Pikachu (SSBB): Difference between revisions

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==Attributes==
==Attributes==
Pikachu's most salient feature, as with its appearances in previous Smash Brothers games, is its speed. Pikachu also has good specials, excellent smash attacks, decent tilts, the ability to crawl (although Pikachu retracts its tail over its body when it crawls backwards, which allows it to be hit by projectiles that normally would not hit it while crawling forward), fairly useful throws, very good recovery, and is able to wall jump. Pikachu is a fairly small target, but this comes at the price of being the 5th lightest character, tied with [[Meta Knight (SSBB)|Meta Knight]] (making it easily be knocked off-stage by a strong smash-attack) and having the smallest shield in the game (making both [[shield stabbing]] and shield breaking easy).  
Pikachu's most salient feature, as with its appearances in previous Smash Brothers games, is its speed. Pikachu also has good specials, excellent smash attacks, decent tilts, the ability to crawl (although Pikachu retracts its tail over its body when it crawls backwards, which allows it to be hit by projectiles that normally would not hit it while crawling forward), fairly useful throws, very good recovery, and is able to wall jump. Pikachu is a fairly small target, but this comes at the price of being the 5th lightest character, tied with {{SSBB|Meta Knight}} (making it easily be knocked off-stage by a strong smash-attack) and having the smallest shield in the game (making both [[shield stabbing]] and shield breaking easy).  


Pikachu's best game is played on the ground, at a medium range, where its smash attacks can be used to the fullest. Pikachu's up-smash is one of the fastest in the game, with decent power to boot, and is excellent for KOs while its down smash holds for multiple hits and has a high priority, functioning as a panic button of sorts for close encounters. Both of these smashes do powerful vertical knockback, and can be followed by [[Thunder]] for a Star KO (called Thunderspiking) - this is very useful against floaty characters, especially ones with bad air dodges, most notably [[Peach (SSBB)|Peach]]. The forward smash is a good tool for edgeguarding and KOs off the side. All of its smashes, however, have poor range like most of its other moves.
Pikachu's best game is played on the ground, at a medium range, where its smash attacks can be used to the fullest. Pikachu's up-smash is one of the fastest in the game, with decent power to boot, and is excellent for KOs while its down smash holds for multiple hits and has a high priority, functioning as a panic button of sorts for close encounters. Both of these smashes do powerful vertical knockback, and can be followed by [[Thunder]] for a Star KO (called Thunderspiking) - this is very useful against floaty characters, especially ones with bad air dodges, most notably {{SSBB|Peach}}. The forward smash is a good tool for edgeguarding and KOs off the side. All of its smashes, however, have poor range like most of its other moves.


As for specials, Skull Bash and Quick Attack are both good recovery techniques, although Skull Bash is easily punishable by edgeguarders, able to be stopped by projectiles (e.g. Waddle Dee Throw), and requires charging time, but it can knock edgehoggers off the ledge. [[Edgeguarding]] Pikachu is difficult due to its recovery being unpredictable, as Quick Attack can be aimed in two different directions, giving Pikachu many ways of returning to the stage. Quick Attack also opens options for mindgames, by confusing opponents about Pikachu's actions. The most common form of this is QAC (Quick Attack cancel), allowing Pikachu use any special or aerial move after. This is mainly used for approaching, as it lets Pikachu quickly dash towards the opponent while attacking. Thunder is Pikachu's most well known move. Opponents will expect it of the player, and because of that, Pikachu needs to watch out for characters who have reflectors or reflect, because if 2 or more characters reflect the Thunder it will cause the player to instantly jump to 100-500% KOing the player instantly if they're under the Thunder, but the move is still one of Pikachu's best KO moves, KOing reliably at 100%. Thunder Jolt is Pikachu's neutral Special, and is a useful move to keep most opponents at bay, as well as forcing them in the air. Thunder Jolt is a ground-hugging projectile, meaning opponents can't escape it by ducking or crawling. If it is used in the air, it travels diagonally towards the ground. It can also knock edgehoggers off the ledge.
[[Thunder Jolt]] is Pikachu's neutral special move, and is a useful move to keep most opponents at bay, as well as forcing them in the air. Thunder Jolt is a ground-hugging projectile, meaning opponents can't escape it by ducking or crawling. If it is used in the air, it travels diagonally towards the ground. It can also travel up walls and along ceilings, meaning that it can knock [[edge-hogging|edgehoggers]] off the ledge (this can also be done if Pikachu is high enough when recovering). [[Skull Bash]] and [[Quick Attack]] are both good recovery techniques, although Skull Bash is easily punishable by edgeguarders, able to be stopped by certain projectiles (such as [[Waddle Dee Throw]], and requires charging time, but it can knock edgehoggers off the ledge. [[Edgeguarding]] Pikachu is difficult due to its recovery being unpredictable, as Quick Attack can be aimed in two different directions, giving Pikachu many ways of returning to the stage. Quick Attack also opens options for mindgames, by confusing opponents about Pikachu's actions. The most common form of this is QAC ([[Quick Attack cancel]]), allowing Pikachu use any special or aerial move after. This is mainly used for approaching, as it lets Pikachu quickly dash towards the opponent while attacking. It is also possible to QAC off the ledge and then regrab the ledge with the second warp. Pikachu's most well known move is [[Thunder]], which is one of its best KO moves, KOing reliably at around 100% if the opponent is hit by Pikachu while the move is being used. The bolt itself can also Star KO with the aforementioned Thunderspiking technique. Pikachu can also use Thunder just off the ledge so it covers the area just to the side of the ledge offstage, which is very difficult for characters with linear recoveries to break through, but not very effective against characters with long, safe recoveries such as {{SSBB|Meta Knight}} and {{SSBB|Jigglypuff}}. Pikachu needs to watch out for anyone who has a reflector move, as if the bolt is reflected, the knockback is dealt to Pikachu. Also, if two or more characters reflect the Thunder, it will cause Pikachu to jump to 100-500%, KOing it instantly (however, this is obviously never seen in singles matches and is rarely ever seen in doubles matches due to the difficulty of pulling it off, meaning it is a negligible disadvantage).


Pikachu's aerials are its weakest area. Forward aerial is weak in damage but can carry momentum through; whereas neutral aerial is slightly stronger, but negates all momentum, and causes Pikachu to fall during the move, but it is a fairly reliable finisher. Up aerial is extremely weak, but can be used as a juggling tool. Down aerial and back aerial are laggy when they hit the ground, but all of the down aerial's landing lag can be avoided if it is used at the start of a short hop. The down aerial is a decent finisher, particularly offstage, but not as powerful as the neutral aerial.
Pikachu's aerials are its weakest area. Its forward aerial is weak in damage but can carry momentum through, whereas its neutral aerial is slightly stronger, but negates all momentum, and causes Pikachu to fall during the move; however it is a reliable finisher, especially when offstage or out of a QAC. Up aerial is extremely weak and has lost its [[semi-spike]] properties from ''Melee'', but can be used as a juggling tool, and is decent in short combos, such as a uair then a midair jump and an nair. Down aerial and back aerial are laggy when they hit the ground, but all of the down aerial's landing lag can be avoided if it is used at the start of a short hop. The down aerial is a decent finisher, particularly offstage, but not as powerful as the neutral aerial.


Pikachu's throws are possible to chain-grab with, in certain situations. Down and Forward throws are mostly used for this, while back throws easily set up to an edgeguarding chance. A down throw can also easily be followed with an up smash. Up throw is another move that launches opponents into the air.
Pikachu has two throws that are possible to chaingrab with - forward and down throws. Its forward throw works as a running chaingrab that can rack up damage nicely, while the down throw is a standing chaingrab that works reliably against the majority of the cast, with the exception of floaty characters. It can also easily be followed with an up smash, which can lead into a Thunderspike - Pikachu can use the down throw chaingrab as a [[zero-to-death combo]] on the [[space animals]] and {{SSBB|Captain Falcon}} by chaingrabbing until a high enough percentage, then an up smash followed by a Thunderspike. Pikachu's back throw can easily set up to an edgeguarding chance, as it moves a considerable distance backward with the opponent while performing the throw. Up throw is another move that launches opponents into the air - at higher percentages, it launches most characters high enough to follow up with a Thunder.


Other tips for Pikachu are to maintain good DI and Tech skills, as well as good dodging skills. Pikachu's speed makes it imperative to keep moving and to always seek the high ground on stages with platforms.
Other tips for Pikachu are to maintain good DI and tech skills, as well as good dodging skills. Pikachu's great movement speed and QAC makes it imperative to keep moving and to always seek the high ground on stages with platforms.


==Moveset==
==Moveset==