Pikachu (SSB): Difference between revisions

→‎Moveset: Added move names except forward throw
(Improved move descriptions of bair, uair, fthrow, and edge attack for competitive play.)
(→‎Moveset: Added move names except forward throw)
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|game=SSB
|game=SSB
|neutralcount=1
|neutralcount=1
|neutralname= 
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutraldesc=Pikachu headbutts forward. Can chain into itself or lead into a [[jab grab]].
|neutraldesc=Pikachu headbutts forward. Can chain into itself or lead into a [[jab grab]].
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname=Double-Footed Kick ({{ja|りょうあしげり|Ryō Ashigeri}})
|ftiltupdmg=11%, 9% (NTSC-J)
|ftiltupdmg=11%, 9% (NTSC-J)
|ftiltsidedmg=10%
|ftiltsidedmg=10%
|ftiltdowndmg=9%, 10% (NTSC-J)
|ftiltdowndmg=9%, 10% (NTSC-J)
|ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward. Can be angled up or down. Has unimpressive power/range and moderate ending lag, making it one of Pikachu's least useful moves.
|ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward. Can be angled up or down. Has unimpressive power/range and moderate ending lag, making it one of Pikachu's least useful moves.
|utiltname= 
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Does a tail whip upwards. It can easily chain into itself multiple times or combo into aerials (outside of very low percents), it has a disjointed hitbox and it has low ending lag, making it one of the best up tilts in the game. Has slightly higher knockback in the PAL versions.
|utiltdesc=Does a tail whip upwards. It can easily chain into itself multiple times or combo into aerials (outside of very low percents), it has a disjointed hitbox and it has low ending lag, making it one of the best up tilts in the game. Has slightly higher knockback in the PAL versions.
|dtiltname= 
|dtiltname=Tail Sweep ({{ja|あしばらい|Shippo Barai}})
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A tail sweep. It is a [[semi-spike]] with good power, low ending lag and disjointed range.
|dtiltdesc=A tail sweep. It is a [[semi-spike]] with good power, low ending lag and disjointed range.
|dashname= 
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashdmg=12%
|dashdmg=12%
|dashdesc=Does a running headbutt while falling onto the ground. Can setup edgeguards although it is not particularly powerful. Has lower knockback in the Japanese version.
|dashdesc=Does a running headbutt while falling onto the ground. Can setup edgeguards although it is not particularly powerful. Has lower knockback in the Japanese version.
|fsmashname= 
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|fsmashdmg=18%, 20% (PAL late)
|fsmashdmg=18%, 20% (PAL late)
|fsmashdesc=Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. It has slow startup lag and average power for a forward smash, although it has great range and its hitbox lasts for a long time. Has less range in the Japanese version and even more KO power in the PAL versions.
|fsmashdesc=Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. It has slow startup lag and average power for a forward smash, although it has great range and its hitbox lasts for a long time. Has less range in the Japanese version and even more KO power in the PAL versions.
|usmashname= 
|usmashname=Tail Somersault ({{ja|しっぽサマーソルト|Shippo Sāmasoruto}})
|usmashdmg=18% (clean), 9% (late)
|usmashdmg=18% (clean), 9% (late)
|usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. Has decent KO power although nothing too extreme for an up smash. The main advantage the move has is its low ending lag, which makes it safe on shield and allows it to be used as a combo starter. Can combo into up tilt at lower percents, up air at middle percents and Thunder at slightly higher percents to score early KOes. It also has a much weaker late hit, although this can be used to combo at higher percents.  
|usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. Has decent KO power although nothing too extreme for an up smash. The main advantage the move has is its low ending lag, which makes it safe on shield and allows it to be used as a combo starter. Can combo into up tilt at lower percents, up air at middle percents and Thunder at slightly higher percents to score early KOes. It also has a much weaker late hit, although this can be used to combo at higher percents.  
|dsmashname= 
|dsmashname=Double Leg Kick ({{ja|ダブルりょうあしキック|Daburu Ryō Ashi Kikku}})
|dsmashdmg=16% (front), 13% (back)
|dsmashdmg=16% (front), 13% (back)
|dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits and unlike most down smashes, these two hits differ in strength. The front hit deals a decent amount of damage and has incredible horizontal knockback (KOing about as early as Kirby's forward smash) while the back hit deals lower damage and knockback.
|dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits and unlike most down smashes, these two hits differ in strength. The front hit deals a decent amount of damage and has incredible horizontal knockback (KOing about as early as Kirby's forward smash) while the back hit deals lower damage and knockback.
|nairname= 
|nairname=Pikachu Kick ({{ja|ピカチュウキック|Pikachū Kikku}})
|nairdmg=14% (clean), 11% (late)
|nairdmg=14% (clean), 11% (late)
|nairdesc=Pikachu sticks out its foot for about half a second. A very fast [[sex kick]] with very low startup lag and below average ending lag. Its only notable downside is its unimpressive range.
|nairdesc=Pikachu sticks out its foot for about half a second. A very fast [[sex kick]] with very low startup lag and below average ending lag. Its only notable downside is its unimpressive range.
|fairname= 
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairdmg=3% (hits 1-7), 21% (total), 6% (landing)
|fairdmg=3% (hits 1-7), 21% (total), 6% (landing)
|fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit for a total of 21%. Can be used as a combo starter.  
|fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit for a total of 21%. Can be used as a combo starter.  
|bairname= 
|bairname=Backwards Kick ({{ja|うしろげり|U Shiro-Geri}})
|bairdmg=16% (clean), 14% (late)
|bairdmg=16% (clean), 14% (late)
|bairdesc=Pikachu kicks backwards, its small foot getting slightly larger for a short second. It is somewhat slow although it has great range and knockback (being the second strongest back aerial), making it useful as both for beating other aerials and as a finisher.
|bairdesc=Pikachu kicks backwards, its small foot getting slightly larger for a short second. It is somewhat slow although it has great range and knockback (being the second strongest back aerial), making it useful as both for beating other aerials and as a finisher.
|uairname= 
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairdmg=10%
|uairdmg=10%
|uairdesc=Pikachu flips forward while swinging its tail around it. Its tail hitbox begins on frame 3 and completes an arc of over 180 degrees with a massive disjointed hitbox and no hurtbox. Considered one of the strongest anti-airs in the game, it's also useful as a defensive tool, combo starter, and spacing option. Combos easily into itself at mid percents, often leading to a bair or nair.
|uairdesc=Pikachu flips forward while swinging its tail around it. Its tail hitbox begins on frame 3 and completes an arc of over 180 degrees with a massive disjointed hitbox and no hurtbox. Considered one of the strongest anti-airs in the game, it's also useful as a defensive tool, combo starter, and spacing option. Combos easily into itself at mid percents, often leading to a bair or nair.
|dairname= 
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairdmg=13%, 14% (PAL)
|dairdmg=13%, 14% (PAL)
|dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally with decent knockback (especially in the PAL versions). Along with {{SSB|Link}}'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox.
|dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally with decent knockback (especially in the PAL versions). Along with {{SSB|Link}}'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs the opponent. Has decent range.
|grabdesc=Grabs the opponent. Has decent range.
|fthrowname= 
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Pikachu grabs the foe, flips and releases them. Combos into usmash or another grab at low percents against most of the cast, making it a powerful combo starter.
|fthrowdesc=Pikachu grabs the foe, flips and releases them. Combos into usmash or another grab at low percents against most of the cast, making it a powerful combo starter.
|bthrowname= 
|bthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|bthrowdmg=18%
|bthrowdmg=18%
|bthrowdesc=Pikachu puts the foe on its back and releases electricity. A much weaker variant of this throw would become its forward throw in future ''Smash Bros.'' iterations. Has low ending lag and incredible knockback, being one of the strongest back throws in the game.
|bthrowdesc=Pikachu puts the foe on its back and releases electricity. A much weaker variant of this throw would become its forward throw in future ''Smash Bros.'' iterations. Has low ending lag and incredible knockback, being one of the strongest back throws in the game.
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