Pikachu (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. The changes to [[hitstun]] canceling greatly aid its combo game and grant it a few notable KO set-ups from its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from ''Melee''. Pikachu has also gained access to a new technique know as the Quick Attack edge-cancel, which gives Quick Attack new mobility options when used on edges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, 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''. The changes to [[hitstun]] canceling grant it a few notable KO set-ups from its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from ''Melee''. Pikachu has also gained access to a new technique know as the Quick Attack edge-cancel, which gives Quick Attack new mobility options when used on edges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, 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 canceling can no longer be used on the ground, making it less flexible as an approach option, and its new Quick Attack edge-cancel technique does not fully compensate for this. Pikachu's grab game, a pivotal part behind its success in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback growth worsening its combo potential at higher percents, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl''. When coupled with the reduced damage output on the majority of its moveset, Pikachu's damage racking ability has ultimately worsened as a result. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely.
However, Pikachu has also received significant nerfs. Quick Attack canceling can no longer be used on the ground, making it less flexible as an approach option, and its new Quick Attack edge-cancel technique does not fully compensate for this. Pikachu's grab game, a pivotal part behind its success in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback growth worsening its combo potential at high percents, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl''. When coupled with the reduced damage output on the majority of its moveset, Pikachu's damage racking ability has ultimately worsened as a result. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely.


Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Players consider it to be either better or worse than it was in ''Brawl'', while others may fall in between and view it as a capable character that should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.
Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Players consider it to be either better or worse than it was in ''Brawl'', while others may fall in between and view it as a capable character that should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.


===Aesthetics===
===Aesthetics===
*{{change|Pikachu's design has changed. It has thicker arms, a thinner torso, slightly larger cheek spots, a slightly smaller nose, and slightly thinner ears. Additionally, the black portions of its ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu's design has changed. It has thicker arms; a thinner torso; slightly larger cheek spots; a slightly smaller nose; and slightly thinner ears. Additionally, the black portions of Pikachu's ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves, winces while being grabbed and while hanging on an edge, and sports swirly eyes while [[stun]]ned.}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves, winces while being grabbed and while hanging on an edge, and sports swirly eyes while [[stun]]ned.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
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===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals less damage (2% → 1.4%/1.2%/1%), significantly hindering its damage racking ability.}}
*{{nerf|Neutral attack deals less damage (2% → 1.4% (near)/1.2% (mid)/1% (far)), significantly hindering its damage racking ability.}}
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential.}}
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential.}}
*{{change|Neutral attack now pushes the opponent away, instead of keeping them in place. This improves its spacing ability, but hinders its damage racking ability.}}
*{{change|Neutral attack now pushes the opponent away, instead of keeping them in place. This improves its spacing ability, but hinders its damage racking ability.}}
*{{nerf|Forward tilt has increased start-up lag (frame 5 → 6) and a shorter duration (frames 5-10 → 6-8).}}
*{{nerf|Forward tilt has increased start-up lag (frame 5 → 6) and a shorter duration (frames 5-10 → 6-8).}}
*{{buff|Forward tilt has increased range.}}
*{{buff|Forward tilt has increased range.}}
*{{buff|Due to consisting of one hitbox instead of three, up tilt now deals consistent damage (7%/6%/5% → 5%). It also has decreased knockback growth (124 → 120). These changes improve its combo potential at low to medium percentages.}}
*{{buff|Due to consisting of one hitbox instead of three, up tilt now deals consistent damage (7% (near)/6% (mid)/5% (far) → 5%). It also has decreased knockback growth (124 → 120). These changes improve its combo potential at low to medium percentages.}}
*{{nerf|Up tilt has increased ending lag (frame 24 → 27).}}
*{{nerf|Up tilt has increased ending lag (frame 24 → 27).}}
*{{buff|Down tilt deals 1% less damage (7% → 6%), improving its set-up potential.}}
*{{buff|Down tilt deals 1% less damage (7% → 6%), improving its set-up potential.}}
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*{{nerf|[[Skull Bash]] deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), although uncharged Skull Bash's knockback was somewhat compensated (15 (base)/90 (growth) → 40/62). Skull Bash also has increased ending lag (frame 91 → 97).}}
*{{nerf|[[Skull Bash]] deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), although uncharged Skull Bash's knockback was somewhat compensated (15 (base)/90 (growth) → 40/62). Skull Bash also has increased ending lag (frame 91 → 97).}}
*{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potentials.}}
*{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potentials.}}
*{{buff|[[Quick Attack]]'s first hit has [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Its second hit also has increased knockback, improving its combo potential.}}
*{{buff|[[Quick Attack]]'s first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Its second hit also has increased knockback, improving its combo potential.}}
*{{nerf|Quick Attack covers less overall distance. Its second hit also has increased start-up (frame 30 → 43) and ending lag (frame 9 → 29).}}
*{{nerf|Quick Attack covers less overall distance. Its second hit also has increased start-up (frame 30 → 43) and ending lag (frame 9 → 29).}}
*{{buff|Quick Attack has a new [[technique]], Quick Attack edge-canceling. It functions very similarly to [[Quick Attack cancel]]ing.}}
*{{buff|Quick Attack has a new [[technique]], Quick Attack edge-canceling. It functions very similarly to [[Quick Attack cancel]]ing.}}
*{{nerf|Quick Attack canceling can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}}
*{{nerf|Quick Attack canceling can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack and Thunder's shield pressuring potentials.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack and Thunder's shield pressuring potentials.}}
*{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlPp_CzbQ Pic of the Day: April 3, 2014]</ref> improving its combo potential. It also has decreased ending lag (frame 79 → 75) and its shockwave has increased [[invincibility]] frames (frames 43-50 → 34-44).}}
*{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlPp_CzbQ Pic of the Day: April 3, 2014]</ref> It also has decreased ending lag (frame 79 → 75). Altogether, these changes improve its combo potential.}}
*{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%), has decreased vertical range and is more difficult to land, hindering its edge-guarding potential. Its shockwave also has a shorter duration (frames 43-74 → 34-36) and its new meteor smash hitbox makes [[Thunderspiking]] very difficult to perform, hindering its KO potential.}}
*{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%), has decreased vertical range and is more difficult to land, hindering its edge-guarding potential. Its shockwave also has a shorter duration (frames 43-74 → 34-36) and its new meteor smash hitbox makes [[Thunderspiking]] very difficult to perform, hindering its KO potential.}}
*{{buff|Thunder's shockwave has increased [[invincibility]] frames (frames 43-50 → 34-44).}}
*{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}
*{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}
*{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
*{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
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|neutralcount=1
|neutralcount=1
|neutralname=&nbsp;
|neutralname=&nbsp;
|neutral1dmg=1.4% (tip), 1.2% (mid), 1% (base)
|neutral1dmg=1.4% (near), 1.2% (mid), 1% (far)
|neutraldesc=A [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]]. Due to it hitting on frame 2 and having very minimal ending lag, it is fairly [[spam]]mable if the [[Attack button (disambiguation)|attack button]] is held. It is very useful for [[Lock#Jab lock|jab locking]], but can also potentially [[Tripping|trip]] opponents. However, its damage output and knockback are very low.
|neutraldesc=A [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]]. Due to it hitting on frame 2 and having very minimal ending lag, it is fairly [[spam]]mable if the [[Attack button (disambiguation)|attack button]] is held. It is very useful for [[Lock#Jab lock|jab locking]], but can also potentially [[Tripping|trip]] opponents. However, its damage output and knockback are very low.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
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