Pikachu (SSBB): Difference between revisions

what the heck, I've got the file open, I'll just fix all the damages (no other data checked)
(better)
(what the heck, I've got the file open, I'll just fix all the damages (no other data checked))
Line 40: Line 40:
====Ground attacks====
====Ground attacks====
=====Normal=====
=====Normal=====
*[[Neutral attack]] - Quick headbutts. Can be held, or just pressed. 2% damage each hit. It may also cause [[tripping]] and it has a disjointed, invisible hitbox like Snake's forward tilt and up tilt. Best used against an opponent when they are next to a wall to rack up very high damage. Has a start-up of 2 frames. Pikachu´s fastest move.
*[[Neutral attack]] - Quick headbutt. Can be held, or just pressed. 2% damage each hit. It may also cause [[tripping]] and it has a disjointed, invisible hitbox like Snake's forward tilt and up tilt. Best used against an opponent when they are next to a wall to rack up very high damage. Has a start-up of 2 frames. Pikachu´s fastest move.
*[[Dash attack]] - Bashes target with its head like a mini Skull Bash. Laggy in completion, easily shield grabbed. 7% damage. Hits on frame 5-16.
*[[Dash attack]] - Bashes target with its head like a mini Skull Bash. Laggy in completion, easily shield grabbed. 7% damage. Hits on frame 5-16.
*[[Forward tilt]] - Sticks both feet forward. Really short range. 9% damage. Nicknamed "Mega Kick". Hits on frame 5-10.
*[[Forward tilt]] - Sticks both feet forward. Really short range. 10%, 9%, or 8% damage depending on [[angling]]. Hits on frame 5-10.
*[[Up tilt]] - Swings tail in an arc above itself, good for juggling fast fallers. Hits on frame 7-13. Does 7% damage.
*[[Up tilt]] - Swings tail in an arc above itself, good for juggling fast fallers. Hits on frame 7-13. Does 7%, 6%, or 5% damage depending on what part hits.
*[[Down tilt]] - Does a quick, low tail whip. Can attack twice, first tripping and then knocking away if you tap fast enough. 7% damage. Start-up on frame 7 and it ends on frame 9.
*[[Down tilt]] - Does a quick, low tail whip. Can attack twice, first tripping and then knocking away if you tap fast enough. 7% damage. Start-up on frame 7 and it ends on frame 9.


=====[[Smash attack]]s=====
=====[[Smash attack]]s=====
*[[Forward smash]] - Pikachu charges bolt of electricity in front of it, causing a lot of knockback when released (it has the 5th highest base knockback but the 7th lowest knockback scaling). If Pikachu uses or charges its side smash with a battering item, it will have a straight face. If it does so with a Smash Ball, its face takes on an evil expression. The further away Pikachu's opponent is, the less damage it does. Does 20% uncharged, but 28% charged. Has some starting lag (frame 15) and minimal ending lag.
*[[Forward smash]] - Pikachu charges bolt of electricity in front of it, causing a lot of knockback when released (it has the 5th highest base knockback but the 7th lowest knockback scaling). If Pikachu uses or charges its side smash with a battering item, it will have a straight face. If it does so with a Smash Ball, its face takes on an evil expression. The further away Pikachu's opponent is, the less damage it does. Does {{DamageWhenCharged|20}}, {{DamageWhenCharged|17}}, or {{DamageWhenCharged|14}} damage depending on timing. Has some starting lag (frame 15) and minimal ending lag.
*[[Up smash]] - Flips very fast (start-up on frame 9), attacking with its tail. Depending on when and where it hits, if can do {{DamageWhenCharged|14}}, {{DamageWhenCharged|13}}, {{DamageWhenCharged|11}}, or {{DamageWhenCharged|7}} damage. Great move to use after Down Throw. Powerful vertical KOer, despite being nerfed. A strategy involves using this to combo to Thunderspike to get a Star KO.
*[[Up smash]] - Flips very fast (start-up on frame 9), attacking with its tail. Depending on when and where it hits, if can do {{DamageWhenCharged|14}}, {{DamageWhenCharged|13}}, {{DamageWhenCharged|11}}, or {{DamageWhenCharged|7}} damage. Great move to use after Down Throw. Powerful vertical KOer, despite being nerfed. A strategy involves using this to combo to Thunderspike to get a Star KO.
*[[Down smash]] - Spins on the floor and releases electricity. 15% uncharged, 21% charged. Good move for racking up damage, and a reliable finisher. If the opponent flies directly up after a Down Smash, Thunder can quickly be used for a reliable Star KO. Almost no starting lag (frame 6, being its fastest smash attack) and some ending lag. An amazing panic option move for spacing. Helps with Stale Move Negation because of its multiple hits but it can be Smash DIed out of.
*[[Down smash]] - Spins on the floor and releases electricity. {{DamageWhenCharged|2}} for 6 hits and {{DamageWhenCharged|3}} on the last. Good move for racking up damage, and a reliable finisher. If the opponent flies directly up after a Down Smash, Thunder can quickly be used for a reliable Star KO. Almost no starting lag (frame 6, being its fastest smash attack) and some ending lag. An amazing panic option move for spacing. Helps with Stale Move Negation because of its multiple hits but it can be Smash DIed out of.


=====Other=====
=====Other=====
*[[Ledge attack]]- Does a somersault that hurts opponents. 8% damage.
*[[Ledge attack]]- Does a somersault that hurts opponents. 8% damage.
*Over 100% ledge attack- Kicks up then whacks opponents with its tail. 10% damage.
*Over 100% ledge attack- Kicks up then whacks opponents with its tail. 10% damage.
*[[Floor attack]]- Does a sweeper kick. 10% damage.
*[[Floor attack]]- Does a sweeper kick. 6% damage.
*Trip attack- Does a sweeper kick with its tail. 5% damage.
*Trip attack- Does a sweeper kick with its tail. 5% damage.


====[[Aerial attack]]s====
====[[Aerial attack]]s====
*[[Neutral aerial]] - Spins in a ball. Decent knockback and power. Extremely fast, having a start-up of 3 frames, giving the ability of breaking combos. Still has hitboxes while on the ground, decent priority. KOs most characters at 130%. Does 12% damage. Pikachu's best aerial KO move.
*[[Neutral aerial]] - Spins in a ball. Decent knockback and power. Extremely fast, having a start-up of 3 frames, giving the ability of breaking combos. Still has hitboxes while on the ground, decent priority. KOs most characters at 130%. Does 12% damage clean and 6% late. Pikachu's best aerial KO move.
*[[Forward aerial]] - An electric drill-like move forward. Lags on the ground but still sets up for a grab or down smash. 11% if all 5 hits make contact with the last hit having minimal knockback. Start-up on frame 10.
*[[Forward aerial]] - An electric drill-like move forward. Lags on the ground but still sets up for a grab or down smash. 2% on the first 4 hits and 3% on the last, with the last hit having minimal knockback. Start-up on frame 10.
*[[Back aerial]] - Spins like a disc and hits multiple times. First hit on frame 4. 11% damage if all hits connect. Good for chasing opponents DI. Very high aerial lag and landing lag.
*[[Back aerial]] - Spins like a disc and hits multiple times. First hit on frame 4. Does 1% damage for 7 hits and 4% on the last, or 4% when it hits the ground. Good for chasing opponents DI. Very high aerial lag and landing lag.
*[[Up aerial]] - Swings tail while flipping forward. Very weak attack. Certain tail frames send opponent away at an angle good for gimping at high percentages. Does 6% worth damage. Best used to push opponents off in aerial combat. Has almost no KOing potential. Hits on frame 3-4.
*[[Up aerial]] - Swings tail while flipping forward. Very weak attack. Certain tail frames send opponent away at an angle good for gimping at high percentages. Does 6%, 5%, or 4% damage based on timing and spacing. Best used to push opponents off in aerial combat. Has almost no KOing potential. Hits on frame 3-4.
*[[Down aerial]] - An electric drill-like move downward. Has hitboxes while on the ground. 12% damage. Lags on contact with ground, can be auto-canceled if done while rising. Has horizontal knockback. Hits on frame 14-26. Cannot spike.
*[[Down aerial]] - An electric drill-like move downward. Has hitboxes while on the ground. 12% damage and 4% when not [[autocancel]]led. Lags on contact with ground, can be auto-canceled if done while rising. Has horizontal knockback. Hits on frame 14-26. Cannot spike.


====[[Grab]]s & [[throw]]s====
====[[Grab]]s & [[throw]]s====
*[[Pummel]] - Shocks opponent. Fairly quick. 1-2% per hit. Best if used rhythmically because of slight afterlag.
*[[Pummel]] - Shocks opponent. Fairly quick. 2% per hit. Best if used rhythmically because of slight afterlag.
*[[Forward throw]] - Places opponent on back and electrocutes them forward. Can [[Chain grab|chain throw]] almost all characters. 10% damage total. Good for countering stale move negation because it hits multiple times.
*[[Back throw]] - Tumbles with opponent back and throws them back. 9% damage. Unlike other throws, Pikachu actually moves a considerable distance with the opponent before throwing.
*[[Back throw]] - Tumbles with opponent back and throws them back. 9% damage. Unlike other throws, Pikachu actually moves a considerable distance with the opponent before throwing.
*[[Forward throw]] - Places opponent on back and electrocutes them forward. Can [[Chain grab|chain throw]] almost all characters. 10% damage. Good for countering stale move negation because it hits multiple times.
*[[Up throw]] - Headbutts opponent upward. Can combo with Thunder. 10% damage total.
*[[Up throw]] - Headbutts opponent upward. Can combo with Thunder. 10% damage.
*[[Down throw]] - Slams on top of opponent. Can chain throw certain characters. Has a 0-death on [[Fox]], the ability to chain grab most fast-fallers and can guaranteed an up smash at low percentages. Can perform 0-death combo by using down throw, up tilt, foolstool jump into Quick Attack lock (with QAC) repeatdly and jab lock repeatdly near close to the ledge ending with forward smash on few characters. This combo can be escaped with proper SDI. 10% total.
*[[Down throw]] - Slams on top of opponent. Can chain throw certain characters. Has a 0-death on [[Fox]], the ability to chain grab most fast-fallers and can guaranteed an up smash at low percentages. Can perform 0-death combo by using down throw, up tilt, foolstool jump into Quick Attack lock (with QAC) repeatdly and jab lock repeatdly near close to the ledge ending with forward smash on few characters. This combo can be escaped with proper SDI. 10% if fresh, 8% damage after 4th use.


====[[Special move]]s====
====[[Special move]]s====