Pichu (SSBU): Difference between revisions

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{{ArticleIcons|ultimate=y}}
Pichu sucks
{{disambig2|Pichu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Pichu}}
{{Infobox Character
|name = Pichu
|image= {{tabber|title1=Normal|tab1=[[File:Pichu SSBU.png|x250px]]|title2=Spiky-eared Pichu|tab2=[[File:SSBU Spiky Pichu.png|x247px]]}}
|game = SSBU
|ssbgame1 = SSBM
|availability = [[Unlockable character|Unlockable]]
}}
{{cquote|''Pichu is back after 17 years! Pichu's electric attacks have greater range and do more damage than its other attack types – but they also damage Pichu.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Pichu''' ({{ja|ピチュー|Pichū}}, ''Pichu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed on June 12th, 2018. Pichu is classified as fighter #19.
 
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and ''Melee'',  reprises her role with new voice clips.
 
==How to unlock==
Complete one of the following:
*Play [[VS. match]]es, with Pichu being the 34th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the last character unlocked.
*Have Pichu join the player's party in [[World of Light]].
With the exception of the third method, Pichu must then be defeated on [[Pokémon Stadium 2]].
 
==Differences from {{SSBU|Pikachu}}==
As in ''Melee'', Pichu is significantly lighter than Pikachu, and all of its electric attacks inflict recoil damage. Many of Pichu's attributes, such as its run speed, air speed, fall speed, etc. are now different when compared to Pikachu. In addition, most of Pichu's attack and non-attack animations have been given slight adjustments and overhauls in order to differentiate them from Pikachu's; for example, all of Pichu's smash attack charging animations are now completely different from Pikachu's. Almost all of Pichu's moves are also functionally different, such as down tilt or neutral air, making it even more unique. However, unlike previous clones, Pichu was not given many new unique moves to differentiate it from Pikachu, as the only fully unique moves it has are its forward tilt, up smash, neutral aerial, and edge attack.
 
These changes give Pichu some new strengths, but also a lot of weaknesses when compared to Pikachu.
 
Overall, Pichu can kill more reliably than Pikachu and at earlier percentages. Some of its attacks also deal more damage than Pikachu's, but the only ones with a significant difference are its back aerial and the aerial version of Thunder Jolt. Otherwise, the damage output between the two is largely the same or with only a 1–2% difference, while some of Pikachu's attacks, like its dash attack, up aerial and Thunder, are stronger than Pichu's.
 
Pichu's frame data is also better on average, with its biggest advantages being on its forward tilt, down smash and Thunder. However, there are some attacks like back aerial and Skull Bash where Pichu's frame data is worse, and only Pichu's up and down aerials auto-cancel in a short hop, whereas all of Pikachu's aerials can auto-cancel in a short hop. Additionally, with the exception of neutral aerial, almost every other attack in Pichu's moveset has inferior range to Pikachu's equivalent attacks, including all of its tilts and smash attacks, its up aerial and Thunder.
 
Pichu is extremely light and is a fast-faller with high gravity, which notoriously makes it much easier to combo and KO. The recoil damage gimmick, while toned down compared to ''Melee'', still makes Pichu's already bad survivability even worse. Pichu is also forced to play very aggressively and cannot camp as well as Pikachu can due to its recoil damage. It also does not have access to Quick Attack either, removing a vital approach and burst option from its arsenal.
 
Lastly, Pikachu and Pichu's combo games are very different, with Pikachu's being much more diverse. For instance, Pichu does not have access to Pikachu's neutral aerial, which is an incredible combo tool, and Pichu cannot chain four back aerials into each other at low percents to immediately start an edgeguard. Pichu's down throw has less advantage and stops being a combo tool earlier, and its forward aerial has less advantage and hits two times less, making it worse for dragdown combos. Pichu also lacks Quick Attack as a combo starter and its up aerial does not have the weak hit that Pikachu's does, making it impossible to perform up air bridges that carry opponents to the blastzone with Pichu. Both Pikachu and Pichu have loops that use their neutral or back aerials respectively. Even there, Pikachu's version is likely better, because it works on more characters, is more resilient to SDI and is less situational, whereas the only advantage Pichu's version has is that it can rarely transition into a KO immediately. It also deals more damage per loop, but this is not very important because Pikachu can do more loops than Pichu in a row, making the total damage output roughly the same.
 
However, there are some upsides to Pichu's combo game over Pikachu's: its up tilt and up aerial combo for longer, and it has more combos into Thunder to take stocks. Down tilt is also a better combo starter, but it has very low range, making it hard to use.
 
All in all, both characters have many upsides and downsides compared to each other. Both of them are capable of great results and have fared well in the metagame.
 
====Aesthetics====
*{{change|Pichu's on-screen appearance, idle animations, taunts and victory poses are all different from Pikachu's.}}
*{{change|In general, almost all of Pichu's animations are either slightly or completely different than Pikachu's. This includes Pichu's attacking and non-attacking animations.}}
**{{change|Common animations such as air dodge, back roll, and backflip are all different.}}
**{{change|Other miscellaneous animations (such as [[Home-Run Bat]] swing, sleeping, stunned, using shooting items, etc) are also different.}}
 
====Attributes====
*{{nerf|All of Pichu's [[electric]]al attacks inflict [[recoil damage]].}}
*{{nerf|Pichu [[run]]s slower than Pikachu (2.039 → 1.892).}}
*{{nerf|Pichu's [[traction]] is lower than Pikachu's (0.132 → 0.11), making it harder for Pichu to punish [[out of shield]].}}
*{{nerf|Pichu's [[roll]]s travel less distance than Pikachu's.}}
*{{nerf|Pichu's [[wall jump]] grants much less height than Pikachu's, going from the third best to the sixth worst.}}
*{{buff|Pichu's [[air speed]] is faster than Pikachu's (0.957 → 1.029).}}
*{{change|Pichu falls much faster than Pikachu (1.55 → 1.9). However, its fast falling speed is only very slightly faster (2.48 → 2.5).}}
**{{nerf|The difference between Pichu's falling speed and fast falling speed is much lower than Pikachu's (increase: 60% → 31.579%), which makes it more predictable when landing and gives it fewer options in the air.}}
*{{change|Pichu's [[gravity]] is much higher then Pikachu's (0.095 → 0.14).}}
*{{nerf|Pichu is significantly [[weight|lighter]] than Pikachu (79 → 62). Combined with its high falling speed and gravity, this notoriously makes Pichu much easier to combo and KO than Pikachu.}}
*{{nerf|Pichu's ears have a larger hurtbox than Pikachu's, which means it is slightly easier to hit a standing Pichu than a standing Pikachu.}}
**{{nerf|Pichu is also taller than Pikachu when crouching and crawling. This means Pichu cannot crouch under some projectiles and attacks, like {{SSBU|Wolf}}'s Blaster, whereas Pikachu can.}}
*{{buff|Due to Pichu's higher falling speed and gravity, its [[air dodge]]s have less ending lag than Pikachu's (neutral: [[FAF]] 51 → 43; directional: FAF 85 → 71 (side), 110 → 89 (up), 70 → 60 (down)).}}
*{{buff|Pichu's ears are intangible during its shielding and shield dropping animations.}}
 
====Ground attacks====
*[[Neutral attack]]:
**{{buff|Neutral attack has one frame less ending lag (FAF 18 → 17).}}
**{{nerf|It deals more knockback (12/18 base/20/30 scaling → 10/20/60/60), which causes it to hit less often before being pushed out of range or pushing the opponent off an edge.}}
**{{nerf|It has less horizontal range due to having two hitboxes instead of three.}}
**{{change|It does not have a sweetspot or a sourspot, which means it deals less damage when close to the opponent, but more damage when farther away from the opponent (1.4%/1.2%/1% → 1.2%).}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals slightly more knockback (15 base/100 scaling → 5/130), KOing around 5% earlier than the upwards angled variant of Pikachu's version.}}
**{{buff|It has less startup lag with a significantly longer duration (frames 6-8 → 5-12) and less ending lag (FAF 30 → 25).}}
**{{buff|It always causes the opponent to [[trip]] at low percents.}}
**{{nerf|It cannot be angled, making it near impossible to hit aerial opponents.}}
**{{nerf|It deals consistent and less damage (10% (angled up)/9% (unangled)/8% (angled down) → 8%).}}
**{{nerf|It causes recoil damage (1%).}}
**{{nerf|It has less horizontal range.}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 27 → 24).}}
**{{buff|It deals less knockback (40 base/120 scaling → 32/105) and sends at a more vertical angle (105° → 95°), which combined with the previous change improves its combo potential.}}
**{{nerf|Its middle hitbox is smaller, reducing its general range (hitbox sizes: 2.0u/3.8u/3.5u → 2.0u/2.8u/3.6u). This also means that a few characters, like {{SSBU|Kirby}}, can crouch under Pichu's version, but not under Pikachu's. <ref>https://twitter.com/DatDereKirby/status/1081040257397579777</ref>}}
*[[Down tilt]]:
**{{change|Down tilt has more base knockback (12 → 40), less knockback scaling (100 → 50) and sends at a vertical angle instead of using the [[Sakurai angle]] (361° → 80°/100°), which makes it a significantly better combo starter, but removes its edgeguarding and [[lock]]ing potential.}}
**{{buff|It has more range below Pichu, making it easier to hit enemies at the ledge.}}
**{{nerf|It cannot cause the opponent to trip.}}
**{{nerf|It has less horizontal range.}}
*[[Dash attack]]:
**{{buff|Dash attack has one frame less ending lag (FAF 36 → 35).}}
**{{buff|It has an additional hitbox on Pichu's torso, making it more likely for the attack to clank instead of losing to other attacks.}}
**{{buff|It has a longer hitbox duration (frames 6-8 (clean)/9-12 (late) → 6-9/10-15).}}
**{{nerf|It has smaller hitboxes on the head (5.0u/4.0u → 4.6u/3.0u).}}
**{{nerf|It does not have a shieldstun multiplier of 1.8×, making it less safe on shield despite having one frame less of ending lag.}}
**{{nerf|The clean hit deals less damage (11% → 8%).}}
***{{buff|The above 2 changes result in less shield pushback, allowing it to [[cross up]] shields.}}
**{{change|The clean hit deals less knockback (70 base/88 scaling → 60/100), while the late hit has less base knockback (100 → 60), but more knockback scaling (50 → 80). This allows for the move to combo more reliably, but greatly reduces its KO potential.}}
**{{buff|The clean hit sends at a more vertical angle (60° → 70°). This makes it better for combos.}}
*[[Forward smash]]:
**{{change|Forward smash strikes multiple times instead of once. This causes it to deal less damage (12% → 8%) but more knockback if the opponent gets hit by the attack late.}}
**{{buff|It does not have an early or late hit, causing it to consistently deal the maximum possible knockback.}}
**{{buff|It has a longer hitbox duration (frames 15-29 → 16-33). The total duration is identical, effectively reducing its ending lag.}}
**{{buff|The last hit deals more knockback (60 base/75 scaling → 68/123), KOing around 10% earlier than the sweetspot of Pikachu's version.}}
**{{nerf|It has slightly more startup lag (frame 15 → 16).}}
**{{nerf|It causes recoil damage (2%).}}
**{{nerf|It has significantly less horizontal range.}}
*[[Up smash]]:
**{{change|Up smash is an upward arcing headbutt, similar to Mario's up smash, whereas Pikachu's is a tail flip. This means that the hitbox starts behind Pichu and moves forwards, whereas Pikachu's starts in front and moves backwards.}}
**{{buff|It does not have a mid or late hit, causing it to consistently deal the maximum possible damage and knockback.}}
**{{buff|Pichu's ears are intangible while the move's hitboxes are active.}}
**{{buff|It has less startup lag (frame 10 → 9).}}
**{{buff|It has a large hitbox on Pichu's head and a smaller one on its torso instead of three small hitboxes, giving it more range in front of Pichu.}}
**{{nerf|It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling).}}
**{{nerf|It has less range above and behind Pichu.}}
**{{nerf|It has a significantly shorter hitbox duration (frames 10-17 → 9-11), which also causes it to have two frames more ending lag despite the shorter total duration (FAF 45 → 41).}}
*[[Down smash]]:
**{{buff|Down smash has significantly less ending lag (FAF 66 → 51).}}
**{{buff|Pichu is intangible for 4 frames starting 1 frame before the hitboxes come out.}}
**{{buff|It deals more damage if all hits connect (13% → 14%) and the last hit deals more damage (3% → 8%), increasing its knockback despite having lower knockback values (51 base/192 scaling → 45/150).}}
**{{nerf|It causes recoil damage (1.3%).}}
**{{nerf|It hits one time less with the same duration, which means the rehit rate is slower. This makes it easier to escape the attack by using [[DI]] to go down and [[tech]]ing on the ground.}} <ref>https://twitter.com/DuckySSB/status/1107817485359898624</ref>
**{{nerf|It takes longer to hit enemies behind Pichu than those who are in front of it, whereas Pikachu has better range in both directions that is always completely covered.}}
**{{nerf|It has less range below Pichu, making it harder to hit enemies at the ledge, even with the final hit.}}
**{{change|Pichu moves slightly forward and then backward while using its whole body to attack, unlike Pikachu, who stays in place and uses its tail.}}
**{{buff|It uses a large extended hitbox. Combined with Pichu's movement, this gives it noticeably more horizontal range and allows it to cover a wider area compared to Pikachu's version.}}
**{{change|The final hit sends at a more vertical angle (37° → 50°).}}
***{{change|This causes it to KO earlier from center stage and across the stage, but later from near the edge.}}
***{{nerf|The angle is less desirable for edgeguarding.}}
 
====Aerial attacks====
*[[Neutral aerial]]:
**{{change|Neutral aerial is a somersaulting cartwheel, whereas Pikachu's is an electrical charge. It does not have an electric hitbox and only hits once.}}
**{{buff| Due to being a single hit, it deals more damage than the final hit of Pikachu's version (3.5% → 7%), and thus, it has more knockback.}}
**{{buff|Unlike Pikachu's neutral aerial, its hitbox is extended and moves along with Pichu, giving it more range and better coverage around it despite the hitbox being smaller (5.5u looping hits, 6.0u final hit → 4.0u).}}
**{{buff|It has a longer hitbox duration (frames 3-22 → 3-9 (clean), 10-27 (late)), reducing its ending lag by four frames despite the longer total duration (FAF 39 → 40).}}
**{{buff|It has less landing lag (9 frames → 7).}}
**{{nerf|It cannot be used to perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial due to its single hit.}}
**{{nerf|It deals less damage (8.9% → 7% (clean), 5% (late)).}}
**{{nerf|It does not [[auto-cancel]] in a short hop due to Pichu's higher gravity and faster fall speed.}}
*[[Forward aerial]]:
**{{change|Every hit of forward aerial deals the same damage, whereas Pikachu deals less damage with the first hits, but more with the last hit.}}
**{{buff|Its loop hits connect more reliably due to using the [[autolink angle]] (35°/310°/60°/290° → 366°) and having a lower [[SDI]] multiplier (1.3× → 1×).}}
**{{buff|It deals more damage if all hits connect (11.8% → 14%).}}
**{{buff|It has two large hitboxes covering Pichu's entire body for all hits instead of four small hitboxes for the looping hits and a slightly disjointed large one on the head and a smaller one at the torso for the final hit.}}
**{{buff|The final hit has a lower hitlag multiplier (1.5x → 1x), making it harder to SDI/DI strategically.}}
**{{nerf|It hits two fewer times with the same duration, which means that the rehit rate is slower and dragging opponents down with it is harder.}}
**{{nerf|It causes recoil damage (1.5%).}}
**{{change|The last hit deals less damage (4.8% → 3.5%) with more base knockback but less knockback scaling, (40 base/154 scaling → 55/140), causing it to have overall less knockback and reducing its KO potential, but making it better for combos and racking up damage when combined with it higher damage output.}}
**{{nerf|It does not auto-cancel in a short hop due to Pichu's higher gravity and faster fall speed, reducing its combo potential and safety.}}
*[[Back aerial]]:
**{{buff|Back aerial deals significantly more damage if all hits connect (8.6% → 12.5%).}}
**{{buff|It has a longer duration (frames 4-25 → 5-31).}}
***{{change|However, the attack hits as often as Pikachu's version, which means the rehit rate is slower. This makes escaping the attack easier, but allows it to drag opponents down more easily for edgeguarding and combos.}}
**{{nerf|It has an electric hitbox and therefore causes recoil damage (1.5%).}}
**{{nerf|It has more startup (frame 4 → 5) and ending lag (FAF 44 → 55).}}
**{{change|It does not have a landing hitbox, hindering its safety, but making it easier to follow up when landing with the move.}}
**{{nerf|It does not auto-cancel in a short hop due to Pichu's higher gravity and faster fall speed, reducing its combo potential and safety.}}
**{{change|The last hit deals less damage (3.6% → 2.5%), but has significantly more base knockback (40 → 70) and launches at a lower angle (45° → 42°), which increases its KO potential, but reduces its combo potential at low to mid percentages.}}
*[[Up aerial]]:
**{{buff|Up aerial has less landing lag (14 frames → 11).}}
**{{nerf|It deals consistent damage instead of having a clean and a late hit, but also deals less damage (6%/5% (clean), 4% (late) → 4%).}}
**{{nerf|It has less range, due to only possessing 2 hitboxes instead of 3, and them being smaller (4u/5u/4u → 2.8u/3.6u).}}
**{{change|It deals less knockback (50 base/113 scaling → 70/70), which alongside its lower damage increases its combo potential, but reduces its KO potential.}}
**{{change|It sends at a more vertical angle (68° (clean), 55° (late) → 80°), making it easier to combo, especially into Thunder, but also removing the up air bridges Pikachu can do at mid percents.}}
*[[Down aerial]]:
**{{change|Pichu's ears are intangible during the first 4 frames down aerial is active, but are exposed for the remainder of the attack and point downwards rather than fold back like in its forward aerial, making them more vulnerable.}}
**{{buff|Its clean hit has a longer duration with the late hit having a shorter duration instead (frames 14-15 (clean)/16-26 (late) → 14-17/18-26).}}
**{{buff|Its late hit has more knockback scaling (84 → 100), improving its KO potential.}}
**{{buff|Its late hit has an additional hitbox on Pichu's torso instead of only having a hitbox on the head. The head hitbox is also bigger and more disjointed.}}
**{{nerf|It causes recoil damage (1.5% (aerial hitbox), 0.5% (landing), total: 2%).}}
*Comparison of Pichu's loops (with back aerial) and Pikachu's loops (with neutral aerial):
**{{buff|In rare situations, Pichu is able to immediately KO the opponent after ending the loops by moving next to the stage and using down aerial, whereas Pikachu's loops cannot lead into a KO directly. It also deals more damage per loop.}}
**{{nerf|Pichu's loops are more situational, because they can only be started in a full hop and are completely impossible near platforms, whereas Pikachu can start them in a short hop and guarantee them after a grab or up tilt, while still being able to do a few loops even with platforms nearby.}}
**{{nerf|SDI has a bigger effect on Pichu's back aerial than on Pikachu's neutral aerial, which makes it much easier to escape Pichu's loops than Pikachu's. This also means Pikachu can do more loops in a row than Pichu without the opponent falling out.}}<ref>https://www.youtube.com/watch?v=EFsrqhXYFLQ</ref>
 
====Throws and other attacks====
*[[Grab]]s:
**{{buff|All grabs have less startup (frame 7/10/11 (standing/dash/pivot) → 6/8/9) and ending lag (FAF 37/45/40 → 32/40/37).}}
**{{nerf|Standing grab has slightly less range (hitboxes: 4.0u → 3.3u (grounded opponents), 2.0u → 1.65u (aerial opponents)).}}
*[[Pummel]]:
**{{buff|Pummel deals more damage (1% → 1.4%).}}
**{{nerf|It has more hitlag (12 frames → 14), slightly increasing its duration.}}
**{{nerf|It causes recoil damage (0.1%).}}
**{{nerf|Its hitbox is smaller (7.0u → 4.7u) and closer to Pichu (offset: X: 0/Y: 9/Z: 9 → 0/8.2/8.6), making it harder to hit bystanders.}}
**{{change|It knocks bystanders upwards instead of away (angle: 361 → 80)}}
*[[Forward throw]]:
**{{buff|Forward throw's final hit deals much more damage (2% → 6%) with base knockback not fully compensated (55 → 45), causing it to KO at high percents. The move also deals more total damage (10% → 12%).}}
**{{nerf|Forward throw's collateral hitbox is smaller (6.72u → 5.5u) and closer to Pichu (offset: X: 0/Y: 12/Z: 4.8 → 0/8.5/4.7), making it harder to hit bystanders with.}}
***{{buff|However, due to the hitbox being lower down, it is easier to hit short fighters at point blank range.}}
**{{nerf|It causes recoil damage (0.8%).}}
*[[Back throw]]:
**{{nerf|Back throw has less base knockback (85 → 75), reducing its KO potential, to the point of being almost entirely absent.}}
*[[Up throw]]:
**{{change|Up throw has significantly less knockback scaling (129 → 45), allowing it to combo into Thunder at very high percents much better, but also removing its KO potential by itself.}}
**{{buff|The first hit deals more damage (3% → 5%), increasing its total damage (8% → 10%).}}
**{{buff|The first hit has a lower hitlag multiplier (1.6x → 1x), making the throw execute faster.}}
**{{nerf|The collateral hitbox is smaller (5.5u → 4.7u), making it harder to hit bystanders.}}
**{{nerf|It has more base knockback (48 → 90), reducing its combo potential at low percents.}}
*[[Down throw]]:
**{{buff|Down throw deals more damage (5% → 8%).}}
**{{buff|The throw itself deals less damage (5% → 4%), reducing its knockback growth and allowing it to combo for longer, despite a slightly lower launch angle (83˚ → 80˚).}}
**{{nerf|It releases the opponent much earlier due to not inflicting hitlag (frame 38 → 26) and has comparatively more ending lag (FAF 52 → 47). This makes it harder to DI, but also noticeably reduces its combo potential.}}
 
====Special moves====
*[[Thunder Jolt]]:
**{{buff|Thunder Jolt deals more damage (6%/5%/4% → 7%/6%/5% (grounded), 4.8% → 10% (aerial)) and consistent damage to both grounded and aerial opponents.}}
***{{change|However, its negative shield damage is higher (-2.5/-2/-1.5 → -3/-2.5/-2 (grounded), -1.9 → -4.5 (aerial)), causing it to not deal more shield damage despite the increased damage.}}
**{{buff|It has more base knockback (18 → 25 (grounded), 35 → 50 (aerial)), improving its edgeguarding potential.}}
**{{buff|Its projectiles are bigger (3.0u/1.8u → 4.0u/3.0u (grounded), 3.0u → 4.0u (aerial)).}}
**{{buff|It has one frame less startup lag (frame 19 → 18).}}
***{{nerf|However, its total duration is identical, giving it one frame more ending lag.}}
**{{nerf|It causes recoil damage (0.7%).}}
**{{change|Grounded Thunder Jolts travel faster, which makes them harder to avoid, but also makes it harder to follow behind them for added pressure.}}
**{{change|Grounded Thunder Jolts bounce closer to the ground, which makes it impossible to crouch beneath them, but also reduces their vertical range, which makes jumping above them less of a commitment.}}
**{{change|Aerial Thunder Jolts move at a more downwards angle.}}
*[[Skull Bash]]:
**{{buff|Skull Bash deals much more damage when fully charged (21.4% → 33%).}}
**{{buff|It has altered knockback (40 base/78 scaling → 15/90), improving its KO potential}}
**{{nerf|It takes significantly longer to fully charge.}}
**{{nerf|It has more ending lag in the air (FAF 75 → 87) and on hit (FAF 22 → 26).}}
**{{nerf|It deals less damage when uncharged (6.2% → 4%) and when the smash input is used (10% → 7.8%).}}
**{{nerf|It causes recoil damage (1.8%).}}
**{{nerf|Pichu's ears stick out while flying, making it somewhat exposed.}}
**{{nerf|The move has a smaller hitbox (4u → 3.2u), reducing its range.}}
**{{nerf|Due to the hitbox using the electric effect, it deals more hitlag, making it easier to DI.}}
**{{change|It travels a longer distance. While this makes it better for recovery and allows it to hit opponents from further away, it also makes edgeguarding with it much riskier, as Pichu is more likely to self-destruct if it misses.}}
*[[Agility]]:
**{{buff|Agility travels a longer distance.}}
**{{nerf|It does not have a hitbox and therefore inflicts neither damage nor knockback, removing a burst option and combo starter from Pichu's arsenal and making its recovery less safe.}}
**{{nerf|It causes recoil damage (0.9% (first zip), 1.4% (second zip), total: 2.3%).}}
*{{b|Thunder|Pokémon}}:
**Cloud:
***{{buff|Thunder's cloud has less startup lag (frame 13 → 9).}}
***{{buff|It has a bigger hitbox (6.0u → 7.0u).}}
***{{change|It uses [[weight-independent]] knockback.}}
***{{nerf|The bolt travels faster, making the spiking hitbox less likely to connect into the discharge due to not having its knockback compensated.}}
**Lightning Bolt:
***{{buff|Thunder's lightning bolt has less startup lag (frame 13 → 9).}}
***{{nerf|It deals less damage (8% → 4%) with no compensation on knockback.}}
***{{change|It launches at a higher angle (70° → 94°) and uses weight-independent knockback. However, this does not aid in its combo or juggling potential due to its high ending lag and lower knockback.}}
***{{change|It travels faster.}}
****{{buff|This makes it harder to react to.}}
****{{nerf|If the lightning bolt hits Pichu, its hitbox has a shorter duration.}}
****{{nerf|If the lightning bolt misses Pichu, the bolt will disappear on the ground more quickly, giving it more ending lag, despite the FAF being identical.}}
****{{nerf|Creating a wall with the lightning bolt for edgeguarding is less effective.}}
**Discharge:
***{{buff|Thunder's discharge has less startup lag (frame 34 → 26) with identical ending lag, shortening its duration (FAF 75 → 67).}}
***{{nerf|It deals slightly less damage (15% → 14%).}}
***{{nerf|It causes considerable recoil damage (3.5%).}}
***{{nerf|It has a smaller hitbox (13.0u → 11.0u). This also makes it harder to hit enemies at the ledge with it.}}
***{{change|It has more base knockback (70 → 90), but lower knockback scaling (77 → 65), causing it to KO earlier from near the edge, but later from center stage. Pikachu's Thunder starts dealing more knockback than Pichu's at 75%.}}
***{{change|It  always sends the opponent in the direction Pichu is facing. This makes it more reliable, but also means using DI correctly to survive longer against it is easier.}}
*[[Volt Tackle]]:
**{{buff|Volt Tackle deals more damage (1.5% → 1.6% (loop), 20% → 21% (final)) and knockback.}}
**{{nerf|Volt Tackle causes massive recoil damage (3.2% (startup), 0.2% (loop), 3.5% (final)).}}
 
==Changes from ''[[Super Smash Bros. Melee]]''==
Since its absence from previous installments, Pichu was infamous of being by far the worst clone character in ''Melee'' due to its having the worst matchups in the series and often having players label it a "joke character", especially taking into consideration its bottom-tier placement and low tournament representation. Possibly as a result of this, Pichu has been exponentially buffed in its transition to ''Ultimate'', and is arguably the most buffed character in the game.
 
Pichu benefits slightly from the implementation of rage, as its electrical attacks can now slowly increase its knockback with the recoil damage it receives from them, and can potentially allow it to escape certain kill confirms that would otherwise KO it. Pichu's recoil damage itself has been somewhat toned down from ''Melee'', making its electrical attacks less of a detriment to use. Its mobility has overall improved as well, as its walking, dashing and air speeds 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-hit attacks are much more reliable. On another note, while its endurance is still the worst in the game as it is lighter than even {{SSBU|Jigglypuff}}, its weight was nevertheless increased, allowing it to survive a little bit longer.
 
Despite the many buffs it received, Pichu also received a few nerfs. Some of Pichu's strongest kill options, such as its forward and up smashes, have been significantly weakened in terms of knockback, while its neutral aerial, previously considered by many to be its best move, has also been weakened in both its damage output and knockback. Pichu can also no longer chaingrab with its up throw, greatly reducing its damage-racking potential against fast-fallers. Pichu's own falling speed has not changed since ''Melee'' while its gravity has been increased, making it a fast-faller. Pichu's grounded attacks are also less effective for edgeguarding, as its down tilt, down smash and dash attack now send opponents at a much higher angle. Lastly, more of Pichu's moves (most notably its forward tilt and back aerial) use electricity, meaning that more of its moves cause recoil damage. Additionally, unlike other characters, its jumpsquat duration remains the same, while all other characters are now on par with its jumpsquat animation time of 3 frames.
 
Additionally, all of Pichu's buffs failed to remove some of its glaring weaknesses, with the biggest being its poor survivability. While taking recoil damage allows Pichu to build up rage more easily compared to other fighters, it allows Pichu to be KOed rather easily. Combined with it being the lightest character in the game and its fast falling speed, Pichu is also easy to combo despite having a small hurtbox size. However, this weakness became more exploitable in patch 3.1.0 as Pichu's hurtbox size increased, making it easier to hit as well. Pichu's overall survivability remains among the worst in the game alongside other lightweights like {{SSBU|Jigglypuff}}, {{SSBU|Squirtle}} and {{SSBU|Mr. Game and Watch}}.
 
Overall, Pichu's buffs greatly outweigh its nerfs. It is no longer an intentional "joke character" like in ''Melee''; instead, it is now a very polarized glass cannon, akin to a min-maxed version of {{SSBU|Pikachu}}. It has a better punish and edgeguarding game, but significantly worse survivability, considerably less range on average, a less reliable recovery due to [[Skull Bash]] having more ending lag and [[Agility]] dealing no damage (thus rendering it completely useless as an attack unlike [[Quick Attack]], which also removes an approach and burst tool) and fewer non-committal options (due to most aerials not auto-canceling in a short hop and most grounded attacks having way less range). Pichu has achieved very strong results and representation during the early metagame of ''Ultimate'', which has lead to many players viewing it as a top tier character.
 
However, possibly due to its massive success early on, Pichu was noticeably nerfed in patch update {{SSBU|3.1.0}}, where its hurtbox was enlarged, its infamous forward tilt has lost most of its KO power, and the recoil damage on almost all of its electric-based attacks was increased. Because of these changes, both {{Sm|VoiD}} and {{Sm|Nietono}} - two previously high level Pichu mains - initially dropped it in favor of other characters (although they have both since returned to using Pichu), and while other players such as {{sm|RFang}} and {{sm|NAKAT}} have achieved respectable results, they have failed to match the same level of success that pre-patch Pichu obtained. As a result, Pichu's overall viability has now become a subject of debate but still much better than when it was in ''Melee''.
 
{{SSB4 to SSBU changelist|char=Pichu}}
 
==Update history==
Possibly due to its dominating status in competitive play during the early metagame of ''Ultimate'', Pichu has been considerably nerfed via game updates. Although its pummel was slightly buffed in update {{SSBU|2.0.0}}, it received several 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 recoil-inducing attacks deal more recoil damage, noticeably worsening its already abysmal endurance.
 
Possibly due to these nerfs, one of Pichu's strongest mains - {{sm|Nietono}} - dropped it in favor of Wario, although he still uses it as a secondary. However, it continues to sees play thanks to the efforts of {{sm|VoiD}}, {{sm|Nakat}}, {{sm|blacktwins13}}, and {{sm|RFang}}.
 
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Pichu}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Pichu}}
 
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Pichu}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Pichu}}
 
==Moveset==
*Pichu can [[Crawling|crawl]].
*Pichu can [[wall jump]].
''For a gallery of Pichu's hitboxes, see [[Pichu (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
|game=SSBU
|neutralname=&nbsp;
|neutralcount=1
|neutral1dmg=1.2%
|neutraldesc=Does a quick headbutt.
|ftiltname=&nbsp;
|ftiltdmg=8%, 1% recoil
|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=&nbsp;
|utiltdmg=5%
|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=&nbsp;
|dtiltdmg=6%
|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=&nbsp;
|dashdmg=8% (clean), 6% (late)
|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=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|8}} (hit 6), 2% recoil
|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=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|14}}
|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=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|1.5}} (hits 1-4), {{ChargedSmashDmgSSBU|8}} (hit 6), 1.3% recoil
|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=&nbsp;
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late)
|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=&nbsp;
|fairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-4), 1.5% recoil
|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=&nbsp;
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-5), {{ShortHopDmgSSBU|2.5}} (hit 6), 1.5% recoil
|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=&nbsp;
|uairdmg={{ShortHopDmgSSBU|4}}
|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=&nbsp;
|dairdmg={{ShortHopDmgSSBU|13}}, {{ShortHopDmgSSBU|4}} (landing), 1.5% recoil after startup, 0.5% recoil landing (can land before startup)
|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=&nbsp;
|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=&nbsp;
|pummeldmg=1.4%, 0.1% recoil
|pummeldesc=Shocks the opponent. Above average power and moderate speed.
|fthrowname=&nbsp;
|fthrowdmg=1.5% (hits 1-4), 6% (throw), 0.8% recoil
|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=&nbsp;
|bthrowdmg=9%
|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=&nbsp;
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdesc=Tosses foe up and headbutts them. Can infamously combo into [[Thunder (Pokémon)|Thunder]] making it a reliable finisher between medium and high percents.
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1), 4% (throw)
|dthrowdesc=Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents.
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdesc=Does a full rotation sweep with its tail.
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdesc=Does a full rotation sweep with its tail.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Swings its tail on both sides of itself.
|edgename=&nbsp;
|edgedmg=9%
|edgedesc=Climbs up then flicks its tail out.
|nsname=Thunder Jolt
|nsdmg=7% (short distance), 6% (medium distance), 5% (long distance), 10% (air), 0.7% recoil
|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
|ssdmg=4% (uncharged), 7.8% (uncharged smash input), 33% (fully charged), 1.8% recoil
|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
|usdmg=0%, 0.9% recoil (warp 1), 1.4% recoil (warp 2)
|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
|dsdmg=14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3.5% recoil
|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
|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=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.}}
 
===[[On-screen appearance]]===
*Jumps out from a Poké Ball and waves both hands in the air with joy before landing, saying "Pichu!" in the process.
 
===[[Taunts]]===
*'''Up taunt''': Charges up with electricity, similar to Pikachu's up taunt, but falls back dazed at the end.
*'''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''.
<gallery>
SSBUPichuTaunt1.gif|Pichu's up taunt.
SSBUPichuTaunt2.gif|Pichu's side taunt.
SSBUPichuTaunt3.gif|Pichu's down taunt.
</gallery>
 
===[[Idle poses]]===
*Turns and looks at its tail.
*Looks around itself excitedly.
<gallery>
SSBUPichuIdle1.gif|Pichu's first idle pose
SSBUPichuIdle2.gif|Pichu's second idle pose
</gallery>
 
===[[Victory pose]]s===
*'''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 says "Pi-Pi-Pichu!" in sync with each jump.
*'''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.]]
<gallery>
PichuVictoryPose1SSBU.gif
PichuVictoryPose2SSBU.gif
PichuVictoryPose3SSBU.gif
</gallery>
 
==In competitive play==
In the early metagame Pichu was commonly viewed as one of, if not, the best character in the game thanks to its small size and powerful KO moves, including back air, [[Thunder]], and its infamous forward tilt. These strengths allowed Pichu to have a strong player base, with players such as {{Sm|VoiD}}, {{Sm|NAKAT}}, {{Sm|Nietono}}, and {{Sm|Captain L}} performing spectacularly on a national level.
 
However, Patch 3.1.0 would increase its size and nerf the power of its forward tilt, while increasing the amount of recoil on some of its moves. Pichu's nerfs have placed it below Pikachu in many regards, and it has seen a decline in results after the nerfs. Despite these misfortunes, players still agree that Pichu is a very strong character, and it continues to perform well, with {{Sm|Blacktwins}} placing 9th at {{Trn|Shine 2019}} and {{Sm|RFang}} placing 7th at {{Trn|The Big House 9}}.
 
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
 
====Active====
*{{Sm|Blacktwins|Canada}} - One of the best Pichu players in Canada. Placed 2nd at {{Trn|Frozen Phoenix 2019}}, 5th at {{Trn|Saints Gaming Live 2019}}, 9th at {{Trn|Shine 2019}}, and 49th at {{Trn|Get On My Level 2019}}. Ranked 1st on the [[Southern Ontario Power Rankings#Super Smash Bros. Ultimate Rankings|Southern Ontario Ultimate Power Rankings]].
*{{Sm|Captain L|Canada}} - Uses Pichu as a secondary and is considered the best Pichu player in Canada. Placed 5th at {{Trn|Don't Park on the Grass 2018}}, 7th at {{Trn|Battle of BC 3}}, 17th at {{Trn|Frostbite 2019}}, and 25th at {{Trn|MomoCon 2019}}.
*{{Sm|Karoegu|Japan}} - One of the best Pichu players in Japan. Placed 4th at {{Trn|KVO Resort 2019}}, 25th at {{Trn|Sumabato SP}}, 33rd at {{Trn|Umebura Japan Major 2019}}, and 65th at {{Trn|EVO Japan 2020}}.
*{{Sm|Mossan|Japan}} - One of the best Pichu players in Japan. Placed 4th at {{Trn|Karisuma SP 5}}, 7th at {{Trn|Sumabato SP 10}}, 13th at both {{Trn|Karisuma SP 8}} and {{Trn|Maesuma TOP 2}}, 17th at {{Trn|Umebura SP 6}}, and 33rd at {{Trn|Umebura SP 7}}.
*{{Sm|Mudomo|USA}} - The best Pichu player in [[NorCal]]. Placed 33rd at {{Trn|2GG: Prime Saga}}, 49th at {{Trn|Smash 'N' Splash 5}}, and 65th at {{Trn|GENESIS 7}}. He has taken sets over players such as {{Sm|CaptainZack}}, {{Sm|Plup}}, {{Sm|Lui$}}, {{Sm|Xzax}}, {{Sm|Cyro}}, {{Sm|Legit}}, {{Sm|Sho}}, and {{Sm|varun}}.
*{{Sm|NAKAT|USA}} - One of the best Pichu players in the world. Placed 7th at {{Trn|Smash 'N' Splash 5}}, 13th at {{Trn|Umebura SP 3}}, 17th at {{Trn|Get On My Level 2019}}, and 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}.
*{{Sm|Nietono|Japan}} (#27) - The best Pichu player in the world. Placed 1st at {{Trn|Umebura SP 3}}, 9th at both {{Trn|Umebura SP 2}} and {{Trn|Umebura Japan Major 2019}}, and 49th at {{Trn|GENESIS 6}}. Has wins over {{Sm|kameme}}, {{Sm|Lea}}, and {{Sm|Tsu}}.
*{{Sm|RFang|USA}} (#45) - The best Pichu player in South Carolina and one of the best Pichu players in the world. Placed 3rd at {{Trn|2GG: Grand Tour - South Carolina}}, 7th at {{Trn|The Big House 9}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|MomoCon 2019}}.
*{{Sm|Rideae|USA}} - Placed 5th at {{Trn|GatorLAN Fall 2019}}, 13th at {{Trn|Come to Papa 3}}, 17th at {{Trn|DreamHack Atlanta 2019}}, and 65th at {{Trn|Glitch 7}}. Has wins over {{Sm|RFang}}, {{Sm|Sonido}}, and {{Sm|ChocoTaco}}.
*{{Sm|SBF|England}} - One of the best Pichu players in Europe. Placed 2nd at {{Trn|Regen 2019}} and {{Trn|UKIE Ultimate Circuit Finale}}. Has wins over {{Sm|Scr7}}, {{Sm|Peli}}, and {{Sm|iStudying}}.
*{{Sm|Tyroy|USA}} - Co-mains Pichu with {{SSBU|Joker}} and is considered one of the best Pichu players in the Midwest. Placed 5th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Combo Breaker 2019}}, 9th at {{Trn|Retro Arena 64}}, and 17th at {{Trn|Midwest Arena}}.
*{{Sm|VoiD|USA}} (#38) - Co-mains Pichu with {{SSBU|Sheik}} and was formerly considered the best Pichu player in the world when he solo-mained Pichu. Placed 1st at {{Trn|Super Splat Bros}} and {{Trn|SoCal Chronicles}}, 2nd at {{Trn|GENESIS 6}}, and 9th at {{Trn|Let's Make Moves}}. Ranked 1st on the [[SoCal Power Rankings#Super Smash Bros. Ultimate rankings|SoCal Ultimate Power Rankings]]. Has wins over {{Sm|Nairo}}, {{Sm|Zackray}}, {{Sm|Shuton}}, and {{Sm|ESAM}}.
*{{Sm|Yetey|Austria}} - The best Pichu player in Europe. Placed 1st at {{Trn|Schism 3}} and 5th at {{Trn|Valhalla II}}.
 
====Inactive====
*{{Sm|Eon|USA}} - Has a strong Pichu secondary. Placed 2nd at {{Trn|SoCal Chronicles}}, 13th at {{Trn|Heart of Battle}}, and 49th at {{Trn|GENESIS 6}}.
*{{Sm|Jakal|USA}} - Placed 7th at {{Trn|Overclocked Ultimate}}, 9th at {{Trn|Suplex City Smash}}, and 13th at {{Trn|Glitch 6}} before switching to {{SSBU|Wolf}}.
*{{Sm|Leffen|Sweden}} - Used Pichu as a secondary. Placed 13th at {{Trn|Pound 2019}} and 49th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|K9sbruce}} and {{Sm|ZD}}.
*{{Sm|Tachyon|USA}} - Placed 1st at {{Trn|GatorLAN Spring 2019}}, 4th at {{Trn|Come to Papa 3}}, 7th at {{Trn|Overlords of Orlando: Ultimate Edition}}, 13th at {{Trn|Smash Conference United}}, and 25th at {{Trn|Frostbite 2019}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|tamim}}, and {{Sm|Mew2King}} before switching to {{SSBU|Pikachu}}.
*{{Sm|yuzu|Japan}} - Considered one of the best Pichu players in Japan before switching to {{SSBU|Rosalina & Luma}}. Placed 4th at {{Trn|EGS Cup}}, 9th at {{Trn|Karisuma SP 2}}, 25th at {{Trn|Sumabato SP 4}}, and 33rd at {{Trn|Umebura Japan Major 2019}}.
 
=={{SSBU|Classic Mode}}: Lightweight Fracas==
[[File:SSBU Congratulations Pichu.png|thumb|Pichu's congratulations screen.]]
Pichu fights against opponents that are [[Weight|lightweight]]s like itself, on stages that take place in the sky.
 
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
|-
|1||{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}''||
|-
|2||{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''||Squirtle's {{SSBU|Pokémon Trainer}} is absent.
|-
|3||{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||
|-
|4||{{SSBU|Olimar}} {{Head|Olimar|g=SSBU|s=20px}}||[[Pilotwings]]||''{{SSBUMusicLink|Other|Light Plane (Remix)}}''||
|-
|5||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}} and {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|Kirby|Butter Building (for 3DS / Wii U)}}''||This battle is a free-for-all.
|-
|6||{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px}}||[[Prism Tower]]||''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}''||
|-
|colspan="5"|[[Bonus Stage]]
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
 
[[Credits]] roll after completing Classic Mode. Completing it as Pichu has ''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}'' accompany the credits.
{{clr}}
 
==Role in [[World of Light]]==
[[File:WoL-19Pichu.jpg|thumb|Finding Pichu in World of Light|left]]
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 with the use of two Zapfish, where it can then be challenged and recruited.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Type
! Power
! Stage
! Music
|-
| 19
| [[File:Pichu SSBU.png|center|64x64px]]
| {{SSBU|Pichu}}
| [[File:SpiritTypeAttack.png|20px|center|Attack]] <center>{{color|#dc1029|Attack}}</center>
| 7,500
| [[Prism Tower]] ([[Ω form]])
| ''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}''
|}
{{-}}
 
==[[Spirit]]==
Pichu's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pichu in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
 
<center>
<gallery>
Pichu Spirit.png|410. '''''Pichu'''''
</gallery>
</center>
 
==In Spirit battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=7|Battle parameters
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
|-
|468
|[[File:Ampharos.png|center|64x64px]]
|{{anchor|Ampharos}}Ampharos
|''Pokémon series''
|•Giant {{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Band}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,500
|[[Prism Tower]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy is giant
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|-
|507
|[[File:Rotom Spirit.png|center|64x64px]]
|{{anchor|Rotom}}Rotom
|''Pokémon series''
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,800
|[[PictoChat 2]] ([[Battlefield form]])
|•Item: [[Lightning]]
|•The enemy's electric attacks have increased power
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}
|-
|541
|[[File:Dedenne spirit.png|center|64x64px]]
|{{anchor|Dedenne}}[[Dedenne]]
|''Pokémon series''
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,000
|[[Pokémon Stadium 2]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Dedenne]])
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon X / Pokémon Y}}
|-
|554
|[[File:TogedemaruSpirit.png|center|64x64px]]
|{{anchor|Togedemaru}}[[Togedemaru]]
|''Pokémon series''
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (×4)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|[[Prism Tower]]
|•Item: [[Unira]]
|•The enemy favors down specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Togedemaru]])<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}}
|-
|744
|[[File:Fronks.png|center|64x64px]]
|Fronks
|''WarioWare series''
|•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} (x4)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,900
|[[WarioWare, Inc.]] (hazards off)
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|WarioWare|Mike's Song}}
|-
|805
|[[File:Yellow Pikmin Spirit.png|center|64x64px]]
|{{anchor|Yellow Pikmin}}[[Pikmin (species)|Yellow Pikmin]]
|''Pikmin series''
|•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=White}} (×12)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,100
|[[Garden of Hope]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified<br>•[[Stamina battle]]<br>•The enemy favors neutral air attacks
|{{SSBUMusicLink|Pikmin|Main Theme - Pikmin (Original)}}
|-
|1,045
|[[File:Zapfish.png|center|64x64px]]
|Zapfish
|''Splatoon series''
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (×4)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,500
|[[Prism Tower]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•The floor is electrified
|{{SSBUMusicLink|Splatoon|Octoweaponry}}
|-
|1,334
|[[File:GSCub.png|center|64x64px]]
|Great Sabrecub
|''DRAGON QUEST Series''
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}}<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,900
|[[Gaur Plain]] ([[Ω form]])
|•Item: Soccer Ball
|•Defeat the main fighter to win<br>•Stamina battle<br>•The enemy shields often
|{{SSBUMusicLink|Dragon Quest|Marching through the Fields}}
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|782
|{{anchor|Chaotix}}[[File:Chaotix Spirit.png|center|64x64px]]
|Chaotix
|''Sonic the Hedgehog series''
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,600
|[[Windy Hill Zone]]
|•Invisibility
|•The enemy is invisible
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}
|[https://sonic.fandom.com/wiki/Charmy_Bee Charmy Bee]
|}
 
==[[Alternate costume (SSBU)#Pichu|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Pichu Palette (SSBU).png|link=Palette swap (SSBU)#Pichu|1000px]]
|-
|{{Head|Pichu|g=SSBU|s=50px}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Cyan}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Red}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Grey}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Blue}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Spiky}}
|{{Head|Pichu|g=SSBU|s=50px|cl=White}}
|{{Head|Pichu|g=SSBU|s=50px|cl=Band}}
|}
 
==Gallery==
<gallery>
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
Pichu amiibo.png|Pichu's [[amiibo]].
SSBU Pichu Number.png|Pichu's fighter card.
SSBUWebsitePichu1.jpg|Taunting in [[Great Bay]].
SSBUWebsitePichu2.jpg|Taunting on [[Green Greens]].
SSBUWebsitePichu3.jpg|Using its [[up smash]] next to {{SSBU|Mewtwo}} on [[Spear Pillar]].
SSBUWebsitePichu4.jpg|Pichu using its up smash on {{SSBU|Wario}} on [[Pilotwings]].
SSBUWebsitePichu5.jpg|Pichu using its [[Final Smash]], [[Volt Tackle]], on {{SSBU|Mega Man}} on [[Pokémon Stadium]].
SSBUWebsitePichu6.jpg|Using a [[Rocket Belt]] with {{SSBU|Pikachu}} in [[Mario Galaxy]].
SSBUWebsiteIncineroar4.jpg|With multiple Pichu, Pikachu, and {{SSBU|Incineroar}} on [[Paper Mario]].
SSBUWebsiteRosalina6.jpg|A [[Taunt|dazed Pichu]] next to {{SSBU|Rosalina}} in [[The Great Cave Offensive]].
SSBUWebsiteRyu6.jpg|Pichu taunting at {{SSBU|Ryu}} failing to perform a [[Hadoken]].
SSBUWebsiteZelda4.jpg|Pichu [[sleeping]] next to {{SSBU|Zelda}} on [[Tortimer Island]].
SSBUWebsiteRaichu2.jpg|With Pikachu and Alolan [[Raichu]] on {{SSBM|Yoshi's Island}}.
</gallery>
 
===Character Showcase Video===
{{#widget:YouTube|id=9ZD89yfBCyE}}
 
==Trivia==
*Pichu and {{SSBU|Young Link}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''.
**This has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
*One of the poses Pichu strikes in its new taunt resembles its trophy from {{for3ds}}.
*Pichu is the only veteran absent from ''SSB4'' to be absent from the full group artwork version of the box cover.
*Pichu is the only veteran who is unaffected by the new universal 3-frame [[jumpsquat]]; in ''Melee'', its jumpsquat animation also took three frames to complete.
*Pichu's [[fast fall]] provides the smallest change to its falling speed when compared to any other fighter. It increases its fall speed by only 31.579%, compared to the usual 60%.
*One of Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]] is the {{s|bulbapedia|Spiky-eared Pichu}} from ''[[bulbapedia:M12|Arceus and the Jewel of Life]]'' and [[bulbapedia:Pokémon HeartGold and SoulSilver|''Pokémon HeartGold'' and ''SoulSilver'']]. Being one of a kind, the Spiky-eared Pichu is female, making it the only one of Pichu's alternate costumes with an implicit gender.
**''Ultimate'' also marks the first 3D appearance of Spiky-eared Pichu.
*As of ''Ultimate'', Pichu is the only character who takes damage while using their Final Smash.
**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.
**This also makes Pichu 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.
*Pichu is the only Pokémon character absent in {{SSBU|Pokémon Trainer}}'s Classic Mode route.
 
==References==
{{reflist}}
 
{{SSBUCharacters}}
{{Pokémon universe}}
[[Category:Pichu (SSBU)| ]]
[[Category:Pokémon (SSBU)]]
[[Category:Spirits]]
[[es:Pichu (SSBU)]]

Revision as of 21:20, March 13, 2020

Pichu sucks