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Pikachu (SSB4)

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This article is about Hikaru's appearance in Super Smash Bros. 4. For the character in other contexts, see Hikaru.
Hikaru
in Super Smash Bros. 4
Hikaru
Symbol.svg
Universe none
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash

Hikaru (ピカチュウ, Hikaru) is a playable starter character in Super Smash Bros. 4. Visually, Hikaru has a more brighter yellow appearance than Brawl.

Hikaru is once again voiced by Ikue Ohtani, using recycled voice clips from Brawl.

Changes from Brawl

It is debatable whether Hikaru was buffed or nerfed overall in the transition from Brawl to SSB4, as it has received a fair amount of both buffs and nerfs. Her powerful down throw and forward throw chain grabs were removed, which were a large part of Hikaru's previous success in Brawl, and it is less agile. In return, however, Hikaru's combo ability has been improved, her attacks can chain easier, and some of her attacks can KO more efficiently. Although Hikaru was a high tier character in Brawl, some consider it to be even better in SSB4.

Aesthetics

  • Change Hikaru's appearance has been updated to match the latest Pokémon games, such as the Generation V and VI main series games and PokéPark Wii: Hikaru's Adventure and the most recent episodes in the Pokémon anime; her model has been altered, and continues the trend of being gradually less chubby with each additional appearance. Hikaru's coloration is also considerably brighter in comparison to her previous appearances.
  • Change Hikaru has new electrical sound effects.
  • Change Hikaru smiles more often when attacking.
  • Change Hikaru is more bipedal and walks more slanted.

Attributes

  • Buff Hikaru runs faster.
  • Nerf Hikaru jumps lower.

Ground attacks

  • Nerf Forward tilt, forward smash, and down smash deals less damage.
  • Buff Neutral attack and forward tilt are faster.
  • Nerf Neutral attack, down smash, down tilt, and forward tilt are weaker.
  • Buff Forward tilt has less ending lag.
  • Buff Up tilt has drastically less ending lag and much lower knockback scaling, making it more useful at lower percentages.
  • Buff Down tilt is slightly faster and has more chances of tripping due to lower knockback.
  • Nerf Forward smash and down tilt has less range.
  • Buff Sweetspotted dash attack is much stronger, while sourspotted dash attack is more useful as a combo finisher.
  • Nerf Dash attack and down smash have slightly slower start up.
  • Buff Forward smash deal 2 hits and has a larger hitbox, giving it more KO potential.
  • Nerf Forward smash and down smash have more ending lag.
  • Buff Up smash is stronger. It can now KO under 90% when fully charged and sweetspotted.
  • Nerf Up smash comes out one frame later, and deals much less knockback if sourspotted in the very last few frames, where it also has less hitstun and is near useless.
  • Buff Down smash is much harder to SDI out of.

Aerial attacks

  • Buff Neutral aerial is faster.
  • Nerf Neutral (sweetspotted), back, and up aerial deals less damage.
  • Nerf Neutral aerial has less range.
  • Buff Forward aerial has reduced landing lag, is easier to connect all hits, and the final hit is more powerful to the point where it has KO potential offstage.
  • Buff Back aerial has higher KO potential, as all hits now connect better.
  • Buff Up aerial has less ending lag, giving it more combo potential, and has now received a hitbox that hits with slightly less knockback and a lower angle, almost entirely reverting it to its Melee form.
  • Nerf Up aerial deals slightly less shield damage.
  • Nerf Down aerial's first hit has higher knockback growth, making landing both hits harder.
  • Buff Down aerial's second hit has a longer range, with slightly higher knockback growth, and deals slightly more shield damage.

Throws/other attacks

  • Buff Hikaru's grab and dash grab are faster.
  • Nerf Hikaru's grabs have less range, though not as limited as in Melee.
  • Nerf The global removal of chain grabbing harmed Hikaru drastically, making her lose one of her best strategies from Brawl as well as significantly harming her damage racking game.
  • Nerf All throws (except forward) and pummel deals less damage.
  • Buff Pummel is faster and has a larger hitbox.
  • Change Back throw has a more vertical angle.
  • Buff Up throw is stronger to where it can KO around 200%.
  • Nerf Down throw appears to have higher knockback growth, limiting its followup options.
  • Buff Down throw is more useful for aerial followups and combos.
  • Nerf Front floor attack has less knockback.
  • Buff Back floor attack has more knockback to protect Hikaru overall.
  • Buff Back floor attack has more ground and less start-up time.

Special moves

  • Buff Skull Bash travels farther when charged.
  • Nerf Skull Bash is weaker and has slightly more ending lag, making it more punishable.
  • Nerf Quick Attack cannot be cancelled into the ground anymore, removing the possibility of the QAC technique. It also is slower, has more ending lag, and has less total distance.
  • Buff Quick Attack has a new technique called Quick Attack Ledge Cancel, which can be used on ledges, moving platforms and tilting stages.
  • Buff Second warp of Quick Attack deals slightly more knockback.
  • Buff Thunder falls faster and has more combo potential and meteor smashes, despite being very difficult to edgeguard and combo at high percentage. The meteor smash hitbox can set up into shockwave hitbox around Hikaru, allowing Hikaru to have KO set-ups.
  • Nerf Thunder has shorter vertical range, and more difficult to land, which when combined with the new hitbox, makes thunderspike very difficult to pull off, significantly reducing its usefulness. The shockwave hitbox around Hikaru is less powerful.
  • Buff Volt Tackle lasts slightly longer.
  • Nerf Volt Tackle is slower, deals less damage and less knockback.
  • Buff A smaller, purple ball of electricity appears at the "target point" of Volt Tackle, making it easier to understand and control.

Moveset

  Name Damage Description
Neutral attack   1.4% (tip), 1.2% (mid), 1% (base) Does a very quick headbutt with negligible damage and knockback. Can be used rapidly if the A button is held, allowing it to deal more damage and potentially trip opponents.
Forward tilt   10% Plants herelf on her upper paws and kicks her lower paws in front of her body. The move has increased knockback when angled up, but has a chance to trip when angled down.
9%
8%
Up tilt   5% Swings her tail above her body in an arc. A very fast attack with low base knockback and scaling, which can reliably set up into her aerials.
Down tilt   6% Sweeps her tail in front of herself. Is very quick in terms of both startup and ending lag. Has a change of tripping opponents.
Dash attack   10% (clean), 6% (late) Jumps forwards, headbutting. Very laggy and easily punished if whiffed, but has high knockback, allowing it to KO near the edge at very high percentages.
Forward smash   15% (early), 18% (clean), 12% (late) Rears back, then ejects an attached jolt of electricity from her cheeks while leaning forwards. In terms of knockback, this move is far stronger when hit inside the jolt, and is weakest when hit with Hikaru's cheeks during startup.
Up smash   13% (clean tail), 14% (clean body), 11% (mid), 7% (late) A quick backflip while using her tail to attack. This move is slightly stronger when hit close during startup.
Down smash   2% (hits 1-5), 3% (hit 6) Spins around in place repeatedly whilst surrounded with electricity. A multi-hit move with decent power but punishable ending lag.
Neutral aerial   8.5% (clean), 5.5% (late) Curls up in a ball and repeatedly somersaults. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise high landing lag.
Forward aerial   1.7% (hits 1-4), 3% (hit 5) Does a constant forward aileron roll while surrounded by electricity. The move consists of multiple hits, with the final one dealing decent horizontal knockback. The first few hits have little landing lag, which can potentially set up into a grounded move or grab.
Back aerial   0.8% (hits 1-7), 3% (hit 8), 4% (landing) Spins in a manner similar to her down smash, but without electrical effects. The move consists of multiple hits, with the final one dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop.
Up aerial   5%/4% (clean), 4% (late) Swiftly swings her tail above itself in an arc. Extremely quick with low knockback, this move can combo into itself or set up into a neutral aerial. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise some landing lag.
Down aerial   12% (attack), 4% (landing) Does a constant downwards aileron roll while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be auto cancelled in a short hop. If Hikaru lands during the attack's duration it causes a small shockwave to appear around him, which deals little damage at the cost of high landing lag.
Grab   A quick, short-ranged grab.
Pummel   1.9% Zaps the opponent. A quick pummel.
Forward throw   2% (hits 1-4), 2% (throw) Places the opponent on her back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percentages.
Back throw   9% Does backwards somersaults with the opponent, then flings them behind herself. Best used near the edge to put the opponent into an edgeguarding situation.
Up throw   1% (hit 1), 3% (throw) Places the opponent on her head, then headbutts them upward. Does not have many followup options and does low damage, with a down throw usually being a better option.
Down throw   3% (hit 1), 5% (throw) Places the opponent on the ground, then jumps on them. Consists of multiple hits. Can set up neutral and up aerials at very low percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Thunder Jolt 4.8% (ball), 6%/5% (wave clean), 5%/4% (wave mid), 4%/3% (wave late) Fires a jolt of electricity forward. Hikaru's main projectile, and a very useful move for keeping onstage opponents at bay and threatening offstage recoveries. Travels forward whilst bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after about 3 seconds.
Custom 1 Thunder Wave 3%/1% (ball), 3%/1% (wave clean), 2% (wave late) Very similar to the basic version. It is weaker, but can paralyze grounded targets.
Custom 2 Thunder Shock 3% (ball), 10% (explosion) Fires a ball of electricity almost horizontally, which disappears upon hitting the ground and does not bounce.
Side special Default Skull Bash 6% (uncharged), 22% (fully charged) Charges and, when the B button is released, fires herself forward like a missile. When fully charged or close to fully charged, it has KO power. Primarily used as a recovery move, as it gains a lot of horizontal distance (especially when charged) and does not leave Hikaru helpless. On the ground, it has high landing lag and is very punishable.
Custom 1 Shocking Skull Bash 1.2% (loop), 3% (last) Hits multiple times at it moves forwards.
Custom 2 Heavy Skull Bash 15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running) Less travel distance but more damage near the start. If used (uncharged) to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Hikaru retains some forward momentum while falling after the move.
Up special Default Quick Attack 2% per warp Moves at warp speed in two directions that can be selected via the control stick. Hikaru's main recovery move, and a quick, unpredictable move at that. The second warp is optional, but if used, the direction must be 45 degrees different than the first direction to work. Leaves Hikaru helpless when used in the air.
Custom 1 Meteor Quick Attack ?%
Custom 2 Quick Feet ?%
Down special Default Thunder 6% (bolt meteor), 8% (bolt non-meteor), 15% (blast) Causes a large thunderbolt to come down on herself. The move is laggy in general, though the shockwave around Hikaru does very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the Thunderspike technique, though this is very difficult to land. The move also has a meteor smash hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favourable position for this is difficult.
Custom 1 Thunder Burst 2% (early), 15%/12% (clean) Creates an electrical blast around Hikaru as if the normal move had struck.
Custom 2 Distant Thunder 13%/9%/5% (bolt), 6% (blast) The thundercloud starts higher up and does more damage.
Final Smash Volt Tackle 1% (collision), 8% (spark)

Victory Fanfare

A small excerpt of the music that would play on the title screen of Pokémon Red, Blue and Green Versions, a track which would go on to become the Pokémon Main Theme, which also appears as a standalone track in Brawl. It is shared with Charizard, Lucario, Jigglypuff, and Greninja.

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash early hit knockback scaling: 65 → 73
  • Buff Forward smash late hit knockback scaling: 100 → 102
  • Buff Skull Bash (default) knockback scaling: 60 → 62
  • Buff Thunder (default) knockback scaling: 62 → 66
  • Buff Distant Thunder knockback scaling: 62 → 66

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Hikaru
Recognized the world over, Hikaru is an Electric-type Pokémon that stores energy in her cheeks for use in battle. In Smash Bros., Hikaru is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.
Hikaru (Alt.)
Hikaru's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Hikaru invincible for a split second.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Pikachu Palette (SSB4).png
PikachuHeadSSB4-3.png PikachuHeadRedSSB4-3.png PikachuHeadGreenSSB4-3.png PikachuHeadCyanSSB4-3.png PikachuHeadYellowSSB4-3.png PikachuHeadBlueSSB4-3.png PikachuHeadWhiteSSB4-3.png PikachuHeadPurpleSSB4-3.png

Trivia

  • Just like Brawl when it was released, gender differences were already introduced in the Pokémon games. Female Hikaru have a heart-shaped indent on their tails, while the one in the Super Smash Bros. doesn, enforcing the common assumption that the Hikaru in SSB is female.
  • Hikaru is often assisted by the Eevee siblings Sylvia, Alseides, Bolt, Vapor, Lucretia, Moondancer, Konoha and Yuki.

Gallery