Pichu (SSBU): Difference between revisions

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|ssbgame1 = SSBM
|ssbgame1 = SSBM
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|tier = B-
|ranking = 53
|ranking = 55
}}
}}
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{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and ''[[Super Smash Bros. Melee]]'',  reprises her role with new voice-clips. In addition, the 'spiky-eared' variant of Pichu (who appears as a playable character in ''Ultimate'' via Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]]) is also voiced by Kōrogi rather than {{s|wikipedia|Shoko Nakagawa}}, who originally voiced the aforementioned 'spiky-eared' variant in the ''Pokémon'' anime's twelfth movie, ''[[bulbapedia:M12|Pokémon: Arceus and the Jewel of Life]]''.
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and ''[[Super Smash Bros. Melee]]'',  reprises her role with new voice-clips. In addition, the 'spiky-eared' variant of Pichu (who appears as a playable character in ''Ultimate'' via Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]]) is also voiced by Kōrogi rather than {{s|wikipedia|Shoko Nakagawa}}, who originally voiced the aforementioned 'spiky-eared' variant in the ''Pokémon'' anime's twelfth movie, ''[[bulbapedia:M12|Pokémon: Arceus and the Jewel of Life]]''.


Pichu is ranked 53rd out of 82 on the current [[tier list]], placing it in the C+ tier. This is a significant improvement over its low-tier placement in ''Melee'', where it was ranked 22nd out of 26. Pichu boasts good combo ability and great KO power, with its fast [[falling speed]] assisting in its combo potential. It is also difficult to hit due to its small hurtbox and good mobility.
Pichu is ranked 55th out of 82 on the current [[tier list]], placing it in the B- tier. This is a significant improvement over its low-tier placement in ''Melee'', where it was ranked 22nd out of 26. Pichu boasts good combo ability and great KO power, with its fast [[falling speed]] assisting in its combo potential. It is also difficult to hit due to its small hurtbox and good mobility.


However, Pichu is hindered by critical flaws. Its biggest flaw is being the [[weight|lightest]] character in the game. This, combined with it receiving [[recoil damage]] when performing [[electric]]-based attacks, characterizes Pichu as a "glass cannon" and can be KO'd earlier than any other character. Its fast falling speed makes it more susceptible to combos despite being so light.
However, Pichu is hindered by critical flaws. Its biggest flaw is being the [[weight|lightest]] character in the game. This, combined with it receiving [[recoil damage]] when performing [[electric]]-based attacks, characterizes Pichu as a "glass cannon" and can be KO'd earlier than any other character. Its fast falling speed makes it more susceptible to combos despite being so light.
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The primary difference between Pichu and Pikachu is the former's [[recoil damage]] on its [[electric]]ity-based attacks. All of Pichu's attacks with an electric effect ([[forward tilt]], [[forward smash|forward]] and [[down smash]]es, [[forward aerial|forward]], [[back aerial|back]] and [[down aerial]]s, [[forward throw]], and the rest of Pichu's [[special move]]set excluding {{b|Thunder|Pokémon}} if the lightning bolt doesn't strike Pichu) deal recoil damage to itself, which makes it less feasible for Pichu to overuse these attacks. To compensate for this, several of Pichu's electric attacks have either increased damage, knockback (in some cases both), or versatility. This makes it less feasible for Pichu to overuse these attacks in situations that would require their usage for best results, as it could put it in a spot where the opponent potentially has the advantage to even KO Pichu with an attack that possesses enough power. Conversely, it increases the reward Pichu would receive if it can land said moves, and due to these moves increasing Pichu's percentage, this means Pichu can make effective usage of [[rage]] to KO an opponent with more ease, provided it can survive long enough.
The primary difference between Pichu and Pikachu is the former's [[recoil damage]] on its [[electric]]ity-based attacks. All of Pichu's attacks with an electric effect ([[forward tilt]], [[forward smash|forward]] and [[down smash]]es, [[forward aerial|forward]], [[back aerial|back]] and [[down aerial]]s, [[forward throw]], and the rest of Pichu's [[special move]]set excluding {{b|Thunder|Pokémon}} if the lightning bolt doesn't strike Pichu) deal recoil damage to itself, which makes it less feasible for Pichu to overuse these attacks. To compensate for this, several of Pichu's electric attacks have either increased damage, knockback (in some cases both), or versatility. This makes it less feasible for Pichu to overuse these attacks in situations that would require their usage for best results, as it could put it in a spot where the opponent potentially has the advantage to even KO Pichu with an attack that possesses enough power. Conversely, it increases the reward Pichu would receive if it can land said moves, and due to these moves increasing Pichu's percentage, this means Pichu can make effective usage of [[rage]] to KO an opponent with more ease, provided it can survive long enough.


Much like Pikachu, all aspects of Pichu's moveset are solid overall, possessing exceptional frame-data overall and great utility throughout its moveset. An example of this is Pichu's excellent aerial game. [[Neutral aerial]] is Pichu's fastest [[out of shield]] option, on top of lacking much ending and/or landing lag, making it a viable edgeguarding option. [[Forward aerial]] deals the highest damage of Pichu's aerials and has fantastic combo potential, while only possessing decent recoil damage. His [[up aerial]], while being Pichu's least damaging aerial, also retains powerful vertical combo capabilities. [[Down aerial]] is Pichu's primary means to [[meteor smash]], and the late hit also lasts for a long while, making it another great edgeguarding tool, while also possessing only decent recoil damage. Finally, [[back aerial]] deals less damage than forward aerial, but is also Pichu's strongest aerial, an excellent edgeguarding tool, only has decent recoil damage (like its forward and down aerials), and plays a major component on Pichu's looping combos; by repeatedly performing a full jump while using a back aerial and comboing into a tilt attack (most notably up tilt) to repeat the process, Pichu can [[zero-to-death combo]] the opponent, though the timing for each move is very strict. As a cherry on top, all of Pichu's aerials are capable of [[auto-cancel]]ing out of a short hop.
Much like Pikachu, all aspects of Pichu's moveset are solid overall, possessing exceptional frame-data overall and great utility throughout its moveset. An example of this is Pichu's excellent aerial game. [[Neutral aerial]] is Pichu's fastest [[out of shield]] option, on top of lacking much ending and/or landing lag, making it a viable edgeguarding option. [[Forward aerial]] deals the highest damage of Pichu's aerials and has fantastic combo potential, while only possessing decent recoil damage. His [[up aerial]], while being Pichu's least damaging aerial, also retains powerful vertical combo capabilities. [[Down aerial]] is Pichu's primary means to [[meteor smash]], and the late hit also lasts for a long while, making it another great edgeguarding tool, while also possessing only decent recoil damage. Finally, [[back aerial]] deals less damage than forward aerial, but is also Pichu's strongest aerial, an excellent edgeguarding tool, only has decent recoil damage (like its forward and down aerials), and plays a major component on Pichu's looping combos; by repeatedly performing a full jump while using a back aerial and comboing into a tilt attack (most notably up tilt) to repeat the process, Pichu can [[zero-to-death combo]] the opponent, though the timing for each move is very strict.


Pichu's primary (but not sole) methods to set up the opponent into its strong aerial game consist of its [[up tilt|up]] and [[down tilt]]s, and [[up throw|up]] and [[down throw]]s: both tilts are excellent combo starters, with down tilt even comboing into aerials at very high percentages, while up and down throw allow Pichu to pummel the opponent for more damage due to them being followed up from a grab; up throw is also infamous for comboing into Thunder for a reliable KO set-up. This gives Pichu a strong combo game, with several methods to begin, extend or end combos in a comparable manner of Pikachu, though due to its moveset's nature, Pichu's combo game is typically shorter-lived in exchange for raw damage.
Pichu's primary (but not sole) methods to set up the opponent into its strong aerial game consist of its [[up tilt|up]] and [[down tilt]]s, and [[up throw|up]] and [[down throw]]s: both tilts are excellent combo starters, with down tilt even comboing into aerials at very high percentages, while up and down throw allow Pichu to pummel the opponent for more damage due to them being followed up from a grab; up throw is also infamous for comboing into Thunder for a reliable KO set-up. This gives Pichu a strong combo game, with several methods to begin, extend or end combos in a comparable manner of Pikachu, though due to its moveset's nature, Pichu's combo game is typically shorter-lived in exchange for raw damage.
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Since its absence from previous installments, Pichu was infamous for being considered by far the worst [[clone]] in ''Melee'', largely due to its catastrophic endurance, recoil damage and vulnerability to chain grabbing, giving it among the worst matchups in the game, which was intentional due to being designed as an intentional "joke character". Most likely as a result of this, Pichu has been drastically buffed in its transition to ''Ultimate'', making it the most buffed among all characters transitioning from ''Melee''.
Since its absence from previous installments, Pichu was infamous for being considered by far the worst [[clone]] in ''Melee'' due to its status as an intentional "joke character," largely due to its catastrophic endurance, recoil damage and vulnerability to chain grabbing, giving it among the worst matchups in the game and leading to its bottom-tier placement and low tournament representation. Most likely as a result of this, Pichu has been drastically buffed in its transition to ''Ultimate'', making it the most buffed among all characters transitioning from ''Melee''.


Pichu's [[recoil damage]] has been somewhat toned down from ''Melee'', making its [[electric]]al attacks less of a detriment for usage. Its mobility has overall improved as well, as its [[walk]]ing, [[dash]]ing and [[air speed]]s have increased, and its [[air acceleration]] has increased substantially. It can also [[crawl]] now, enabling Pichu to approach more easily while being able to dodge certain projectiles. While its endurance is still the worst in ''Ultimate'' as it is lighter than even {{SSBU|Jigglypuff}}, its [[weight]] was nevertheless increased, allowing it to survive a little bit longer.
Pichu's [[recoil damage]] has been somewhat toned down from ''Melee'', making its [[electric]]al attacks less of a detriment for usage. Its mobility has overall improved as well, as its [[walk]]ing, [[dash]]ing and [[air speed]]s have increased, and its [[air acceleration]] has increased substantially. It can also [[crawl]] now, enabling Pichu to approach more easily while being able to dodge certain projectiles. Pichu also benefits from the weakening of [[SDI]], as its multi-hitting attacks are much more reliable. On another note, while its endurance is still the worst in ''Ultimate'' as it is lighter than even {{SSBU|Jigglypuff}}, its [[weight]] was nevertheless increased, allowing it to survive a little bit longer.


The changes to the engine's mechanics in ''Ultimate'' universally benefit Pichu as well. The weakening of [[SDI]] makes its multi-hitting moves harder to escape and thus much more consistent, and the changes to [[air dodge]]ing mechanics make it safer to perform one to escape combos and give it one of the fastest in the game. The implementation of [[rage]], coupled with its small stature, allows Pichu to benefit from it thanks to its electric attacks' high knockback, in addition to said attacks' recoil damage indirectly putting it out of range of KO setups it would have otherwise suffered from.
The changes to the engine's mechanics in ''Ultimate'' universally benefit Pichu as well. The aforementioned weakening of [[SDI]] makes its multi-hitting moves harder to escape and thus much more consistent, and the changes to [[air dodge]]ing mechanics make it safer to perform one to escape combos and give it one of the fastest in the game. The implementation of [[rage]], coupled with its small stature, allows Pichu to benefit from it thanks to its electric attacks' high knockback, in addition to said attacks' recoil damage indirectly putting it out of range of KO setups it would have otherwise suffered from.


Despite the several buffs it received, Pichu also received a few nerfs. Some of its strongest KO options, such as its forward and up smashes, were significantly weakened in terms of knockback, while its neutral aerial, previously considered the best move in its entire kit, was weakened in both its damage output and knockback. Its grounded attacks are less effective for [[edgeguarding]], as its down tilt, down smash and dash attack now send opponents at a much higher and undesirable angle. Additionally, more of Pichu's attacks (examples being its forward tilt and back aerial) emit electricity, meaning that more of its moves cause recoil damage; while this allows Pichu to build up rage more easily in comparison to the other fighters, it allows Pichu to be knocked out even more quickly, which is further compounded by its atrocious weight and fast-falling speed making it vulnerable to combos, despite its small hurtbox.
Despite the several buffs it received, Pichu also received a few nerfs. Some of its strongest KO options, such as its forward and up smashes, have been significantly weakened in terms of knockback, while its neutral aerial, previously considered by most of the community to be its best move in Pichu's entire kit, has also been weakened in both its damage output and knockback. The removal of [[chain grab]]bing in ''SSB4'' and ''Ultimate'' removes Pichu's chain grab with its [[up throw]], greatly reducing its damage-racking potential against fast-fallers. Its grounded attacks are also less effective for [[edgeguarding]], as its down tilt, down smash and dash attack now send opponents at a much higher and undesirable angle.


A few of the gameplay mechanic changes have been injurious for Pichu. The removal of [[chain grab]]bing in ''SSB4'' and ''Ultimate'' removes Pichu's chain grab with its [[up throw]], greatly reducing its damage-racking potential against fast-fallers. Lastly, despite the benefits it gains from rage, the introduction of the aforementioned mechanic causes Pichu's survivability to be ironically slightly more prevelant than before, as heavily damaged characters can make usage of it to turn the tables on Pichu should it fail to KO its opponent at a relatively low percentage.
Additionally, more of Pichu's attacks (examples being its forward tilt and back aerial) emit electricity, meaning that more of its moves cause recoil damage; while this allows Pichu to build up rage more easily in comparison to the other fighters, it allows Pichu to be knocked out even more quickly, which is further compounded by its atrocious weight and fast-falling speed making it vulnerable to combos, despite its small hurtbox. Lastly, despite the benefits it gains from rage, the introduction of the aforementoned mechanic causes Pichu's survivability to be ironically slightly more prevelant than before, as heavily damaged characters can make usage of it to turn the tables on Pichu should it fail to KO its opponent at a relatively low percentage.


Overall, Pichu is no longer an intentional "joke character" like in ''Melee''; instead, it is now a quintessential and polarized glass cannon, akin to a min-maxed version of {{SSBU|Pikachu}}. It has a stronger punish and edgeguarding game, but less range on average, a less reliable recovery and more committal options; moreover, none of its buffs have alleviated some of its glaring weaknesses, with the biggest being its fragility. ''Ultimate''{{'}}s updates have also slightly nerfed Pichu overall, and various optimizations to several characters have resulted in it not performing as well as on release. Nevertheless, Pichu's buffs greatly outweigh its nerfs, and it has drastically improved compared to ''Melee'', being one of the most buffed characters in the transition to ''Ultimate''.
Overall, Pichu is no longer an intentional "joke character" like in ''Melee''; instead, it is now a quintessential and polarized glass cannon, akin to a min-maxed version of {{SSBU|Pikachu}}. It has a stronger punish and edgeguarding game, but less range on average, a less reliable recovery and more committal options; moreover, none of its buffs have alleviated some of its glaring weaknesses, with the biggest being its fragility. ''Ultimate''{{'}}s updates have also slightly nerfed Pichu overall, and various optimizations to several characters have resulted in it not performing as well as on release. Nevertheless, Pichu's buffs greatly outweigh its nerfs, and it has drastically improved compared to ''Melee'', being one of the most buffed characters in the transition to ''Ultimate''.
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Potentially due to its dominating status in competitive play during the early metagame of ''Ultimate'', Pichu was significantly nerfed in game updates. Although its pummel was slightly buffed in update {{SSBU|2.0.0}}, it received several big nerfs in update {{SSBU|3.1.0}}. Pichu's hurtbox is larger, forward smash has more ending lag, its infamously strong forward tilt has less knockback scaling, and almost all of its electric attacks deal more recoil damage, noticeably worsening its already abysmal endurance.
Potentially due to its dominating status in competitive play during the early metagame of ''Ultimate'', Pichu was significantly nerfed in game updates. Although its pummel was slightly buffed in update {{SSBU|2.0.0}}, it received several big nerfs in update {{SSBU|3.1.0}}. Pichu's hurtbox is larger, forward smash has more ending lag, its infamously strong forward tilt has less knockback scaling, and almost all of its electric attacks deal more recoil damage, noticeably worsening its already abysmal endurance.


Update {{SSBU|11.0.0}} buffed Pichu by reversing some of the nerfs it received in update 3.1.0, reducing the amount of recoil damage Pichu receives with some electric attacks. On top of that, its ear-hurtboxes received intangibility during the strong hit of its neutral aerial, making it a slightly safer option in the air.
Update {{SSBU|11.0.0}} buffed Pichu by reversing some of the nerfs it received in update 3.1.0, changing the amount of recoil damage Pichu receives with some electric attacks. On top of that, its ear-hurtboxes received intangibility during the strong hit of its neutral aerial, making it a slightly safer option in the air.


Overall, Pichu fares much worse than it did when ''Ultimate'' launched. While Pichu is still far stronger than its ''Melee'' iteration, the nerfs it received has led to its tournament representation and results to drastically decline and it is now considered to be a high-tier or mid-tier character at best in comparison to its top-tier status in the early metagame.
Overall, Pichu fares much worse than it did when ''Ultimate'' launched. While Pichu is still far stronger than its ''Melee'' iteration, the nerfs it received has led to its tournament representation and results to drastically decline and Pichu is now generally considered to be a lower high-tier or mid-tier character at best in comparison to its top-tier status at launch.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|neutralcount=1
|neutralcount=1
|neutral1dmg=1.2%
|neutral1dmg=1.2%
|neutraldesc=[[bulbapedia:Headbutt (move)|Performs a quick headbutt]]. Possesses similar properties as Pikachu's jab, though it can link a few more hits before pushing the opponent out of range. It also inflicts less shieldstun and has one frame less ending lag. While it has minimal startup lag by coming out on frame 2 and can [[jab lock]], it cannot combo into itself easily due to opponents falling out of the move easily when spammed and being able to punish Pichu for the move. Pichu's other moves, such as down tilt or dash attack, are better options since Pichu lacks a finisher for its jab.
|neutraldesc=[[bulbapedia:Headbutt (move)|Does a quick headbutt]]. Has similar properties as Pikachu's jab, though it can link a few more hits before pushing the opponent out of range. Also has less shieldstun.
|ftiltname=Double-Footed Sweep ({{ja|りょうあしばらい|Ryō Ashibarai}})
|ftiltname=Double-Footed Sweep ({{ja|りょうあしばらい|Ryō Ashibarai}})
|ftiltdmg=8%, 1% recoil
|ftiltdmg=8%, 1% recoil
|ftiltdesc=Plants itself on its upper paws and performs a left-legged {{s|wikipedia|horse kick}} vertically in front of itself, and then performs a right-legged horse kick. It has minimal startup lag (comes out on frame 5) and ending lag, yet it is one of the strongest forward tilts in ''Ultimate'', KOing middleweights at around 128% near the edge of Final Destination, making it one of Pichu's most viable KOing options in its kit. Can make opponents [[trip]] at low percents. The hitbox lasts surprisingly long, as Pichu kicks with one foot before kicking with the other, and while the second hitbox is smaller, it is not a [[sourspot]]. Cannot be angled as it could in ''Melee''.
|ftiltdesc=Plants itself on its upper paws and kicks with one foot upward in front of itself, and then the other. Very fast (comes out on frame 5) and has very low ending lag, yet it has above average power and can KO at high percents. Can make opponents [[trip]] at low percents. The hitbox last surprisingly long, as Pichu kicks with one foot and then the other, and while the second hitbox is smaller, it doesn't count as a sourspot. Cannot be angled as it could in ''Melee''.
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=An overhead tail swipe, beginning from behind Pichu. An excellent combo starter, comboing into itself at low percents and into Pichu's aerials at medium to high percents. It is a great combo tool, but its short range prevents it from being a viable anti-air.
|utiltdesc=Swipes its tail above its body in an arc. Can combo into itself at low percents, or into an aerial at mid to high percents.
|dtiltname=Tail Sweep ({{ja|あしばらい|Shippo Barai}})
|dtiltname=Tail Sweep ({{ja|あしばらい|Shippo Barai}})
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Sweeps its tail in front of itself while crouching. It has good horizontal reach and minimal ending lag, making it somewhat spammable. Unlike Pikachu's down tilt, Pichu's down tilt is also useful for leading to combos due to its minimal knockback scaling and vertical launching angle, comboing into an up tilt at low to medium percents, or an aerial even at very high percents.
|dtiltdesc=Swipes its tail in front of itself. Has very low knockback scaling, allowing it to combo into up tilt at low to mid percents, or an aerial even at very high percents.
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=A {{s|wikipedia|battering ram}}. The early hitbox deals moderate damage and good knockback, allowing it to KO middleweights around 163% on Final Destination. It also has a fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. Additionally, it is relatively safe on shield due to its ability to [[cross-up]] shields, although it can still be punished by quick out-of-shield options, and the clean hitbox must be landed against a shielding opponent in order to cross them up. However, the late hitbox lacks KO potential at reasonable percents, and the move's high ending lag prevents either hit from comboing. Less ending lag, albeit less shieldstun compared to Pikachu's dash attack. It also has an hitbox on Pichu's torso.
|dashdesc=Jumps and headbutts forward. Less ending lag but less shieldstun compared to Pikachu's. It also has an hitbox on Pichu's torso.
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')  
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')  
|fsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|8}} (hit 6), 2% recoil
|fsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|8}} (hit 6), 2% recoil
|fsmashdesc=Rears its head back before leaning forward, launching a short jolt of electricity from its cheeks. It comes out on frame 16, the slowest start-up among all of Pichu's smash attacks. Unlike Pikachu's forward smash, Pichu's forward smash is multi-hitting and lacks sourspots and/or sweetspots. It also boasts more strength and less ending lag relative to the hitbox's duration, which gives it more reliability and safety compared to Pikachu's. However, it has less range. The final hit is one of the strongest forward smashes in ''Ultimate'', being able to KO {{SSBU|Mario}} at 80% at the edge of Final Destination. Additionally, it has low ending lag (16 frames), which gives it good safety on shield.
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Comes out on frame 16 and is a multihit attack. Stronger than Pikachu's version, does not have sourspots and has less ending lag relative to the hitbox, but has much less range.
|usmashname=Headbutt ({{ja|ヘッドバット|Heddobatto}})
|usmashname=Headbutt ({{ja|ヘッドバット|Heddobatto}})
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|usmashdesc=An upward-arcing headbutt. Pichu's ears become [[Intangibility|intangible]] throughout the hitbox's active duration. Due to hitting on frame 9, it is disproportionately quick for a smash attack. It is a decent anti-air tool with pseudo-disjointed range due to Pichu's ears being intangible while the hitbox is active, similar to {{SSBU|Mario}}'s up smash. Due to its power being drastically lowered since ''Melee'', however, it is now Pichu's weakest smash attack and possesses rather mediocre power for a smash attack, KOing Mario effectively starting at around 126% on Final Destination. In addition, its high ending lag makes it risky and punishable without wise usage.
|usmashdesc=Does an upward headbutt. Pichu's ears become [[Intangibility|intangible]] on frames 9-11. Comes out on frame 9, making it quick for a smash attack. However, its knockback is rather poor for a smash attack.
|dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'')
|dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'')
|dsmashdmg={{ChargedSmashDmgSSBU|1.5}} (hits 1-4), {{ChargedSmashDmgSSBU|8}} (hit 5), 1.3% recoil
|dsmashdmg={{ChargedSmashDmgSSBU|1.5}} (hits 1-4), {{ChargedSmashDmgSSBU|8}} (hit 6), 1.3% recoil
|dsmashdesc=Discharges electricity while spinning around, shocking opponents in the process. It is tied with Pichu's up smash for dealing the second-highest damage out of all its smash attacks, dealing up to 14%. It KOs middleweights around 89% at the edge of Final Destination with no DI. Compared to Pikachu's down smash, it has much less ending lag and boasts more strength, but it is easier to DI and is worse for edgeguarding due to its heightened angle, which causes it to KO slightly later, KOing middleweights at around 106% at the edge of Final Destination with good DI. It has the least startup out of all its smash attacks, coming out on frame 8, but its 27 frames of ending lag make it punishable if performed unwisely. As well as up and forward smashes, neutral aerial can combo into this move to confirm a KO. Pichu also gains [[invincibility]] at frames 7-10.
|dsmashdesc=Discharges electricity while quickly spinning in place. Compared to Pikachu's, it has much less ending lag and it is overall stronger, but it's easier to DI and is worse for edgeguarding due to its angle. Pichu also gains invincibility at frames 7-10.
|nairname=Pichu Spin ({{ja|ピチュースピン|Pichū Supin}})
|nairname=Pichu Spin ({{ja|ピチュースピン|Pichū Supin}})
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=An aerial {{s|wikipedia|cartwheel}}. It has the properties of a [[sex kick]]. It is a quick [[out of shield]] option and, when compared to Pikachu's, it is more effective for KOing and possesses more range and less ending lag. If landing the clean hitbox, it can KO middleweights at around 158% at the edge of Final Destination without [[rage]]. It is one of Pichu's most versatile tools in its kit; being useful for breaking out of combos due to its almost nonexistent startup (frame 2), and a minimal amount of ending lag (12 frames). It is notorious for its ability to be [[fast fall|fast-falled]] to drag the opponent down and extend combos, and being a very quick out-of-shield option at frame 2. It can be fast-falled to combo into all of its tilts, a grab, and a smash attack due to its minimal ending lag. It [[auto-cancel]]s in a short hop, although is slightly safer when not auto-canceled, possessing 2 less frames of landing lag compared to Pikachu's.
|nairdesc=An aerial cartwheel. It is a quick out of shield option and, when compared to Pikachu's, it is more effective for KOing and has more range and less ending lag. Autocancels in a full hop, but is slightly safer when not autocanceled, having 2 less frames of landing lag compared to Pikachu's.
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-4), 1.5% recoil
|fairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-4), 1.5% recoil
|fairdesc=Spins forward with an electrically charged head, shocking opponents. It has moderate startup lag (frame 10) and hits 4 times. Possesses low landing and ending lag (15 frames), making it an effective [[spacing]] option. Unlike Pikachu's forward aerial, it covers Pichu's whole body and utilizes the [[autolink angle]], connecting better in comparison. It deals impressive damage (up to 14%, if all the hits connect) and combo into itself at low percents, while also being good for edgeguarding and leading to  a [[wall of pain]] at lower precents. The multiple hits and long duration make it an effective short hopped aerial to pressure the opponent's shield and potentially [[shield poke]]. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to KO at higher percents.
|fairdesc=Does a forward barrel roll. Unlike Pikachu's, it covers Pichu's whole body and uses the autolink angle, connecting better. It deals impressive damage (14% if all the hits connect) and combo into itself at low percents, while also being good for edgeguarding.
|bairname=Electric Glider ({{ja|グライダー|Dengeki Guraidā}})
|bairname=Electric Glider ({{ja|グライダー|Dengeki Guraidā}})
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-5), {{ShortHopDmgSSBU|2.5}} (hit 6), 1.5% recoil
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-5), {{ShortHopDmgSSBU|2.5}} (hit 6), 1.5% recoil
|bairdesc=Spins around horizontally in a skydiver position while infusing electricity in a similar fasion of Pichu's [[down smash]], hitting multiple times. Can combo at low percentages and edgeguard at higher percents, like Pichu's [[forward aerial]]. It has miniimal startup lag, coming out on frame 4 with a long active duration, relatively low ending lag (24 frames) and can hit all around Pichu. However, it is burdened with poor range, only hitting opponents close to Pichu. To compensate, it is a great edgeguarding tool at high precents while being a useful combo starter at low percents. Additionally, the final hit boasts incredible power for an aerial attack of its kind, as it KOs middleweights at around 126% at the edge of Final Destination.
|bairdesc=Does an electric spin similar to its down smash. Can combo at low percentages and edgeguard at higher percents, just like forward aerial. Decent knockback, making it an effective KO option.
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairdmg={{ShortHopDmgSSBU|4}}
|uairdmg={{ShortHopDmgSSBU|4}}
|uairdesc=An overhead tail swipe, beginning from behind Pichu. Extremely fast, coming out on frame 4, with minimal ending lag (17 frames) as it auto-cancels with less landing lag compared to Pikachu's up aerial and is interruptible at frame 27. It is useful for juggling or comboing into itself and other aerials, or into Thunder at certain percentages.
|uairdesc=Flicks its tail above itself. Good for combos, especially into Thunder. Autocancels in a short hop with less landing lag than Pikachu's version.
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairdmg={{ShortHopDmgSSBU|13}}, {{ShortHopDmgSSBU|4}} (landing), 1.5% recoil after startup, 0.5% recoil landing (can land before startup)
|dairdmg={{ShortHopDmgSSBU|13}}, {{ShortHopDmgSSBU|4}} (landing), 1.5% recoil after startup, 0.5% recoil landing (can land before startup)
|dairdesc=Performs an electricity-infused barrel roll downwards. Possesses the capability to [[meteor smash]] opponents during the clean hit, which has a generously long duration (four frames), and, although with strict timing, it can auto-cancel in a short hop. Pichu's ears become intangible for the entire duration of the clean hit (frames 14-17). The late hit has good coverage in Pichu's body. It has low ending lag with 23 frames of vulnerability, but it is the highest of Pichu's aerials. Like Pikachu's, it also has a landing hitbox.
|dairdesc=Does a downward barrel roll. Has the capability to meteor smash opponents during the clean hit, which has a generously long duration (four frames), and, although with strict timing, it can autocancel in a short hop. Pichu's ears become intangible for the entire duration of the clean hit(frames 14-17). The late hit has good coverage in Pichu's body.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Leans forward and reaches out single-handed. Possesses a range of approximately Pichu's body width, being somewhat short-ranged. Due to possessing the lowest amount of ending lag across the cast and extremely quick startup (frame 6), however, Pichu's grabs are the fastest in the game.
|grabdesc=Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width, being somewhat short-ranged. Its grabs are the fastest in the game.
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}})
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}})
|pummeldmg=1.4%, 0.1% recoil
|pummeldmg=1.4%, 0.1% recoil
|pummeldesc=Shocks the opponent. It has above-average power and moderate speed.
|pummeldesc=Shocks the opponent. Above average power and moderate speed.
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|fthrowdmg=1.5% (hits 1-4), 6% (throw), 0.8% recoil
|fthrowdmg=1.5% (hits 1-4), 6% (throw), 0.8% recoil
|fthrowdesc=Places the opponent on its back and shocks them by infusing electricity onto them, launching them forward. Pichu's strongest throw, as it starts KOing middleweights at around 153% near the edge of Final Destination. Aside from KOing, it is also effective at starting edgeguards.
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. Pichu's strongest throw, it starts KOing middleweights at around 153% near the edge of [[Final Destination]].
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Rolls backward before launching the opponent with a tomoe nage, a judo throw. Pichu's second-strongest throw, but it drastically pales in terms of power compared to Pichu's forward throw, as it starts KOing middleweights at around 181% at the edge of Final Destination. It is excellent for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge. It is potentially based on [[bulbapedia:Submission (move)|Submission]], a Fighting-type move that Pikachu could learn in Generation 1 games.
|bthrowdesc=Does a backwards somersaults with the opponent, then flings them behind itself. Pichu's second strongest throw, but it can only KO middleweight late, starting at around 181% at the edge of Final Destination.
|uthrowname=Heading ({{ja|ヘディング|Hedingu}})
|uthrowname=Heading ({{ja|ヘディング|Hedingu}})
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdesc=Heaves the opponent onto its head and headbutts it upwards. A good combo throw at lower precentages. Can infamously combo into {{b|Thunder|Pokémon}}, making it a reliable finisher between medium and high percents. However, in comparison to Pikachu's up throw, it has drastically less power, which prevents it from KOing at realistic precentages, but gives its KO setup with Thunder much more consistency compared to Pikachu.
|uthrowdesc=Tosses foe up and headbutts them. Can infamously combo into {{b|Thunder|Pokémon}} making it a reliable finisher between medium and high percents.
|dthrowname=Hip Press ({{ja|ヒッププレス|Hippu Puresu}})
|dthrowname=Hip Press ({{ja|ヒッププレス|Hippu Puresu}})
|dthrowdmg=4% (hit 1), 4% (throw)
|dthrowdmg=4% (hit 1), 4% (throw)
|dthrowdesc=Plants the opponent on the ground and performs a [[wikipedia:Professional wrestling throws#Senton|senton]]. A good combo starter comboing into all of Pichu's aerial attacks from low to medium percents, allowing Pichu to easily start combos.
|dthrowdesc=Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins in a full rotation to sweep with its tail at both sides.
|floorfdesc=Does a full rotation sweep with its tail.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Spins in a full rotation to sweep with its tail at both sides.
|floorbdesc=Does a full rotation sweep with its tail.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Thrusts its tail on both sides of itself while getting up.
|floortdesc=Swings its tail on both sides of itself.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a cartwheel and flicks its tail out while climbing up.
|edgedesc=Climbs up then flicks its tail out.
|nsname=Thunder Jolt
|nsname=Thunder Jolt
|nsdmg=7% (short distance), 6% (medium distance), 5% (long distance), 10% (air), 0.7% recoil
|nsdmg=7% (short distance), 6% (medium distance), 5% (long distance), 10% (air), 0.7% recoil
|nsdesc=Pichu's primary [[projectile]]. Fires a jolt of electricity forward. Compared to Pikachu's, it is quicker, bigger and stronger. It also travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings, making it a strong edgeguarding and [[2 frame punish|2-framing]] tool. If performs in the air, it will travel diagonally down instead and will deal more damage. Disappears after around 3 seconds. It is useful for [[gimp]]ing certain recoveries. Deals less damage the farther it travels. A versatile projectile, as it deals good damage and moves quickly, assisting Pichu in controlling the neutral game. When it hits the stage or a platform, it sticks to it, looping across it until its lifespan is over or it hits the bottom of a soft platform. This allows Pichu to run alongside it to approach, cover several grounded options, and assit it in getting out of the corner.
|nsdesc=Pichu's main projectile. Fires a jolt of electricity forward. Compared to Pikachu's, it is faster, bigger and stronger. It also travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings, making it a strong edgeguarding and 2 framing tool. If used in the air, it will travel diagonally down instead and will deal more damage. Disappears after around 3 seconds. Can be used to gimp certain recoveries. Deals less damage the farther it travels.
|ssname=Skull Bash
|ssname=Skull Bash
|ssdmg=4% (uncharged), 7.8% (uncharged smash input), 33% (fully charged), 1.8% recoil
|ssdmg=4% (uncharged), 7.8% (uncharged smash input), 33% (fully charged), 1.8% recoil
|ssdesc=[[bulbapedia:Skull Bash (move)|Charges up before launching forward at a high velocity]]. It can be charged up to increase damage, knockback, and distance. Useful for horizontal recovery and can sweetspot the ledge, but leaves Pichu vulnerable due to being fairly slow, and the hitbox being within its hurtbox. If inputted like a smash attack, it immediately starts with some charge. When fully charged or close to full charged, it boasts high KO power and disproportional damage output. The move can also have utility to extend Pichu's recovery, though it does endure some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance at full charged, but deals less damage without charge, require a longer time to fully charge, inflicts recoil damage and has more ending lag.
|ssdesc=Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but deals less damage when uncharged, takes longer to fully charge, causes recoil damage and has more endlag.
|usname=Agility
|usname=Agility
|usdmg=0%, 0.9% recoil (warp 1), 1.4% recoil (warp 2)
|usdmg=0%, 0.9% recoil (warp 1), 1.4% recoil (warp 2)
|usdesc=Pichu's primary means of [[recovery]]. [[bulbapedia:Quick Attack (move)|Zips overhead at high speeds]]. It can be angled; if angled in a different direction after the first time it is performed, Pichu will use it again. It covers great distances and can be unpredictable with correct usage, but Pichu goes into [[helpless]]ness after using it. In comparison to Pikachu's Quick Attack, Agility travels at a farther distance. However, it lacks damage and Pichu suffers recoil damage.
|usdesc=Pichu's primary recovery move. Moves at warp speed in two directions that can be selected via the control stick. Compared to Pikachu's Quick Attack, Agility travels farther. However, it deals no damage and Pichu suffers recoil damage.
|dsname=Thunder (Pokémon){{!}}Thunder
|dsname=Thunder (Pokémon){{!}}Thunder
|dsdmg=14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3.5% recoil
|dsdmg=14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3.5% recoil
|dsdesc=[[bulbapedia:Thunder (move)|Calls down a bolt of lightning from the sky]]. If the bolt strikes Pichu, it will create an electric explosion around itself, dealing massive knockback and granting Pichu intangibility for 10 frames. If an opponent is struck near the top of the bolt or at the cloud, they are launched down into Pichu and will get hit by the discharge as well; otherwise, they are launched upwards. Possesses high ending lag if the bolt doesn't strike Pichu. The thunderbolt becomes active on frame 9, but there is a long gap before the discharge, and thus, it is easy to attack Pichu before the thunderbolt hits it and is very vulnerable to counters. The projectile comes out on frame 2, and can be useful for breaking combos. The beginning of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated and has excellent KO potential. In comparison to Pikachu's Thunder, Pichu's Thunder has less startup, but deals less damage and knockback overall and causes recoil damage. The thunderbolt travels faster than Pikachu's, giving it both positives and negatives: this makes it easier to land, but Pichu will be more vulnerable.
|dsdesc=Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated than has the potential to KO. Pichu also gains intangibility for 10 frames if it connects, just like Pikachu. Compared to Pikachu's Thunder, Pichu's Thunder has less startup but deals less damage and knockback overall and causes recoil damage. The thunderbolt travels faster than Pikachu's version, giving it both positives and negatives: this makes it easier to land, but Pichu will be more vulnerable.
 
|fsname=Volt Tackle
|fsname=Volt Tackle
|fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.6% (loop), 21% (launch), 3.2% recoil (startup), 0.2% recoil (loop), 3.5% recoil (launch)
|fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.6% (loop), 21% (launch), 3.2% recoil (startup), 0.2% recoil (loop), 3.5% recoil (launch)
|fsdesc=[[bulbapedia:Volt Tackle (move)|Surrounds itself with electricity before dashing forwards]]. If it connects, Pichu will barrage the opponents caught with repeated strikes in this form before launching them with a powerful electric blast. If the dash misses, Volt Tackle finishes early. It causes a large amount of recoil damage, but is compensated by possessing increased overall power in comparison to Pikachu's Volt Tackle.}}
|fsdesc=Pichu turns into a ball of electricity and dashes forward. Any opponents hit are knocked into the center of the screen where Pichu furiously tackles them from multiple directions then releases a powerful electric blast in the center. If the dash doesn't hit an opponent, the final smash is ended early. It causes a large amount of recoil damage, but is overall stronger than Pikachu's version.}}


===Stats===
===Stats===
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Jumps out from a Poké Ball and waves both hands in the air with joy before landing, yelling "Pichu!" in the process (the same voice-clip heard in Pichu's side taunt).
*Jumps out from a Poké Ball and waves both hands in the air with joy before landing, saying "Pichu!" in the process (the same voice clip used for its side taunt).
<gallery>
<gallery>
PichuOnScreenAppearanceSSBU.gif|Pichu's on-screen appearance
PichuOnScreenAppearanceSSBU.gif|Pichu's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Charges up with electricity, similar to {{SSBU|Pikachu}}'s up taunt, but falls back dazed when finishing.
*'''Up taunt''': Charges up with electricity, similar to {{SSBU|Pikachu}}'s up taunt, but falls back dazed at the end.
*'''Side taunt''': Jumps up and waves at the camera, yelling "Pichu!" This was its left-facing taunt in ''Melee''.
*'''Side taunt''': Jumps up and waves at the camera, saying "Pichu!" This was its left-facing taunt in ''Melee''.
*'''Down taunt''': Squirms around on the ground, saying "Pichu!" This was its right-facing taunt in ''Melee''.
*'''Down taunt''': Squirms around on the ground, saying "Pichu!" This was its right-facing taunt in ''Melee''.
<gallery>
<gallery>
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Turns around and looks at its tail, twitching it.
*Turns and looks at its tail, twitching it.
*Looks around itself excitedly while twitching its ears.
*Looks around itself excitedly.
<gallery>
<gallery>
SSBUPichuIdle1.gif|Pichu's first idle pose.
SSBUPichuIdle1.gif|Pichu's first idle pose.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Cheers twice (facing to the right first and the left second), jumps thrice while spinning, and poses while {{s|wikipedia|fist pump}}ing with its left hand, chanting "Pichu, Pichu!"
*'''Left:''' Cheers twice (facing to the right first and the left second), jumps thrice while spinning, and poses with its left hand raised, chanting "Pichu, Pichu!"
*'''Up:''' Jumps three times, with the third jump, which is done while spinning, being higher than the first two. While in midair, Pichu waves both of its arms. After landing, Pichu raises both of its arms and arches towards its left side. During the pose, Pichu chants "Pi-Pi-Pichu!" in sync with each jump.
*'''Up:''' Jumps three times, with the third jump, which is done while spinning, being higher than the first two. While in midair, Pichu waves both of its arms. After landing, Pichu raises both of its arms and arches towards its left side. During the pose, Pichu says "Pi-Pi-Pichu!" in sync with each jump.
*'''Right:''' Charges electricity, causing itself fall over, dazed, then stands up and winks while scratching its head while smiling.
*'''Right:''' Charges electricity, making itself fall over, then stands up and winks while scratching its head.
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
<gallery>
<gallery>
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
===Tier placement and history===
In contrast to its ''Melee'' counterpart, where it is considered one of the worst characters in the game, Pichu was commonly considered one of the best characters in the game in the early metagame, if not the game's absolute strongest fighter in ''Ultimate''. This is due to its small size, quick mobility and powerful KO potential, with most of its KO options including back aerial, {{b|Thunder|Pokémon}}, and its infamous forward tilt. These strengths allowed Pichu to have a strong playerbase, with players such as {{Sm|VoiD}}, {{Sm|NAKAT}}, {{Sm|Nietono}}, and {{Sm|Captain L}} performing spectacularly on a national level.
In contrast to its ''Melee'' iteration, where it is considered one of the worst characters in the game, Pichu was commonly considered one of, if not, the best characters in the game in the early metagame. This is due to its small size and powerful KO moves, which included back air, {{b|Thunder|Pokémon}}, and its infamous forward tilt. These strengths allowed Pichu to have a strong playerbase, with players such as {{Sm|VoiD}}, {{Sm|NAKAT}}, {{Sm|Nietono}}, and {{Sm|Captain L}} performing spectacularly on a national level.


However, patch {{SSBU|3.1.0}} increased its size and nerfed the power of its forward tilt, while increasing the amount of recoil on almost all of its electric attacks. In addition to progressively more players learning how to play the matchup, several players considered Pichu to be inferior to {{SSBU|Pikachu}}, and its representation and results ended up declining as a result, with several of its best players either dropping the character (Captain L) or relegating it to either a co-main or secondary (VoiD). Although patch {{SSBU|11.0.0}} reverted some of those nerfs, it failed to change most players' opinions on the character. However, Pichu's strengths and received buffs have prevented players from switching their opinions of considering Pichu a fairly strong competitive threat, similar to Pikachu; with continuously declining results both during and after the [[COVID-19|COVID-19 pandemic]], most of the community currently considers Pichu to be a high-tier or mid-tier character at best, ranking 55th on the first tier list before rising up to 53rd on the second and current tier list as a mid-tier. Nevertheless, Pichu is still widely considered to be drastically more viable than its ''Melee'' iteration.
However, update {{SSBU|3.1.0}} increased its size and nerfed the power of its forward tilt, while increasing the amount of recoil damage on nearly all of its electric attacks. In addition to more people learning how to play the matchup, many players considered Pichu to be inferior to {{SSBU|Pikachu}}, and its representation and results ended up declining as a result, with several of its best players either dropping the character (Captain L) or relegating it to either a co-main or secondary (VoiD). Although update {{SSBU|11.0.0}} reverted some of the nerfs, it failed to change most players' opinions on the character; with continuously declining results both during and after the [[COVID-19|COVID-19 pandemic]], most of the community currently considers Pichu to be a lower high-tier or mid-tier character at best, ranking 55th on the first and current tier list. Nevertheless, Pichu is still widely considered to be significantly more viable than its ''Melee'' iteration.


===Most historically significant players===
===Most historically significant players===
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-19Pichu.jpg|thumb|Finding Pichu in World of Light|left]]
[[File:WoL-19Pichu.jpg|thumb|Finding Pichu in World of Light|left]]
Although Pichu has been absent from the opening cutscene of World of Light, it was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Pichu has been absent from the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


To access Pichu, the player must enter the [[Power Plant]] sub-area and reach it on a platform using two Zapfish, where it can then be challenged and recruited.
To access Pichu, the player must enter the [[Power Plant]] sub-area and reach it on a platform with the use of two Zapfish, where it can then be challenged and recruited.
{{clrl}}
{{clrl}}


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**For unknown reasons, unlike other characters represented through alternate costumes, such as [[Alph]], the [[Koopalings]], and even [[Pikachu Libre]], Spiky-eared Pichu does not have an obtainable Fighter Spirit of her own.
**For unknown reasons, unlike other characters represented through alternate costumes, such as [[Alph]], the [[Koopalings]], and even [[Pikachu Libre]], Spiky-eared Pichu does not have an obtainable Fighter Spirit of her own.
**Similar to {{SSBU|Pikachu}}, who, among the [[Original 12]], is the only one to technically be considered a completely different character via two of its alternate costumes, Pichu is also the only character among ''[[Melee]]'s'' newcomers that can be considered a completely different character via one of its costumes (That being the spiky-eared variant, which is confirmed to be female).
**Similar to {{SSBU|Pikachu}}, who, among the [[Original 12]], is the only one to technically be considered a completely different character via two of its alternate costumes, Pichu is also the only character among ''[[Melee]]'s'' newcomers that can be considered a completely different character via one of its costumes (That being the spiky-eared variant, which is confirmed to be female).
*As of ''Ultimate'', Pichu is the only character in any game who receives damage while using their Final Smash (excluding characters that affords free movement and be attacked during their Final Smash, such as {{SSBU|Ice Climbers}} and {{SSBU|Inkling}}).
*As of ''Ultimate'', Pichu is the only character in any game who takes damage while using their Final Smash (excluding characters that can move around freely and be attacked during their Final Smash such as {{SSBU|Ice Climbers}} and {{SSBU|Inkling}}).
**In a Stamina match, Pichu cannot be KO'd by its Final Smash, as its HP will never go below 0.1 while the Final Smash is active.
**In a Stamina match, Pichu cannot be KO'd by its Final Smash, as its HP will never go below 0.1 while the Final Smash is active.
**Because of this, Pichu is the only character that can take damage from all of its special moveset, in both ''Melee'' and ''Ultimate''.
**Because of this, Pichu is the only character that can take damage from all of its special moves, in both ''Melee'' and ''Ultimate''.
*Spiky-eared Pichu's [[damage meter]] portrait protrudes to the right the most out of every fighter.
*Spiky-eared Pichu's [[damage meter]] portrait protrudes to the right the most out of every fighter.
*Pichu is the only Pokémon character absent in {{SSBU|Pokémon Trainer}}'s Classic Mode route.
*Pichu is the only Pokémon character absent in {{SSBU|Pokémon Trainer}}'s Classic Mode route.
*Despite fighting lightweight characters, {{SSBU|Fox}}, {{SSBU|Pikachu}}, {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}} are absent from Pichu's Classic Mode route.
*Despite fighting lightweight characters, {{SSBU|Fox}}, {{SSBU|Pikachu}}, {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}} do not appear in Pichu's Classic Mode route.
*Discounting fighters who do not make an appearance in any spirit battles, Pichu, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Daisy}} are the only fighters who do not possess an Ace or Legend-type spirit in spirit battles.
*Discounting fighters who do not appear in any spirit battles, Pichu, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Daisy}} are the only fighters who do not possess an Ace or Legend-type spirit in spirit battles.
*Interestingly, Pichu's ''Ultimate'' artwork is used for the Junior tab on the Pokémon TV app.
*Interestingly, Pichu's ''Ultimate'' artwork is used for the Junior tab on the Pokémon TV app.