Pikachu (SSB4): Difference between revisions

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'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> It was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Ikue Ōtani reprises her role as Pikachu's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> It was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Ikue Ōtani reprises her role as Pikachu's voice actress, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


Pikachu is currently ranked 15th out of 55 on the [[tier list]], placing it in the B tier. This is a slight drop from its placement in ''Brawl'', where it was ranked 8th out of 38. Pikachu boasts fast overall speed, an excellent approach, good neutral and combo games, and an excellent recovery. However, it is burdened with poor endurance and very unimpressive KO potential. As a result, Pikachu has a high learning curve and minimal high-level representation compared to other high-tier characters, but it has nonetheless achieved notable tournament results, mostly thanks to {{Sm|ESAM}}.
Pikachu is ranked 15th out of 54 on the [[tier list]], placing it in the B tier. This is a slight drop from its placement in ''Brawl'', where it was ranked 8th out of 38. Pikachu boasts fast overall speed, an excellent approach, good neutral and combo games, and an excellent recovery. However, it is burdened with poor endurance and very unimpressive KO potential. As a result, Pikachu has a high learning curve and minimal high-level representation compared to other high-tier characters, but it has nonetheless achieved notable tournament results, mostly thanks to {{Sm|ESAM}}.


The competitive community's overall opinion of Pikachu has been volatile since ''SSB4''{{'}}s release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM, including his brief period of retirement having added to the "mystery" of Pikachu's potential, it was seen as a top 3 character by players like {{Sm|ZeRo}} and ESAM himself. Incidentally, this perception was further cemented after ZeRo and ESAM competed against each other in an extremely close Winners' Finals set at [[Super Smash Con]].
The competitive community's overall opinion of Pikachu has been volatile since ''SSB4''{{'}}s release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM, including his brief period of retirement having added to the "mystery" of Pikachu's potential, it was seen as a top 3 character by players like {{Sm|ZeRo}} and ESAM himself. Incidentally, this perception was further cemented after ZeRo and ESAM competed against each other in an extremely close Winners' Finals set at [[Super Smash Con]].
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Overall, Pikachu is a viable character courtesy of its mobility, frame data, combo game, recovery and edge-guarding potential. While it has a high learning curve, largely due to the skill required for proper use of Quick Attack and its heavy reliance on reads to score KOs, its strengths generally make up for its weaknesses. While Pikachu has low tournament representation, the efforts of a few dedicated mains, such as {{Sm|ESAM}}, have resulted in it achieving strong tournament results. In spite of this, some players are critical of its high-tier ranking, as ESAM has been the only notable Pikachu main that has consistently achieved impressive placings.
Overall, Pikachu is a viable character courtesy of its mobility, frame data, combo game, recovery and edge-guarding potential. While it has a high learning curve, largely due to the skill required for proper use of Quick Attack and its heavy reliance on reads to score KOs, its strengths generally make up for its weaknesses. While Pikachu has low tournament representation, the efforts of a few dedicated mains, such as {{Sm|ESAM}}, have resulted in it achieving strong tournament results. In spite of this, some players are critical of its high-tier ranking, as ESAM has been the only notable Pikachu main that has consistently achieved impressive placings.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. The changes to [[hitstun canceling]] grant it a few notable KO set-ups from its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from ''Melee''. As many of its moves deal electric damage, it benefits from the increased shieldstun.
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4'' with its direct changes nerfing it overall. The changes to [[hitstun canceling]] grant it a few notable KO set-ups from its throws with up throw ({{b|Thunder|Pokémon}}) working at higher percents (although it is very difficult to perform). Some of Pikachu's moves also have increased KO potential including its up and forward smashes. As many of its moves deal electric damage, it benefits from the increased shieldstun and the weakening of [[SDI]] has also benefited Pikachu's multi hit moves. Pikachu's frame data has seen relatively few changes giving Pikachu greater frame data relative to the cast and most of its moves with altered frame data either saw only an extra frame or two added onto or cut off of its startup lag/duration or ending lag.


However, Pikachu has also received significant nerfs. Quick Attack canceling can no longer be used on the ground, making it less flexible as an approach option, forcing Pikachu to use its Quick Attack edge-cancel technique. Pikachu's grab game, a pivotal part behind its success in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback growth worsening its combo potential at high percents, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl''. When coupled with the reduced damage output on the majority of its moveset, Pikachu's damage racking ability has ultimately worsened as a result. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely. The majority of his attacks also have less range, exacerbating his glaring range issues.
However, Pikachu has also received significant nerfs. Quick Attack canceling can no longer be used on the ground unless used off of a slope, making it less flexible as an approach option, forcing Pikachu to use its Quick Attack edge-cancel technique. Pikachu's grab game, one of its greatest strengths in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback worsening its combo potential, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl'' and Pikachu also has worse [[lock]]ing potential not only due to the three hit lock limit but also because Quick Attack has lost its locking potential in exchange for combo potential and Pikachu's up aerial has much higher knockback making it less reliable at leading into a [[footstool]]. Pikachu's damage output has noticeably been reduced hindering its overall racking ability. Pikachu's overall range is also worse further exacerbating its already poor range especially when relative to the cast. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. While some of Pikachu's moves have greater KO potential, others have reduced KO potential most notably down smash, neutral aerial and [[Thunder]]. Thunder has significantly less range and power making [[thunderspiking]] both harder and far less effective although Thunder has a new meteor smash hitbox on its Thundercloud which can lead into the shockwave. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely and the removal of [[momentum canceling]] has also further worsened Pikachu's already poor endurance.


Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Players consider it to be either better or worse than it was in ''Brawl'', while others may fall in between and view it as a capable character that should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.
Overall, while Pikachu retains most of its strengths, a majority of them were toned down while its weaknesses were further exacerbated. While Pikachu overall benefits from the changes to ''Smash 4''{{'}}s mechanics, it does not benefit from them as much as many of the other returning veterans. As a result, Pikachu is a less effective character although its strength relative to the cast is not much lower as the characters ranked above it in ''Brawl'' saw a similar treatment to either a lesser or greater extent.
 
Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Much like in ''Brawl'', Pikachu had a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.


===Aesthetics===
===Aesthetics===
*{{change|Pikachu's design has changed. It has thicker arms; a thinner torso; slightly larger cheek spots; a slightly smaller nose; and slightly thinner ears. Additionally, the black portions of Pikachu's ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu's design has changed. It has thicker arms; a thinner torso; slightly larger cheek spots; a slightly smaller nose; and slightly thinner ears. Additionally, the black portions of Pikachu's ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu has regained its party hat [[alternate costume]]. It has also received three new alternate costumes. The first costume is based on {{s|bulbapedia|Ethan}}'s hat in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']]. The second costume is based on Pikachu's [[bulbapedia:Shiny Pokémon|shiny coloration]] and the {{s|bulbapedia|Choice Band}}. Lastly, the third costume is based on Pikachu's official artwork coloration, and {{s|bulbapedia|Calem}}'s [[bulbapedia:Clothing|Red Outdoors Cap and Wide-Frame Glasses]].}}
*{{change|Pikachu has regained its party hat [[alternate costume]]. It has also received three new alternate costumes. The first costume is based on {{s|bulbapedia|Ethan}}'s hat in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']]. The second costume is based on Pikachu's [[bulbapedia:Shiny Pokémon|shiny coloration]] and the {{s|bulbapedia|Choice Band}}. Lastly, the third costume is based on Pikachu's official artwork coloration, and {{s|bulbapedia|Calem}}'s [[bulbapedia:Clothing|Red Outdoors Cap and Wide-Frame Glasses]].}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves; winces while being grabbed and while hanging on an edge; and sports swirly eyes while [[stun]]ned.}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves; winces with one eye closed while being grabbed and while hanging on an edge; and sports swirly eyes while [[stun]]ned.}}
*{{change|[[Walk]]'s animation has slightly changed. Pikachu now walks in a more slanted motion.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
*{{change|Pikachu's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{change|[[Walk]]'s animation has slightly changed. Pikachu now walks in a more slanted motion.}}
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Pikachu's [[gravity]] is higher (0.087 → 0.095). This slightly improves its mobility, but slightly hinders its horizontal endurance.}}
*{{change|Pikachu's [[gravity]] is higher (0.087 → 0.095).}}
*{{nerf|[[Jump]] is lower.}}
**{{nerf|As a result, its [[jump]]s are lower.}}
*{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-15) and has more ending lag (frame 23 → 25).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 27).}}
*{{nerf|Rolls have a shorter duration (frame 4-19 → 4-14).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 50 → 31).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-15) and has more ending lag (FAF 23 → 25).}}
*{{nerf|Pikachu's [[ledge]] grab is much longer (8 frames → 20); now matching the rest of the cast. This means that Pikachu now has 12 extra frames of lag before it can perform any of its ledge options.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals less damage (2% → 1.4% (near)/1.2% (mid)/1% (far)), significantly hindering its damage racking ability.}}
*[[Neutral attack]]:
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential as it can now reliably jab lock at 0%.}}
**{{nerf|Neutral attack deals less damage (2% → 1.4% (near)/1.2% (mid)/1% (far)) and has increased knockback (4 (base), 30 (scaling) → (10/9/8)/45), significantly hindering its damage racking ability. It also no longer has a bonus [[trip]] chance.}}
*{{change|Due to having a clean hitbox and a late hitbox instead of a consistent hitbox, dash attack no longer deals consistent damage (7% → 10% (clean)/6% (late)).}}
**{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential as it now has set knockback against grounded opponents giving it consistent jab lock potential at all percents.}}
*{{buff|Clean dash attack has more knockback compared to the previous hitbox (40 (base)/70 (growth) → 70/90), granting it KO potential.}}
*[[Forward tilt]]:
*{{nerf|Dash attack has slightly increased startup lag (frame 5 → 6) and less range.}}
**{{nerf|Forward tilt has increased startup lag with a shorter duration (frames 5-10 → 6-8), and less range (4u/3.5u/3u → 3.5u/3u/2.5u).}}
*{{nerf|Forward tilt has increased startup lag (frame 5 → 6), a shorter duration (frames 5-10 → 6-8), and less range (4u/3.5u/3u → 3.5u/3u/2.5u).}}
*[[Up tilt]]:
*{{buff|Up tilt deals consistent damage throughout its hitboxes (7% (near)/6% (mid)/5% (far) → 5%) and has decreased knockback growth (124 → 120). These changes improve its combo potential.}}
**{{change|Up tilt deals consistent damage throughout its hitboxes (7% (near)/6% (mid)/5% (far) → 5%) and has decreased knockback scaling (124 → 120). These changes improve its combo potential but hinder its KO potential.}}
*{{nerf|Up tilt has increased ending lag (frame 24 → 27), and the body hitbox is smaller (4.32u → 2u).}}
**{{nerf|Up tilt has increased ending lag (FAF 24 → 27), and the body hitbox is smaller (4.32u → 2u).}}
*{{change|Down tilt deals 1% less damage (7% → 6%), improving its combo potential, but hindering its gimping potential.}}
*[[Down tilt]]:
*{{nerf|Down tilt has decreased range and a shorter duration (frames 7-9 → 7-8).}}
**{{change|Down tilt deals 1% less damage (7% → 6%), improving its combo potential, but hindering its gimping potential.}}
*{{buff|Clean forward smash deals 1% more damage (17% → 18%) and more knockback (70 (growth)/50 (base) → 75/60), improving its KO potential. The late hit deals less damage (14% → 12%), although its knockback growth was increased (60 → 102) and its angle was altered (70° → 45°), significantly improving its KO potential. It also has decreased ending lag (frame 50 → 49).}}
**{{nerf|Down tilt has decreased range and a shorter duration (frames 7-9 → 7-8).}}
*{{nerf|Early forward smash deals less damage (20% → 15%), and its knockback wasn't compensated enough (60 (growth)/70 (base) → 73/50). Forward smash also has less range.}}
*[[Dash attack]]:
*{{buff|Clean up smash has altered knockback (40 (base)/90 (growth) → 50/89), improving its KO potential. Late up smash also has significantly increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents while also drastically increasing its KO ability.}}
**{{change|Due to having a clean hitbox and a late hitbox instead of a consistent hitbox, dash attack no longer deals consistent damage (7% → 10% (clean)/6% (late)).}}
*{{nerf|Up smash has marginally increased startup (frame 9 → 10) and more ending lag (frame 44 → 45).}}
**{{buff|Clean dash attack has more knockback compared to the previous hitbox (40 (base), 70 (scaling) → 70/90 (clean), 100/50 (late)), granting it KO potential.}}
*{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}}
**{{nerf|Dash attack has slightly increased startup lag with a shorter duration (frames 5-16 → 6-9 (clean), 10-16 (late)) and less range.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from. The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] also significantly improve its shield pressuring potential.}}
*[[Forward smash]]:
*{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%), and the final hit has less base knockback (70 → 55) and a lower angle (70° → 50°), hindering its KO potential. It also has increased startup (frame 6 → 8), more ending lag (frame 55 → 66), and less range (5.76u (loop hits)/12u (final hit) → 4u/10u).}}
**{{buff|Mid forward smash deals 1% more damage (17% → 18%) and more knockback (50 (base), 70 (scaling) → 60/75), improving its KO potential. The late hit has higher knockback scaling (60 → 102) and its angle was altered (70° → 45°), significantly improving its KO potential despite dealing less damage (14% → 12%). It also has decreased ending lag (FAF 50 → 49).}}
**{{nerf|Early forward smash deals less damage (20% → 15%), and its knockback wasn't fully compensated (70 (base), 60 (scaling) → 50/73). Forward smash also has less range.}}
*[[Up smash]]:
**{{buff|Clean up smash deals more knockback (40 (base), 90 (scaling) → 50/89), improving its KO potential. Late up smash also has significantly increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents while also drastically increasing its KO ability.}}
**{{nerf|Up smash has slightly increased startup (frame 9 → 10) and ending lag (FAF 44 → 45).}}
**{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}}
*[[Down smash]]:
**{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from combined with the multi hit's lower SDI multiplier (1.2x → 0.8x). The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] also significantly improve its shield pressuring potential.}}
**{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%), and the final hit has less base knockback (70 → 55) and launches opponents at a lower angle (70° → 50°), hindering its KO potential and removing its ability to lead into {{b|Thunder|Pokémon}}. It also has increased startup lag (frame 6 → 8), more ending lag (FAF 55 → 66), and less range (5.76u (loop hits)/12u (final hit) → 4u/10u).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals less damage (12% (clean)/6% (late) → 8.5%/5.5%), and the knockback of the clean hit wasn't compensated enough (100 (growth)/22 (base) → 104/30), hindering its KOing and edgeguarding potential. It also has a shorter duration (frames 3-25 → 3-20).}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial has decreased ending lag (frame 40 → 39), and the late hit has more range (4u → 4.5u).}}
**{{nerf|Neutral aerial deals less damage (12% (clean)/6% (late) → 8.5%/5.5%), and the clean hit's knockback was not fully compensated (22 (base), 100 (scaling) → 30/104), hindering its KO and edgeguarding potential. It also has a shorter duration (frames 3-25 → 3-20).}}
*{{change|Late neutral aerial has an altered angle (361° → 45°).}}
**{{buff|Neutral aerial has decreased ending lag (FAF 40 → 39) and the late hit has more range (4u → 4.5u).}}
*{{nerf|Forward aerial's loop hits deal less damage (2% → 1.7%), which decreases its overall damage output by 1.2% (11% → 9.8%). It also has increased ending lag (frame 40 → 42).}}
**{{change|Late neutral aerial has an altered angle (361° → 45°).}}
*{{buff|Due to the loop hits having altered hitbox placements and angles (74° → 74°/280°), forward aerial is now an [[unconventional meteor smash]], and when coupled with the weakening of SDI, the hits connect together better and it is much more difficult to escape from them. Additionally, its last hit has altered knockback (70 (base)/90 (growth) → 50/150), improving its edgeguarding potential. Lastly, it autocancels earlier (frame 35> → 32>).}}
*[[Forward aerial]]:
*{{change|The last hit of forward aerial has an altered angle (50° → 48°).}}
**{{nerf|Forward aerial's loop hits deal less damage (2% → 1.7%), which decreases its overall damage output (11% → 9.8%). It also has increased ending lag (FAF 40 → 42).}}
*{{nerf|Back aerial's loop and last hits deal less damage (1% (loop)/4% (last) → 0.8%/3%), which decreases its overall damage output by 2.4% (11% → 8.6%). Its last hit also has a shorter duration (frames 32-37 → 32-33).}}
**{{buff|Due to the loop hits having altered hitbox placements and angles (74° → 74°/280°), forward aerial is now an [[unconventional meteor smash]], and when coupled with the weakening of SDI, the hits connect together better and it is much more difficult to escape from them. Additionally, its last hit has increased knockback (70 (base), 90 (scaling) → 50/150), improving its edgeguarding potential. Lastly, it autocancels earlier (frame 35 → 32).}}
*{{buff|Back aerial has decreased ending lag (frame 60 → 59) and autocancels earlier (frame 50> → 48>). It also uses the [[autolink angle]], and when coupled with the weakening of SDI, it is significantly more difficult to escape from back aerial. Finally, the landing hit has increased knockback (100 (growth)/10 (base) → 80/50).}}
**{{change|The last hit of forward aerial has an altered angle (50° → 48°).}}
*{{nerf|Up aerial has increased startup lag (frame 3 → 4), less range (4.8u/5.76u/4.5u → 4u/5u/4u), and a shorter duration (6 frames → 5).}}
*[[Back aerial]]:
*{{buff|Up aerial has decreased ending lag (frame 28 → 27) and its angle has been altered (80° → 68°), improving its combo and juggling potentials when combined with its lowered damage output (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)). Clean up aerial also has increased knockback (40/30 (base)/60 (growth) → 50/113), granting it KO potential at very high percents.}}
**{{nerf|Back aerial's loop and last hits deal less damage (1% (loop)/4% (last) → 0.8%/3%), which decreases its overall damage output by 2.4% (11% → 8.6%). Its last hit also has a shorter duration (frames 32-37 → 32-33).}}
*{{change|Down aerial's first hit has increased knockback growth (80 → 84). This improves its edgeguarding potential, but makes it more difficult to connect with its second hit.}}
**{{buff|Back aerial has decreased ending lag (FAF 60 → 59) and autocancels earlier (frame 50 → 48). It also uses the [[autolink angle]], and when coupled with the weakening of SDI, it is significantly more difficult to escape from back aerial. Finally, the last hit (120 (scaling) → 180) and the landing hit have increased knockback (10 (base), 100 (scaling) → 50/80).}}
*{{nerf|Down aerial and its landing hit have less range.}}
*[[Up aerial]]:
**{{nerf|Up aerial has increased startup lag with a shorter duration (frames 3-8 → 4-8) and has less range (4.8u/5.76u/4.5u → 4u/5u/4u). It also deals less damage (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)).}}
**{{change|Up aerial's angle has been altered (80° → 68°). Up aerial also has increased knockback (50/40/30 (base)/60 (scaling) → 50/113 (clean), 40/80 (late)), granting the clean hit KO potential at very high percents but significantly hindering up aerial's combo potential at higher percents.}}
**{{buff|Up aerial has decreased ending lag (FAF 28 → 27).}}
*[[Down aerial]]:
**{{change|Down aerial's first hit has increased knockback scaling (80 → 84). This improves its edgeguarding and KO potential, but makes it more difficult to connect with its second hit.}}
**{{nerf|Down aerial and its landing hit have less range.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have decreased ranges.}}
*{{nerf|All grabs have decreased ranges.}}
*{{buff|All grabs have decreased ending lag (frame 30 → 28 (standing), frame 39 → 35 (dash), frame 36 → 33 (pivot)). Dash and pivot grabs also have decreased start-up lag (frame 9 → 8 (dash), frame 10 → 9 (pivot)).}}
*{{buff|All grabs have decreased ending lag (FAF 30 → 28 (standing), FAF 39 → 35 (dash), FAF 36 → 33 (pivot)). Dash and pivot grabs also have decreased start-up lag (frame 9 → 8 (dash), frame 10 → 9 (pivot)).}}
*{{nerf|Pummel deals 0.1% less damage (2% → 1.9%).}}
*[[Pummel]]:
*{{buff|Pummel's hitbox is larger.}}
**{{nerf|Pummel deals 0.1% less damage (2% → 1.9%).}}
*{{nerf|Forward throw has more base knockback (45 → 55) and when coupled with the removal of [[chain grab]]bing, this significantly hinders forward throw's damage racking potential.}}
**{{buff|Pummel's hitbox is larger.}}
*{{buff|Up throw deals 6% less damage (10% → 4%), although its knockback was significantly increased (90 (base)/45 (growth) → 48/150), now granting it KO potential at very high percents. When coupled the changes to hitstun canceling, these changes also grant it combo potential into Thunder at high percents.}}
*[[Forward throw]]:
*{{nerf|Down throw deals 2% less damage (10% → 8%) and has higher knockback growth (38 → 100). When coupled with the removal of chain grabbing, these changes significantly hinder its damage racking potential, despite the changes to hitstun cancelling still granting it combo potential at low to mid percents.}}
**{{nerf|Forward throw has more base knockback (45 → 55) and when coupled with the removal of [[chain grab]]bing, this significantly hinders forward throw's damage racking potential.}}
*{{nerf|Front floor attack has decreased knockback.}}
*[[Up throw]]:
*{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}}
**{{nerf|Up throw deals much less damage (5% (hit and throw) → 1% (hit), 3% (throw), 10% → 4% (total)).}}
**{{buff|Up throw's knockback was significantly increased (90 (base), 45 (scaling) → 48/150), now granting it KO potential at very high percents. When coupled the changes to hitstun canceling, these changes also grant it combo potential into Thunder at high percents.}}
*[[Down throw]]:
**{{nerf|Down throw deals 2% less damage (5% → 3% (hit), 10% → 8% (total)) and has much higher knockback scaling (38 → 100). When coupled with the removal of chain grabbing, these changes significantly hinder its damage racking potential, despite the changes to hitstun cancelling still granting it combo potential at low to mid percents.}}
*[[Floor attack]]:
**{{nerf|Front floor attack has decreased knockback.}}
**{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has more startup lag (frame 22 → 23) and sends opponents at a less favorable angle (361° → 45°).}}


===Special moves===
===Special moves===
*{{nerf|Aerial [[Thunder Jolt]] deals 4.2% less damage (9% → 4.8%).}}
*[[Thunder Jolt]]:
*{{nerf|[[Skull Bash]] deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), although uncharged Skull Bash's knockback was somewhat compensated (15 (base)/90 (growth) 40/62). Skull Bash also has increased ending lag (frame 91 97).}}
**{{change|Grounded Thunder Jolt now has a clean hit, a mid hit and a late hit rather than a sweetspot and a sourspot (6% (sweetspot)/5% (sourspot) → 6% (clean), 5% (mid), 4% (late)).}}
*{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potential.}}
**{{nerf|Aerial Thunder Jolt deals less damage (9% → 5%/4%/3%).}}
*{{buff|[[Quick Attack]]'s first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Its second hit also has increased knockback, improving its combo potential.}}
**{{nerf|Thunder Jolt deals less knockback (40/16 (base), 40 (scaling) → (25/13)/20).}}
*{{nerf|Quick Attack covers less overall distance. Its second hit also has increased startup (frame 30 → 43) and ending lag (frame 9 → 29).}}
*[[Skull Bash]]:
*{{nerf|[[Quick Attack cancel]]ing can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game. Pikachu's only option to cancel Quick Attack is to perform Quick Attack edge-cancels.}}
**{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potential. Additionally, much like in ''Melee'', inputting the move like a smash attack will make the move start off slightly charged, reducing the time to fully charge the move.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack and Thunder's shield pressuring potentials.}}
**{{nerf|Skull Bash deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), and knockback scaling (80 → 62). Skull Bash also has increased landing lag (38 frames 44) and the removal of [[momentum canceling]] hinders its utility.}}
*{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash. It also has decreased ending lag (frame 79 75). Altogether, these changes improve its combo potential.}}
**{{nerf|Pikachu no longer halts its momentum when landing with Skull Bash. This makes it easier to punish and prevents Pikachu from auto-snapping the ledge shortly after it lands with Skull Bash.}}
*{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%), has less knockback (thunderbolt: 50 (growth)/100 (base) → 60/74) (shockwave: 60 (growth)/100 (base) → 66/70), and has less range (7u (thunderbolt)/14.4u (shockwave) → 4u/13u), making it more difficult to land and hindering its edge-guarding and KO potential. Its new meteor smash hitbox also makes [[Thunderspiking]] very difficult to perform.}}
*[[Quick Attack]]:
*{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}
**{{buff|Quick Attack's first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
*{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack's shield pressuring potential.}}
**{{change|Quick Attack's hits have had their damage swapped (3% (hit 1)/2% (hit 2) → 2%/3%).}}
**{{change|Quick Attack's knockback (5 (base), 40 (scaling) → 20/(50 (hit 1)/150 (hit 2)) and angle (0° → 70°) have been altered granting it combo potential but removing its ability to lock.}}
**{{nerf|Quick Attack covers less overall distance.}}
**{{nerf|[[Quick Attack cancel]]ing can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}}
*{{b|Thunder|Pokémon}}:
**{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash which can lead into the shockwave. The shockwave also has increased [[intangibility]] when landed on the ground (8 frames 10).}}
**{{buff|Pikachu can now land both the thunderbolt and the shockwave like it could in ''Smash 64''.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Thunder's shield pressuring potential.}}
**{{nerf|The grounded version of the shockwave has more ending lag (FAF 38 → 42).}}
**{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%) and deals less knockback (100 (base), 50 (scaling), 74/60 (thunderbolt), 100/60 → 70/66 (shockwave)).}}
**{{nerf|Thunder has less range both in terms of the height of the thunderbolt and the hitboxes (7u (thunderbolt)/14.4u (shockwave) → 4u/13u) which when combined with its new meteor smash hitbox and the thunderbolt's significantly reduced range and power, makes [[Thunderspiking]] very difficult to perform and much less effective in general.}}
***{{buff|The thunderbolt's reduced range allows Pikachu to hit itself sooner reducing the shockwave's startup lag.}}
**{{nerf|The removal of [[edge momentum shifting]] slightly hinders its utility.}}
*[[Volt Tackle]]:
**{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
**{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}


==Update history==
==Update history==
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''' {{GameIcon|ssb4}} [[1.0.6]]'''
''' {{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Edge grab's animation standardized. This makes it slower.}}
*{{nerf|Edge grab is much slower (8 frames → 20), now matching the rest of the cast.}}


''' {{GameIcon|ssb4}} [[1.1.0]]'''
''' {{GameIcon|ssb4}} [[1.1.0]]'''
Line 136: Line 183:
==Moveset==
==Moveset==
*Pikachu can [[Crawling|crawl]] and [[wall jump]].
*Pikachu can [[Crawling|crawl]] and [[wall jump]].
''For a gallery of Pikachu's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 253: Line 301:
|fsdesc=Performs [[bulbapedia:Volt Tackle (move)|Volt Tackle]], its evolutionary line's {{s|bulbapedia|signature move}}. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the sphere to discharge electricity, which deals significantly more damage and has more knockback. Unlike in ''Brawl'', Volt Tackle now emits a small, whitish violet spark of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.
|fsdesc=Performs [[bulbapedia:Volt Tackle (move)|Volt Tackle]], its evolutionary line's {{s|bulbapedia|signature move}}. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the sphere to discharge electricity, which deals significantly more damage and has more knockback. Unlike in ''Brawl'', Volt Tackle now emits a small, whitish violet spark of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 1.8
|rdash = 5-8
|run = 1.85325
|rrun = 15
|walk = 1.24
|rwalk = 12
|trac = 0.0596
|rtrac = 25
|airfric = 0.0075
|rairfric = 43-48
|air = 0.9118
|rair = 48
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.09
|raddaccel = 5-7
|gravity = 0.095
|rgravity = 21
|fall = 1.55
|rfall = 30
|ff = 2.48
|rff = 29
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 35.5
|rjumpheight = 17
|shorthop = 17.123371
|rshorthop = 20
|djump = 35.5
|rdjump = 19-21
}}
====[[Announcer]] call====
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pikachu English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


====[[On-screen appearance]]====
====[[On-screen appearance]]====
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|char=Pikachu}}
|char=Pikachu}}


==In competitive play==
==In [[competitive play]]==
===Tier placement and history===
Pikachu was initially perceived as a top-tier character, thanks to its approach and mindgame potentials courtesy of [[Quick Attack]], its strong combo game and edge-guarding potential, its ability to evade attacks courtesy of its small size and low [[crouch]], and its [[jab lock]] set-ups into KOs. As each of these traits were demonstrated very effectively in competitive play by {{Sm|ESAM}}, Pikachu was ranked 5th on the first tier list. However, there was also a vocal fraction of players who did not agree on Pikachu's initial placement, mainly due to ESAM being the only notable Pikachu player who placed well in tournaments, which was insufficient enough in comparison to the significant results and representation of other well-regarded characters. Other criticisms included Pikachu's lack of reliable KO set-ups, its KO potential in general, the high landing lag of its aerials, and its poor [[range]].
 
The debate over Pikachu's tier placement would become even more prevalent due to ESAM's results eventually declining due to the strengths of other well-regarded characters, as well as Pikachu's unfavorable matchups against {{SSB4|Mario}} and {{SSB4|Ness}} becoming more apparent. These criticisms were further exacerbated by Pikachu's representation still remaining fairly minimal for a high-tier character, and altogether resulted in its ranking on the first tier list being met with widespread disapproval. As expected, Pikachu's tier placement saw a noticeable drop on the second tier list, where it was ranked 12th. Despite ESAM placing at 3rd at [[UGC Smash Open]], Pikachu's tier placement saw another drop, now being ranked 15th on the third tier list. Pikachu's results, while rare, have remained pretty strong nonetheless, which has allowed it to hold on the 15th placing on the fourth and current tier list.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 308: Line 403:
|set10=1321
|set10=1321
}}
}}
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


===Notable players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|Captain L|Canada}} - The best Pikachu player in Canada. Ranked 3rd on the [[British Columbia Power Rankings]] and 36th on the [[Panda Global Rankings|Panda Global Rankings v5]]. He has wins over top players such as {{Sm|MkLeo}}, {{Sm|Tweek}}, {{Sm|Mr. R}}, and ESAM.
*{{Sm|DM888|USA}} - Ranked 10th on the [[New England Power Rankings]]. Placed 1st at the [[New England Arcadian II]] and has wins on {{Sm|Koolaid}}, {{Sm|MattyG}}, {{Sm|Pugwest}}, {{Sm|Raffi-X}} and {{Sm|Marss}}.
*{{Sm|ESAM|USA}} - Widely considered to be the best Pikachu player in the world. Ranked 21st on the [[Panda Global Rankings|Panda Global Rankings v5]], and 1st on the [[Florida Power Rankings|South Florida Power Rankings]].
*{{Sm|Kishiru|Japan}} - Placed 13th at [[Umebura 27]]. Wins on {{Sm|Ally}}, {{Sm|Kuro}}, {{Sm|Umeki}}, and {{Sm|Shu}}.
*{{Sm|NCJacobT|USA}} - Plays many characters including Pikachu. Placed 25th at [[2GGC: ARMS Saga]] using Pikachu.
*{{Sm|Nero|USA}} - The best Pikachu player in the Midwest. Ranked 15th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]], and 7th on the [[Michigan Power Rankings]].
*{{Sm|PikaPika!|USA}} - Placed 13th at [[Get On My Level 2016]] and 49th at [[Pound 2016]].
*{{Sm|Rideae|USA}} - The best Pikachu player in Florida. Ranked 3rd on the Tampa Power Rankings. He has wins over {{Sm|Nairo}}, {{Sm|Tweek}}, {{Sm|Marss}}, and {{Sm|Fatality}}.
*{{Sm|Scourgemom|USA}} - Consistently achieves top 8 placings at [[Mega Smash Mondays]].
*{{Sm|Z|USA}} - Placed 33rd at [[GameTyrant Expo 2017]], [[Smash Masters League: Battle for Vegas]], and [[Switchfest]].
*{{Sm|Zace|USA}} - Ranked #5 on the Utah Power Rankings, wins over {{Sm|BestNess}}, {{Sm|VaLoR}}, and {{Sm|Diablo}}.
 
====Inactive====
*{{Sm|Cosmos|USA}} - Switched to maining {{SSB4|Corrin}} in 2016.
*{{Sm|NAKAT|USA}}
*{{Sm|Shimitake|Japan}}
 
===Tier placement and history===
Pikachu was initially perceived as a top-tier character, thanks to its approach and mindgame potentials courtesy of [[Quick Attack]], its strong combo game and edge-guarding potential, its ability to evade attacks courtesy of its small size and low [[crouch]], and its [[jab lock]] set-ups into KOs. As each of these traits were demonstrated very effectively in competitive play by {{Sm|ESAM}}, Pikachu was ranked 5th on the first tier list. However, there was also a vocal fraction of players who did not agree on Pikachu's initial placement, mainly due to ESAM being the only notable Pikachu player who placed well in tournaments, which was insufficient enough in comparison to the significant results and representation of other well-regarded characters. Other criticisms included Pikachu's lack of reliable KO set-ups, its KO potential in general, the high landing lag of its aerials, and its poor [[range]].


The debate over Pikachu's tier placement would become even more prevalent due to ESAM's results eventually declining due to the strengths of other well-regarded characters, as well as Pikachu's unfavorable matchups against {{SSB4|Mario}} and {{SSB4|Ness}} becoming more apparent. These criticisms were further exacerbated by Pikachu's representation still remaining fairly minimal for a high-tier character, and altogether resulted in its ranking on the first tier list being met with widespread disapproval. As expected, Pikachu's tier placement saw a noticeable drop on the second tier list, where it was ranked 12th. Despite ESAM placing at 3rd at [[UGC Smash Open]], Pikachu's tier placement saw another drop, now being ranked 15th on the third tier list. Pikachu's results, while rare, have remained pretty strong nonetheless, which has allowed it to hold on the 15th placing on the fourth and current tier list.
''See also: [[:Category:Pikachu players (SSB4)]]''


==Trophies==
*{{Sm|Captain L|Canada}} (#79) - The best Pikachu player in Canada. Placed 2nd at {{Trn|Arcane Tournaments 2018}}, 4th at {{Trn|Port Priority 2: Midwest Invasion}}, 9th at {{Trn|CEO 2018}}, and 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|Smash 'N' Splash 4}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Tweek}}, {{Sm|Mr. R}}. Ranked 3rd on the [[British Columbia Power Rankings]].
:'''Pikachu'''
*{{Sm|DM888|USA}} - The best Pikachu player in New England. Placed 13tb at {{Trn|GUMS 16}} and 17th at {{Trn|Overclocked}}, {{Trn|Overclocked III}}, and {{Trn|Overclocked IV}} with wins over players such as {{Sm|Marss}}, {{Sm|Pugwest}}, and {{Sm|Raffi-X}}. Ranked 10th on the [[New England Power Rankings]]. Currently ranked 15th on the [[New England Power Rankings]].
::{{flag|ntsc}} ''Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu 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.''
*{{Sm|ESAM|USA}} (#17) - The best Pikachu player in the world. Placed 2nd at both {{Trn|Shine 2016}} and {{Trn|The Big House 8}}, 3rd at {{Trn|Low Tier City 6}}, 5th at {{Trn|Smash 'N' Splash 3}}, and 7th at {{Trn|EVO 2015}}.
*{{Sm|Kishiru|Japan}} - The best Pikachu player in Japan. Placed 13th at both {{Trn|Umebura 27}} and {{Trn|Sumabato Smash 4 Final}} as well as 17th at both {{Trn|Umebura 32}} and {{Trn|Umebura 33}} with wins over players such as {{Sm|Ally}}, {{Sm|Kuro}}, and {{Sm|Umeki}}. Ranked 58th on the [[JAPAN Power Rankings]].
*{{Sm|Nero|USA}} - The best Pikachu player in the Midwest. Placed 7th at {{Trn|Midwest Mayhem 5}}, 13th at both {{Trn|Endgame}} and {{Trn|Showdown: Battle Royale}}, and 17th at {{Trn|Midwest Mayhem 8: North American Tour}} with wins over players such as {{Sm|Ned}}, {{Sm|tyroy}}, and {{Sm|K9sbruce}}. Ranked 7th on the [[Michigan Power Rankings]].
*{{Sm|Rideae|USA}} - One of the best Pikachu players in the United States. Placed 5th at {{Trn|GatorLAN Fall 2018}}, 7th at {{Trn|Divided}}, 13th at {{Trn|CEO 2018}}, and 17th at both {{Trn|Super Smash Con 2017}} and {{Trn|DreamHack Atlanta 2018}} with wins over players such as {{Sm|Nairo}}, {{Sm|Tweek}}, and {{Sm|Marss}}. Ranked 3rd on the Tampa Power Rankings.


::{{flag|pal}} ''Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!''
==[[Trophies]]==
{{Trophy/Fighter
|name=Pikachu
|image-3ds=PikachuTrophy3DS.png
|image-wiiu=PikachuTrophyWiiU.png
|mode=Classic
|desc-ntsc=Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu 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.
|desc-pal=Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition|release2=10/1999}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GB|game2=Pokémon Yellow|release2=06/2000}}
}}
{{clrl}}


{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition (10/1999)}}
{{Trophy/Fighter
|name=Pikachu (Alt.)
|image-3ds=PikachuAltTrophy3DS.png
|image-wiiu=PikachuAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Pikachu'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 Pikachu invincible for a split second.
|desc-wiiu-ntsc=Pikachu'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 makes Pikachu invincible for a split second.
|desc-pal=Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition|release2=10/1999}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GB|game2=Pokémon Yellow|release2=06/2000}}
}}
{{clrl}}


:'''Pikachu (Alt.)'''
{{Trophy/Fighter
::{{flag|ntsc}} ''Pikachu'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 Pikachu invincible for a split second.''
|name=Volt Tackle
 
|image=VoltTackleTrophyWiiU.png
::{{flag|pal}} ''Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.''
|desc-ntsc=Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!
 
|desc-pal=For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use the little ball of light that flies just ahead of Pikachu as a guide if it seems out of control!
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition (10/1999)}}
|game=ssb4-wiiu
 
}}
:'''Volt Tackle'''
{{clrl}}
::{{flag|ntsc}} ''Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!''
 
::{{flag|pal}} ''For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use little ball of light that flies ahead of Pikachu as a guide if it seems out of control!''
 
<center>
<gallery>
PikachuTrophy3DS.png|Classic (3DS)
PikachuAltTrophy3DS.png|Alt. (3DS)
PikachuTrophyWiiU.png|Classic (Wii U)
PikachuAltTrophyWiiU.png|Alt. (Wii U)
VoltTackleTrophyWiiU.png|[[Volt Tackle]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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*When Pikachu is [[stun]]ned, its eyes appear as swirls. This is a reference to the ''Pokémon'' anime, in which Pokémon typically display the same expression after {{s|bulbapedia|fainting}}.
*When Pikachu is [[stun]]ned, its eyes appear as swirls. This is a reference to the ''Pokémon'' anime, in which Pokémon typically display the same expression after {{s|bulbapedia|fainting}}.
**It is also the second character to have this unique detail. The first was [[Kirby]] [[Kirby (SSB)|in ''SSB'']].
**It is also the second character to have this unique detail. The first was [[Kirby]] [[Kirby (SSB)|in ''SSB'']].
*Pikachu knows six official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to [[bulbapedia:Skull Bash (move)|Skull Bash]], [[bulbapedia:Quick Attack (move)|Quick Attack]], [[bulbapedia:Thunder (move)|Thunder]] and [[bulbapedia:Volt Tackle (move)|Volt Tackle]], it can also use [[bulbapedia:Thunder Wave (move)|Thunder Wave]] and [[bulbapedia:Thunder Shock (move)|Thunder Shock]] as [[Character customization|custom moves]].
*When Pikachu is put to [[sleep]], its mouth can be seen animating with its snore.
**One of its custom moves, Quick Feet, has the [[bulbapedia:Quick Feet (ability)|same name]] of an {{s|bulbapedia|Ability}} instead of a move, similarly to [[Victini]]'s [[Poké Ball]] effect. However, Pikachu cannot legitimately have Quick Feet as an Ability.
*Pikachu knows six official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to {{iw|bulbapedia|Skull Bash|move}}, {{iw|bulbapedia|Quick Attack|move}}, {{iw|bulbapedia|Thunder|move}} and {{iw|bulbapedia|Volt Tackle|move}}, it can also use {{iw|bulbapedia|Thunder Wave|move}} and {{iw|bulbapedia|Thunder Shock|move}} as [[Character customization|custom moves]].
*Pikachu's official art for ''SSB4'' is almost identical to its official art for ''SSB''. The only difference is that it is standing erect in its ''SSB4'' art instead of slightly slouching to the side.
**One of its custom moves, Quick Feet, has the [[bulbapedia:Quick Feet (ability)|same name]] of an {{s|bulbapedia|ability}} instead of a move, similarly to [[Victini]]'s [[Poké Ball]] effect. However, Pikachu cannot legitimately have Quick Feet as an Ability.
*Pikachu's pose in its official artwork for ''SSB4'' is based on its [[bulbapedia:File:Spr_1y_025.png|front sprite]] from ''Pokémon Yellow'', albeit completely facing the screen.


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
 
[[Category:Pikachu (SSB4)| ]]
[[Category:Pikachu (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Pikachu (SSB4)]]
6,701

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