Pikachu (SSB4): Difference between revisions

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Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. The changes to [[hitstun]] canceling greatly aid its combo game and 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''. Pikachu has also gained access to a new technique know as the Quick Attack edge-cancel, which gives Quick Attack new mobility options when used on edges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. The changes to [[hitstun]] canceling greatly aid its combo game and 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''. Pikachu has also gained access to a new technique know as the Quick Attack edge-cancel, which gives Quick Attack new mobility options when used on edges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.


However, Pikachu has also received significant nerfs. Quick Attack can no longer be canceled into the ground, making it less flexible as an approach option, and its new Quick Attack edge-cancel technique does not fully compensate for this. 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 higher 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 outputs on most of its attacks, such changes noticeably worsen its already low overall damage output. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also give it a more difficult time while edge-guarding, especially with the improved recoveries of the rest of the cast. The introduction to [[rage]] also worsens its already unimpressive endurance.  
However, Pikachu has also received significant nerfs. Quick Attack can no longer be canceled into the ground, making it less flexible as an approach option, and its new Quick Attack edge-cancel technique does not fully compensate for this. 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 higher 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 outputs on most of its attacks, such changes noticeably worsen its already low overall damage output. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also give it a more difficult time while edge-guarding, especially with the improved recoveries of the rest of the cast. The introduction to [[rage]] also worsens its already unimpressive endurance.


Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its ranking in ''SSB4'' has received a mixed perception. 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, but that it should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play due to 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, due to its below average representation in comparison to other high-tier characters.
Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its ranking in ''SSB4'' has received a mixed perception. 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, but that it should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play due to 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, due to its below average representation in comparison to other high-tier characters.
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===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals less damage (2% → 1.4%/1.2%/1%).}}
*{{nerf|Neutral attack deals less damage (2% → 1.4%/1.2%/1%), significantly hindering its damage racking ability.}}
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential.}}
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential.}}
*{{change|Neutral attack pushes the opponent away instead of keeping them in place. This improves its spacing ability, but hinders its damage racking ability.}}
*{{change|Neutral attack pushes the opponent away instead of keeping them in place. This improves its spacing ability, but hinders its damage racking ability.}}
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*{{nerf|Early and late forward smash deal less damage (20% (early)/14% (late) → 15%/12%) and has decreased range.}}
*{{nerf|Early and late forward smash deal less damage (20% (early)/14% (late) → 15%/12%) and has decreased range.}}
*{{buff|Forward smash hits twice and has decreased ending lag (frame 50 → 49).}}
*{{buff|Forward smash hits twice and has decreased ending lag (frame 50 → 49).}}
*{{buff|Forward and down smashes are much more difficult to [[SDI]] out of.}}
*{{buff|Clean up smash has altered knockback (40 (base)/90 (growth) → 50/89), improving its KO potential.}}
*{{buff|Clean up smash has altered knockback (40 (base)/90 (growth) → 50/89), improving its KO potential.}}
*{{buff|Late up smash has increased base knockback (5 → 55) and has an altered angle (40° → 80°), granting it combo potential at medium percents.}}
*{{buff|Late up smash has increased base knockback (5 → 55) and has an altered angle (40° → 80°), granting it combo potential at medium percents.}}
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*{{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.}}
*{{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|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%). It also has increased start-up (frame 6 → 8) and ending lag (frame 55 → 66).}}
*{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%). It also has increased start-up (frame 6 → 8) and ending lag (frame 55 → 66).}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from.}}


===Aerial attacks===
===Aerial attacks===
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*{{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).}}
*{{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).}}
*{{buff|Due to it loop hits' angles being altered (361° → 74°/280°), forward aerial is now an [[unconventional meteor smash]]. Additionally, its last hit has altered knockback (70 (base)/90 (growth) → 50/150), improving its spacing ability and edge-guarding potential. Lastly, it auto-cancels earlier (frame 35> → 32>).}}
*{{buff|Due to it loop hits' angles being altered (361° → 74°/280°), forward aerial is now an [[unconventional meteor smash]]. Additionally, its last hit has altered knockback (70 (base)/90 (growth) → 50/150), improving its spacing ability and edge-guarding potential. Lastly, it auto-cancels earlier (frame 35> → 32>).}}
*{{buff|The weakening of SDI makes forward aerial significantly more difficult to escape from.}}
*{{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).}}
*{{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 using the [[Autolink angle|auto-link angle]], back aerials' hits connect together better. It also has decreased ending lag (frame 60 → 59) and auto-cancels earlier (frame 50> → 48>).}}
*{{buff|Back aerial has decreased ending lag (frame 60 → 59) and auto-cancels earlier (frame 50> → 48>).}}
*{{buff|Back aerial now uses the [[Autolink angle|auto-link angle]]. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
*{{nerf|Up aerial deals less damage (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)), has increased start-up lag (frame 3 → 4), and deals slightly less [[shield damage]].}}
*{{nerf|Up aerial deals less damage (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)), has increased start-up lag (frame 3 → 4), and deals slightly less [[shield damage]].}}
*{{buff|Up aerial has decreased ending lag (frame 28 → 27) and its angle has been altered (80° → 68°), improving its combo and juggling potentials. Clean up aerial also has increased knockback (40 (base)/60 (growth) → 50/113), granting it KO potential at very high percents.}}
*{{buff|Up aerial has decreased ending lag (frame 28 → 27) and its angle has been altered (80° → 68°), improving its combo and juggling potentials. Clean up aerial also has increased knockback (40 (base)/60 (growth) → 50/113), granting it KO potential at very high percents.}}
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