clean) Instead of bringing a thunderbolt down, Pikachu discharges electricity around itself as if the default version of the move had struck. Has slow start-up, but more knockback.
Custom 2 Distant Thunder 13%/9%/5% (thunderbolt), 6% (blast) The thundercloud starts higher up and deals more damage. Has no meteor hitbox, but Thunderspikes much easier.
Final Smash Volt Tackle 1% (collision), 8% (spark) Surrounds itself in a sphere or electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the ball to spark out, causing significantly more damage and knockback. It now has a "cursor" in the form of a smaller, purple ball, which helps players aim its trajectory better.

On-screen appearance

  • Emerges from a Poké Ball, then briefly surrounds itself in electric sparks.
PikachuOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Huddles down and discharges electricity, saying "Piiiii!"
  • Side taunt: Faces the screen and waves twice with its left paw, then its right, saying "Pika Pika!"
  • Down taunt: Rolls on its back, saying "Pikaaaaa!"
Up taunt Side taunt Down taunt
PikachuUpTauntSSB4.gif PikachuSideTauntSSB4.gif PikachuDownTauntSSB4.gif

Idle poses

  • Scratches its right ear.
  • Stands up straight, then looks right, and then left, twitching its ears.
PikachuIdlePose2SSB4.jpg PikachuIdlePose1SSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Pi-ka-chu! Pi-ka-chu!
Pitch Group chant Female

Victory poses

A small excerpt of the music that would play on the title screen of Pokémon Red, Blue and Green Versions.
  • Twitches its ears, then scratches its right ear.
  • Jumps up and somersaults while saying "Pi!", then spins around once before happily facing the camera. Its "character chosen" animation in Super Smash Bros.
  • Lies sideways on the ground and sleeps, while saying "Piiika" drowsily.
PikachuPose1WiiU.gif PikachuPose2WiiU.gif PikachuPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
PikachuHeadSSB4-U.png Pikachu 1311 2311 2312 1312 1313
1331 2313 2331 3311 1321

Notable players

Trophies

Pikachu
Ntsc Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.
Pal Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Pikachu (Alt.)
Ntsc Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
Pal Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Volt Tackle
Ntsc 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!
Pal 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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Pikachu Palette (SSB4).png
PikachuHeadSSB4-U.png PikachuHeadRedSSB4-U.png PikachuHeadGreenSSB4-U.png PikachuHeadCyanSSB4-U.png PikachuHeadYellowSSB4-U.png PikachuHeadBlueSSB4-U.png PikachuHeadWhiteSSB4-U.png PikachuHeadPurpleSSB4-U.png

Gallery

Trivia

  • Pikachu is the only playable Pokémon in SSB4 to not have a weakness to the type of another playable Pokémon.
  • This is the first game in the series where Pikachu's teeth are visible. They can be seen when Pikachu is being grabbed by an opponent.
  • When Pikachu is stunned, its eyes turn into swirls. This is a reference to when a Pokémon in the anime has been knocked out.
  • In the Pokémon series, Quick Feet, one of Pikachu's up special customs in SSB4, is an Ability rather than an actual move, in a similar vein to Victini's and Munchlax's Poké Ball effects. However, Pikachu does not legitimately have Quick Feet as an Ability.
  • Pikachu's SSB4 artwork depicts it striking the same pose as its artwork from SSB, though it is no longer slightly slouching to the side.