Pikachu (SSB4): Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{disambig2| | {{disambig2|Hikaru's appearance in ''Super Smash Bros. 4''|the character in other contexts|Hikaru}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = | |name = Hikaru | ||
|image = [[Image:Pikachu SSB4.png|250px| | |image = [[Image:Pikachu SSB4.png|250px|Hikaru]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
}} | }} | ||
''' | '''Hikaru''' ({{ja|ピカチュウ|Pikachū}}, ''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''== | ==Changes from ''Brawl''== | ||
It is debatable whether | 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=== | ===Aesthetics=== | ||
*{{change| | *{{change|Hikaru's appearance has been updated to match the latest ''Pokémon'' games, such as the Generation V and VI main series games and ''{{s|bulbapedia|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| | *{{change|Hikaru has new electrical sound effects.}} | ||
*{{change| | *{{change|Hikaru smiles more often when attacking.}} | ||
*{{change| | *{{change|Hikaru is more bipedal and walks more slanted.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff| | *{{buff|Hikaru runs faster.}} | ||
*{{nerf| | *{{nerf|Hikaru jumps lower.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff| | *{{buff|Hikaru's grab and dash grab are faster.}} | ||
*{{nerf| | *{{nerf|Hikaru's grabs have less range, though not as limited as in ''Melee''.}} | ||
*{{nerf|The global removal of chain grabbing harmed | *{{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.}} | *{{nerf|All throws (except forward) and pummel deals less damage.}} | ||
*{{buff|Pummel is faster and has a larger hitbox.}} | *{{buff|Pummel is faster and has a larger hitbox.}} | ||
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*{{buff|Down throw is more useful for aerial followups and combos.}} | *{{buff|Down throw is more useful for aerial followups and combos.}} | ||
*{{nerf|Front floor attack has less knockback.}} | *{{nerf|Front floor attack has less knockback.}} | ||
*{{buff|Back floor attack has more knockback to protect | *{{buff|Back floor attack has more knockback to protect Hikaru overall.}} | ||
*{{buff|Back floor attack has more ground and less start-up time.}} | *{{buff|Back floor attack has more ground and less start-up time.}} | ||
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*{{buff|[[Quick Attack]] has a new technique called Quick Attack Ledge Cancel, which can be used on ledges, moving platforms and tilting stages.}} | *{{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|Second warp of Quick Attack deals slightly more knockback.}} | ||
*{{buff|{{b|Thunder|Pokémon}} 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 | *{{buff|{{b|Thunder|Pokémon}} 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 | *{{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.}} | *{{buff|[[Volt Tackle]] lasts slightly longer.}} | ||
*{{nerf|Volt Tackle is slower, deals less damage and less knockback.}} | *{{nerf|Volt Tackle is slower, deals less damage and less knockback.}} | ||
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|ftiltsidedmg=9% | |ftiltsidedmg=9% | ||
|ftiltdowndmg=8% | |ftiltdowndmg=8% | ||
|ftiltdesc=Plants | |ftiltdesc=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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% | |utiltdmg=5% | ||
|utiltdesc=Swings | |utiltdesc=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. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=Sweeps | |dtiltdesc=Sweeps her tail in front of herself. Is very quick in terms of both [[startup]] and [[ending lag]]. Has a change of [[tripping]] opponents. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | |fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late) | ||
|fsmashdesc=Rears back, then ejects an attached jolt of electricity from | |fsmashdesc=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. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late) | ||
|usmashdesc=A quick backflip while using | |usmashdesc=A quick backflip while using her tail to attack. This move is slightly stronger when hit close during startup. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6) | |dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6) | ||
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|bairname= | |bairname= | ||
|bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing) | |bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing) | ||
|bairdesc=Spins in a manner similar to | |bairdesc=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 [[jump|full hop]]. | ||
|uairname= | |uairname= | ||
|uairdmg=5%/4% (clean), 4% (late) | |uairdmg=5%/4% (clean), 4% (late) | ||
|uairdesc=Swiftly swings | |uairdesc=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. | ||
|dairname= | |dairname= | ||
|dairdmg=12% (attack), 4% (landing) | |dairdmg=12% (attack), 4% (landing) | ||
|dairdesc=Does a constant downwards aileron roll while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be [[auto cancel|auto cancelled]] in a [[short hop]]. If | |dairdesc=Does a constant downwards aileron roll while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be [[auto cancel|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. | ||
|grabname= | |grabname= | ||
|grabdesc=A quick, short-ranged grab. | |grabdesc=A quick, short-ranged grab. | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=2% (hits 1-4), 2% (throw) | |fthrowdmg=2% (hits 1-4), 2% (throw) | ||
|fthrowdesc=Places the opponent on | |fthrowdesc=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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Does backwards somersaults with the opponent, then flings them behind | |bthrowdesc=Does backwards somersaults with the opponent, then flings them behind herself. Best used near the edge to put the opponent into an [[edgeguarding]] situation. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hit 1), 3% (throw) | |uthrowdmg=1% (hit 1), 3% (throw) | ||
|uthrowdesc=Places the opponent on | |uthrowdesc=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. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 5% (throw) | |dthrowdmg=3% (hit 1), 5% (throw) | ||
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|nsdefname=Thunder Jolt | |nsdefname=Thunder Jolt | ||
|nsdefdmg=4.8% (ball), 6%/5% (wave clean), 5%/4% (wave mid), 4%/3% (wave late) | |nsdefdmg=4.8% (ball), 6%/5% (wave clean), 5%/4% (wave mid), 4%/3% (wave late) | ||
|nsdefdesc=Fires a jolt of electricity forward. | |nsdefdesc=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. | ||
|nsc1name=Thunder Wave | |nsc1name=Thunder Wave | ||
|nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late) | |nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late) | ||
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|ssdefname=Skull Bash | |ssdefname=Skull Bash | ||
|ssdefdmg=6% (uncharged), 22% (fully charged) | |ssdefdmg=6% (uncharged), 22% (fully charged) | ||
|ssdefdesc=Charges and, when the [[B button]] is released, fires | |ssdefdesc=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. | ||
|ssc1name=Shocking Skull Bash | |ssc1name=Shocking Skull Bash | ||
|ssc1dmg=1.2% (loop), 3% (last) | |ssc1dmg=1.2% (loop), 3% (last) | ||
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|ssc2name=Heavy Skull Bash | |ssc2name=Heavy Skull Bash | ||
|ssc2dmg=15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running) | |ssc2dmg=15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running) | ||
|ssc2desc=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 | |ssc2desc=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. | ||
|usdefname=Quick Attack | |usdefname=Quick Attack | ||
|usdefdmg=2% per warp | |usdefdmg=2% per warp | ||
|usdefdesc=Moves at warp speed in two directions that can be selected via the [[control stick]]. | |usdefdesc=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. | ||
|usc1name=Meteor Quick Attack | |usc1name=Meteor Quick Attack | ||
|usc1dmg=?% | |usc1dmg=?% | ||
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|dsdefpage=Thunder (Pokémon) | |dsdefpage=Thunder (Pokémon) | ||
|dsdefdmg=6% (bolt meteor), 8% (bolt non-meteor), 15% (blast) | |dsdefdmg=6% (bolt meteor), 8% (bolt non-meteor), 15% (blast) | ||
|dsdefdesc=Causes a large thunderbolt to come down on | |dsdefdesc=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. | ||
|dsc1name=Thunder Burst | |dsc1name=Thunder Burst | ||
|dsc1dmg=2% (early), 15%/12% (clean) | |dsc1dmg=2% (early), 15%/12% (clean) | ||
|dsc1desc=Creates an electrical blast around | |dsc1desc=Creates an electrical blast around Hikaru as if the normal move had struck. | ||
|dsc2name=Distant Thunder | |dsc2name=Distant Thunder | ||
|dsc2dmg=13%/9%/5% (bolt), 6% (blast) | |dsc2dmg=13%/9%/5% (bolt), 6% (blast) | ||
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==={{for3ds}} trophy descriptions=== | ==={{for3ds}} trophy descriptions=== | ||
:''' | :'''Hikaru''' | ||
:''Recognized the world over, | :''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.'' | ||
<center> | <center> | ||
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==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
===Solo Events=== | ===Solo Events=== | ||
* '''[[All-Star Battle: Regulars]]''': | * '''[[All-Star Battle: Regulars]]''': Hikaru is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game. | ||
* '''[[Fire-Type Frenzy]]''': | * '''[[Fire-Type Frenzy]]''': Hikaru appears as one of the opponents that {{SSB4|Charizard}} must defeat. | ||
* '''{{b|Pokémon Battle|SSB4}}''': | * '''{{b|Pokémon Battle|SSB4}}''': Hikaru appears as an opponent that {{SSB4|Greninja}} must defeat. | ||
* '''[[When Lightning Strikes]]''': The player controls a small | * '''[[When Lightning Strikes]]''': The player controls a small Hikaru, and must defeat 3 giant Pikachu. | ||
* '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant | * '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant Hikaru and {{SSB4|Pac-Man}}, along with the [[Yellow Devil]]. | ||
===Co-op Events=== | ===Co-op Events=== | ||
* '''[[Pokémon Multi Battle!]]''': | * '''[[Pokémon Multi Battle!]]''': Hikaru is one of the players' Pokémon to use, as well as being one of the opponents'. | ||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
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==Trivia== | ==Trivia== | ||
* Just like ''Brawl'' when it was released, gender differences were already introduced in the [[Pokémon (universe)|''Pokémon'' games]]. Female | * Just like ''Brawl'' when it was released, gender differences were already introduced in the [[Pokémon (universe)|''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== | ==Gallery== | ||
<gallery> | <gallery> | ||
Pikachu Direct.png| | Pikachu Direct.png|Hikaru's appearance during the [[Smash Direct]]. | ||
Pikachu amiibo.png| | Pikachu amiibo.png|Hikaru's amiibo. | ||
PikachuWiiUSSB4E32013.png| | PikachuWiiUSSB4E32013.png|Hikaru's appearance during [[E3 2013]]. | ||
Pikachu and Pit SSB4 Wii U.jpg| | Pikachu and Pit SSB4 Wii U.jpg|Hikaru using Thunder Jolt. | ||
PikachuSkullBashWiiUSSB4.png| | PikachuSkullBashWiiUSSB4.png|Hikaru uses [[Skull Bash]]. | ||
ThunderSSB4.png| | ThunderSSB4.png|Hikaru uses {{b|Thunder|Pokémon}}. | ||
Pikachu3DS.jpg| | Pikachu3DS.jpg|Hikaru in the 3DS version of the game. | ||
Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, | Mario Pikachu Bowser Pit On Pilotwing.jpg|{{SSB4|Mario}}, Hikaru, {{SSB4|Bowser}} and {{SSB4|Pit}} on a red plane in [[Wuhu Island]]. | ||
Pikachu On Mega Man.jpg| | Pikachu On Mega Man.jpg|Hikaru behind {{SSB4|Mega Man}}. | ||
Pikachu sit SSB4.jpg| | Pikachu sit SSB4.jpg|Hikaru sitting. | ||
StarfyLumaPikachu.jpg| | StarfyLumaPikachu.jpg|Hikaru along with a [[Rosalina (SSB4)|Luma]], and [[Starfy]]. | ||
SSB4 Toon Link Screen-5.jpg| | SSB4 Toon Link Screen-5.jpg|Hikaru with {{SSB4|Toon Link}} and {{SSB4|Kirby}} | ||
Mega Man and Pikachu Dr Wily's Castle.jpg| | Mega Man and Pikachu Dr Wily's Castle.jpg|Hikaru with {{SSB4|Mega Man}}. | ||
Dazed.jpg|[[Footstool]]ing {{SSB4|Donkey Kong}}. | Dazed.jpg|[[Footstool]]ing {{SSB4|Donkey Kong}}. | ||
DK Pikachu.jpg|Behind Donkey Kong. | DK Pikachu.jpg|Behind Donkey Kong. | ||
Pikachu Thunder Combo SSB4.jpg| | Pikachu Thunder Combo SSB4.jpg|Hikaru using Thunder to meteor smash an aerial {{SSB4|Bowser}} and follow up with an up smash. | ||
SSB4 - First Four Playable Pokemon.png|{{SSB4|Lucario}}, {{SSB4|Charizard}}, {{SSB4|Greninja}}, and | SSB4 - First Four Playable Pokemon.png|{{SSB4|Lucario}}, {{SSB4|Charizard}}, {{SSB4|Greninja}}, and Hikaru. | ||
</gallery> | </gallery> | ||
Revision as of 00:26, April 1, 2015
Hikaru in Super Smash Bros. 4 | |
---|---|
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
- 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.
- Hikaru has new electrical sound effects.
- Hikaru smiles more often when attacking.
- Hikaru is more bipedal and walks more slanted.
Attributes
- Hikaru runs faster.
- Hikaru jumps lower.
Ground attacks
- Forward tilt, forward smash, and down smash deals less damage.
- Neutral attack and forward tilt are faster.
- Neutral attack, down smash, down tilt, and forward tilt are weaker.
- Forward tilt has less ending lag.
- Up tilt has drastically less ending lag and much lower knockback scaling, making it more useful at lower percentages.
- Down tilt is slightly faster and has more chances of tripping due to lower knockback.
- Forward smash and down tilt has less range.
- Sweetspotted dash attack is much stronger, while sourspotted dash attack is more useful as a combo finisher.
- Dash attack and down smash have slightly slower start up.
- Forward smash deal 2 hits and has a larger hitbox, giving it more KO potential.
- Forward smash and down smash have more ending lag.
- Up smash is stronger. It can now KO under 90% when fully charged and sweetspotted.
- 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.
- Down smash is much harder to SDI out of.
Aerial attacks
- Neutral aerial is faster.
- Neutral (sweetspotted), back, and up aerial deals less damage.
- Neutral aerial has less range.
- 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.
- Back aerial has higher KO potential, as all hits now connect better.
- 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.
- Up aerial deals slightly less shield damage.
- Down aerial's first hit has higher knockback growth, making landing both hits harder.
- Down aerial's second hit has a longer range, with slightly higher knockback growth, and deals slightly more shield damage.
Throws/other attacks
- Hikaru's grab and dash grab are faster.
- Hikaru's grabs have less range, though not as limited as in Melee.
- 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.
- All throws (except forward) and pummel deals less damage.
- Pummel is faster and has a larger hitbox.
- Back throw has a more vertical angle.
- Up throw is stronger to where it can KO around 200%.
- Down throw appears to have higher knockback growth, limiting its followup options.
- Down throw is more useful for aerial followups and combos.
- Front floor attack has less knockback.
- Back floor attack has more knockback to protect Hikaru overall.
- Back floor attack has more ground and less start-up time.
Special moves
- Skull Bash travels farther when charged.
- Skull Bash is weaker and has slightly more ending lag, making it more punishable.
- 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.
- Quick Attack has a new technique called Quick Attack Ledge Cancel, which can be used on ledges, moving platforms and tilting stages.
- Second warp of Quick Attack deals slightly more knockback.
- 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.
- 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.
- Volt Tackle lasts slightly longer.
- Volt Tackle is slower, deals less damage and less knockback.
- 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
- Forward smash early hit knockback scaling: 65 → 73
- Forward smash late hit knockback scaling: 100 → 102
- Skull Bash (default) knockback scaling: 60 → 62
- Thunder (default) knockback scaling: 62 → 66
- 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.
- PikachuAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Regulars: Hikaru is one of the opponents fought in this event. All opponents are starters from the original Super Smash Bros. game.
- Fire-Type Frenzy: Hikaru appears as one of the opponents that Charizard must defeat.
- Pokémon Battle: Hikaru appears as an opponent that Greninja must defeat.
- When Lightning Strikes: The player controls a small Hikaru, and must defeat 3 giant Pikachu.
- Yellow Devils: As Mega Man, the player must defeat a giant Hikaru and Pac-Man, along with the Yellow Devil.
Co-op Events
- Pokémon Multi Battle!: Hikaru is one of the players' Pokémon to use, as well as being one of the opponents'.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
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
Hikaru's appearance during the Smash Direct.
Hikaru's appearance during E3 2013.
Hikaru uses Skull Bash.
Hikaru uses Thunder.
Mario, Hikaru, Bowser and Pit on a red plane in Wuhu Island.
Hikaru behind Mega Man.
Hikaru with Mega Man.
Hikaru using Thunder to meteor smash an aerial Bowser and follow up with an up smash.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |