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Pikachu (SSB4): Difference between revisions

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*{{nerf|Back throw has a more vertical launching angle, hindering its edge-guarding potential.}}
*{{nerf|Back throw has a more vertical launching angle, hindering its edge-guarding potential.}}
*{{buff|The changes to hitstun canceling improve up and down throws' combo potentials. Up throw can now combo into [[Thunder]] at high percents, while down throw is more reliable for aerial follow-ups and combos at low percents.}}
*{{buff|The changes to hitstun canceling improve up and down throws' combo potentials. Up throw can now combo into [[Thunder]] at high percents, while down throw is more reliable for aerial follow-ups and combos at low percents.}}
*{{nerf|Up throw deals 6% less damage (10% → 4%), now being one of the weakest throws in the game.}}
*{{nerf|Up throw deals 6% less damage (10% → 4%), now being one of the least-damaging throws in the game.}}
*{{buff|Up throw is stronger, granting it KO potential around 200%.}}
*{{buff|Up throw is stronger, granting it KO potential around 200%.}}
*{{nerf|Down throw deals 2% less damage (10% → 8%) and has increased knockback growth, hindering its combo potential at medium to high percents and making it unable to KO reliably at high percents.}}
*{{nerf|Down throw deals 2% less damage (10% → 8%) and has increased knockback growth, hindering its combo potential at medium to high percents and making it unable to KO reliably at high percents.}}

Revision as of 22:31, November 13, 2016

This article is about Pikachu's appearance in Super Smash Bros. 4. For the character in other contexts, see Pikachu.
Pikachu
in Super Smash Bros. 4
Pikachu
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Volt Tackle
Tier B (12)
Pikachu's stock icon in Super Smash Bros. for Wii U.

Pikachu (ピカチュウ, Pikachu) is a playable character in Super Smash Bros. 4. Its return to the series was confirmed on June 11th, 2013 during E3 2013, while it was also among the first wave of amiibo. Ikue Ōtani reprises her role as Pikachu's voice actor, albeit via recycled voice clips from Melee and Brawl.

Pikachu is currently ranked 12th out of 58 on the tier list, placing it at the top of B tier and results in it being the highest ranking high-tier character. This is a slight increase from its ranking of 8th out of 38 in Brawl. Pikachu's positives include its fast overall speed, excellent approach, good neutral and combo games, and excellent recovery. However, it has weaknesses as well, most notably its poor survivability and weak 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 ESAM.

The overall competitive community 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 high as a top 3 character by players like ZeRo and ESAM himself, culminating in an extremely close Winners' Finals set at Super Smash Con between the two. This resulted in Pikachu placing 5th on the first tier list.

In more recent times, however, public opinion has swayed again. Many considered Pikachu's ranking on the first official tier list to be far too high, which was reflected with Pikachu's placement dropping within the second tier list due to metagame development, ESAM's inconsistent showings at major tournaments, a dearth of results for Pikachu at national, regional, and even local levels of play, and downloadable content and/or game updates resulting in newfound high-tier and top-tier characters. Although update 1.1.5 nerfed some of Pikachu's hardest matchups, its current ranking on the tier list is still disputed even after the placement drop, with many players believing that Pikachu should be even lower on the tier list.

Attributes

Pikachu is a small and agile lightweight character. Pikachu has fast walking and dashing speeds, moderate falling speed, above average gravity, below average air speed, and fast air acceleration. It is also tied for the sixth lightest weight. It sports a quick jumpsquat that lasts for 4 frames, average traction and a relatively long initial dash that lasts for 14 frames. These latter three traits grant Pikachu a moderately long perfect pivot, but also result in its dash dance and fox-trot being slow and extended.

Pikachu's arguably greatest strength is its flexible approach. Quick Attack is an excellent mobility option, and due to its two hit nature, it allows Pikachu to weave in and out of danger, and can be used to start combos. Quick Attack can also be edge-canceled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and keep up pressure without much risk to itself. Thunder Jolt is a useful projectile, and has good utility in zoning and forcing approaches. Pikachu can take advantage of its quick dashing and walking speeds, short hop, and pivot, with these traits further aiding its strong neutral game.

Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is its strongest move. When combined with their low power, this grants Pikachu a formidable combo game. Up aerial can combo into itself and any other aerial. Up tilt can repeatedly chain into itself at lower percents, and its low knockback growth allows it to combo into aerials at higher percents. Down tilt has a chance to trip opponents, leaving them open to a grab. Pikachu's grab game is also integral to its combo game. Its forward throw can lead into a dash attack or up smash, while down throw launches opponents into the air right above Pikachu, setting them up for aerial combos and juggles. At very high percents, both down and up throws are capable of chaining into Thunder, which can KO if the meteor hitbox connects.

Finally, Pikachu possesses a superb recovery. Like in Brawl, Pikachu is able to wall jump, while it has two special moves that round out its recovery. Skull Bash, although linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu helpless. Quick Attack can be angled in two consecutive directions and, along with its speed, is a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position off-stage. This contributes to an effective edge-guarding game, as Pikachu has the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself.

However, Pikachu has noticeable flaws, the most glaring of which is its survivability. Its small size, low weight, and average falling speed make it difficult to combo; however, along with its relatively high gravity, these attributes leave it susceptible to KOs. The rage mechanic further exacerbates this problem, since Pikachu's opponents commonly survive to very high damages, while it cannot reliably take advantage of the mechanic as a result of its endurance. While its impressive recovery somewhat mitigates its survivability issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer off-stage with it, or angle it the wrong way and miss the edge entirely when recovering, causing Pikachu to fall helplessly and self-destruct.

Pikachu also suffers from poor reach, as most of its attacks have hitboxes very close to its body. For a character of its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial having 40 frames of landing lag, being tied for the highest of any aerial in the game. Combined with the previous point, Pikachu cannot efficiently use its aerials to approach and pressure (aside from forward aerial), leaving it susceptible to characters with capable aerial approaches, such as Sheik, and this issue is made worse by its relatively slow air speed.

Additionally, Pikachu's overall damage output is poor despite its powerful combo game, which results in it commonly taking time for opponents to be brought within KOing range. This in turn is further compounded by another issue: Pikachu has significant trouble KOing. Its set-ups off of up and down throws into Thunder require reads and proper spacing and timing. Aside from these few situations, it has no reliable set-ups into its KO moves. Up smash has short reach and high ending lag, and is thus very punishable. While it has good range, forward smash has noticeable start-up, down smash is relatively weak, both have high ending lag, and the latter has short range. Pikachu's edge-guarding game has its flaws: its aerials are not very strong, and its neutral, forward, back and down aerials have long durations and small hitboxes.

Although Pikachu receives little benefit from its custom moves, they still have their uses. Thunder Wave paralyzes grounded opponents, opening up opportunities for follow-ups at the cost of having much less range. Heavy Skull Bash moves and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack covers less distance, but as its name implies, the entire move is a meteor smash, with much higher knockback at the start of each dash. Quick Feet increases distance traveled and has more power as well, but it loses its unpredictability due to consisting of only one dash. Distant Thunder has more start-up and a much weaker discharge hitbox around Pikachu, but it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier Thunderspiking, which restores most of its usefulness from Super Smash Bros.

Overall, Pikachu is a viable character courtesy of its mobility, attack speed, combo game and versatile recovery. However, 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 KO, though its strengths generally make up for these flaws. While Pikachu has low tournament representation, the efforts of a few dedicated mains, such as ESAM, have resulted in it achieving strong tournament results. In spite of this, some players are critical of its high-tier placing due to ESAM being the only notable Pikachu main that has generally placed well, which is further compounded by his results becoming noticeably inconsistent and worse over time.

Changes from Brawl

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 with 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 reason behind its success in Brawl, has been heavily nerfed: its 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 with the removal of chain grabbing, Pikachu can no longer perform highly damaging chain grabs with its forward and down throws. While the changes to hitstun have given it new combos, they are nonetheless inferior to its lost chain grabbing ability, and along with the reduced damage on most of its attacks, such changes noticeably worsen its already low overall damage output. Although the new edge mechanics supplement its already impressive recovery, they also give it a more difficult time 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 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 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.

Aesthetics

  • Change Due to the aesthetic used in SSB4, Pikachu's overall coloration is noticeably more vibrant, which makes it resemble the Pikachu from the PokéPark games. Additionally, its proportions are more akin to its appearances in the Pokémon core series as of generation VI. This includes a very slightly smaller nose and the black portions of its ears being distinct from the yellow portions, rather than bleeding into them.
  • Change Pikachu is more expressive. It now smiles more often when attacking, grimaces when being grabbed or after landing upon being launched, and even sports swirly eyes when stunned.
  • Change Pikachu is more bipedal.
  • 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 it eyes open, rather than closing them.

Attributes

  • Buff Pikachu dashes faster (1.765 → 1.85325).
  • Change Pikachu falls faster (1.5 → 1.55).
  • Change Pikachu's gravity is higher (0.087 → 0.095).
  • Nerf Jump is lower.

Ground attacks

  • Nerf Neutral attack deals less damage (2% → 1.4%/1.2%/1%).
  • Buff Neutral attack has slightly improved jab lock potential.
  • Change Neutral attack pushes away opponents, rather than keeping them in place.
  • Buff Forward tilt has increased range.
  • Nerf Forward tilt has increased start-up lag and a shorter hitbox duration (frame 5-10 → 6-8).
  • Nerf Up tilt deals less damage (7%/6%/5% → 5%) and has increased ending lag (24 frames → 27).
  • Buff Up tilt has decreased knockback growth, significantly improving its combo potential.
  • Nerf Down tilt deals 1% less damage (7% → 6%), has 1 less active frame and decreased range.
  • Buff Down tilt has decreased knockback, improving its combo potential to the point that it can now combo into aerial attacks.
  • Change Dash attack has received a clean hitbox and a late hitbox (7% → 10% (clean)/6% (late)).
  • Buff Dash attack has increased knockback, slightly improving its KO potential. It also has increased range.
  • Nerf Dash attack comes out 1 frame later (frame 5 → 6).
  • Buff Clean forward smash deals 1% more damage (17% → 18%) and its hitbox is larger.
  • Nerf Early and late forward smash deals less damage (20% (early)/14% (late) → 15%/12%) and has decreased range.
  • Buff Forward smash hits twice and has decreased ending lag.
  • Buff Forward and down smashes are much harder to SDI out of.
  • Buff Up smash has increased knockback, improving its KO potential. It can also partake in combos and punish rolls, granting it utility.
  • Nerf Sourspotted up smash has decreased knockback and hitstun during its last few frames, to the point that its sourspot is nearly useless.
  • Nerf Up smash comes out 1 frame later and has increased ending lag.
  • Nerf Down smash deals 2% less damage (15% → 13%) due to consisting of six hits instead of seven. It also has increased start-up and ending lag.

Aerial attacks

  • Nerf Neutral, forward, back and up aerials deal less damage (12% (clean)/6% (late) → 8.5%/5.5% (neutral), 11% → 9.8% (forward), 11% → 8.6% (back), 6%/5%/4% → 5%/4% (up)).
  • Buff Neutral aerial has decreased ending lag (40 frames → 39).
  • Nerf Neutral aerial has a decreased duration (frame 3-25 → 3-20) and range.
  • Buff Forward aerial's hits connect together better and its last hit is stronger, granting it KO potential off-stage. It also auto-cancels earlier (frame 35 → 32).
  • Nerf Forward aerial has 1 less active frame and increased ending lag (40 frames → 42).
  • Buff Back aerial's hits connect together better. It also auto-cancels earlier (frame 50 → 48) and has decreased ending lag (60 frames → 59).
  • Nerf Back aerial has 5 less active frames.
  • Buff Up aerial received a hitbox that deals slightly less knockback and launches at a lower angle, which almost entirely reverts it to how it functioned in Melee and improves its juggling potential. It also has decreased ending lag (28 frames → 27), improving its combo potential. Lastly, it is stronger, granting it KO potential around 195% near the upper blast line.
  • Nerf Up aerial comes out 1 frame later (frame 3 → 4) and deals slightly less shield damage.
  • Nerf Down aerial's first hit has increased knockback growth, making it harder to land both hits.
  • Buff Down aerial's second hit has increased knockback growth and range. It also deals slightly more shield damage.
  • Buff Forward and back aerials received some meteor smashing capabilities, improving their edge-guarding potentials.

Throws/other attacks

  • Nerf The removal of chain grabbing significantly hinders Pikachu's grab game and damage racking ability.
  • Nerf All grabs have decreased ranges, though not as severely as in Melee.
  • Buff Standing and dash grabs are faster.
  • Nerf Pummel deals 0.1% less damage (2% → 1.9%).
  • Buff Pummel is faster and its hitbox is larger.
  • Nerf Back throw has a more vertical launching angle, hindering its edge-guarding potential.
  • Buff The changes to hitstun canceling improve up and down throws' combo potentials. Up throw can now combo into Thunder at high percents, while down throw is more reliable for aerial follow-ups and combos at low percents.
  • Nerf Up throw deals 6% less damage (10% → 4%), now being one of the least-damaging throws in the game.
  • Buff Up throw is stronger, granting it KO potential around 200%.
  • Nerf Down throw deals 2% less damage (10% → 8%) and has increased knockback growth, hindering its combo potential at medium to high percents and making it unable to KO reliably at high percents.
  • Nerf Front floor attack has decreased knockback.
  • Buff Back floor attack has increased knockback and range. It also has decreased start-up lag.

Special moves

  • Buff Charged Skull Bash travels farther.
  • Nerf Skull Bash is weaker, hindering its KO potential. It also has increased ending lag, making it more punishable.
  • Buff Quick Attack's second hit has increased knockback, improving its combo potential.
  • Nerf Quick Attack is slower, has increased ending lag and covers less overall distance.
  • Buff Quick Attack has a new technique called Quick Attack edge-canceling, which can be used on edges, moving platforms and tilting stages.
  • Nerf The changes to Quick Attack canceling significantly hinder Pikachu's air game and approach.
  • Buff Thunder falls faster and has received a meteor smash hitbox near the thunderlcoud, which can set up into the shockwave hitbox around Pikachu. Altogether, these changes improve its combo potential and grant it new KO set-ups.
  • Nerf Thunder has decreased vertical range and is harder to land, hindering its edge-guarding potential. Its new meteor smash hitbox also makes Thunderspiking very difficult to perform and the shockwave hitbox around Pikachu is weaker, hindering its KO potential.
  • Nerf Volt Tackle deals less damage (13%-25% → 1%/8%), has decreased knockback and is slower.
  • Buff Volt Tackle's duration has increased.
  • Buff Volt Tackle now emits a small, whitish blue ball of electricity that is analogous to a cursor, making it easier to aim.

Update history

Pikachu has received a mix of buffs and nerfs in updates. While update 1.0.4 buffed some of Pikachu's KOing options by increasing their power, it then received only direct nerfs afterward. Update 1.0.6 standardized Pikachu's edge grab animation, making it slower and effectively weakening its edge-trumping ability, while update 1.1.0 removed Thunder Wave's ability to lock and thus its ability to perform zero-to-death combos in custom matches. Update 1.1.5 also removed a glitch where Pikachu could edge-cancel Quick Attack on both versions of Umbra Clock Tower. However, the changes on shield mechanics benefit its electric attacks, most notably its forward smash and Thunder's grounded hitbox, making them safer on shield due to their high hitlag. Overall, Pikachu's potency in the metagame has not been reduced.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).
  • Buff Thunder Jolt can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.
  • Buff Skull Bash has higher knockback scaling (60 → 62)
  • Change Thunder is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be absorbed four times (by Oil Panic, for example.)
  • Buff Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).


Super Smash Bros. 4 1.0.6

  • Nerf Edge grab animation standardized. This makes it slower.

Super Smash Bros. 4 1.1.0

  • Change Thunder Jolt and Thunder Wave's projectile hitbox angles have been altered to 0°.
  • Nerf The angle change removes Thunder Wave's ability to lock.

Super Smash Bros. 4 1.1.5


Moveset

  Name Damage Description
Neutral attack   1.4% (tip), 1.2% (mid), 1% (base) A headbutt. Deals negligible damage and knockback, but its outstanding speed makes it fairly spammable if the attack button is held, allowing it to deal more damage and potentially trip opponents.
Forward tilt   10% A double hind leg kick. It deals increased damage when angled upward and has a chance to trip when angled downward. KOs around 110% near the edge.
9%
8%
Up tilt   5% Flicks its tail in an overhead arcing motion. A fast attack with low base knockback and growth, making it a reliable combo option, particularly into itself and aerials.
Down tilt   6% Swings its tail in front of itself. It is very quick in regard to both start-up and ending lag and has a chance of tripping opponents.
Dash attack   10% (clean), 6% (late) A dashing headbutt. Very laggy and easily punished if whiffed, but it deals high knockback, allowing it to KO near the edge at very high percents.
Forward smash   15% (early), 18% (clean), 12% (late) Rears back and then leans forward to discharge a bolt of electricity from its cheeks. Its knockback is far stronger when the opponent is hit by the inner portion of the bolt, while it is at its weakest when they are hit by Pikachu's cheeks during start-up.
Up smash   13% (clean tail), 14% (clean body), 11% (mid), 7% (late) Backflips to strike with its tail. This move is slightly stronger when hit close during start-up and is one of Pikachu's most viable KOing options.
Down smash   2% (hits 1-5), 3% (hit 6) Repeatedly spins around while discharging electricity. Hits multiple times and has decent knockback, but has punishable ending lag.
Neutral aerial   8.5% (clean), 5.5% (late) A somersaulting tackle. Extremely fast start-up and deals decent horizontal knockback, making it a good aerial finisher or edge-guarding option. Can be auto-canceled when performed alongside a non-fast-fallen short hop, though it has high landing lag otherwise.
Forward aerial   1.7% (hits 1-4), 3% (hit 5) An electrified, corkscrew battering ram. Hits multiple times, with the last hit dealing decent horizontal knockback. The move has little landing lag, which when coupled with a fast-fallen short hop, can allow it to potentially set up into a grounded move or grab. This move has minor meteor smashing capabilities due to most of its hits having the auto-link angle.
Back aerial   0.8% (hits 1-7), 3% (hit 8), 4% (landing) A horizontal corkscrew tackle. Hits multiple times, with the last hit dealing decent knockback, but has high ending lag and very high landing lag if not used alongside a full hop.
Up aerial   5%/4% (clean), 4% (late) Somersaults while flicking its tail in an overhead arcing motion. Extremely quick with low knockback, it can combo into itself or act as a set-up into a neutral aerial. Can be auto-canceled when performed alongside a fast-fallen short hop, although it has high landing lag otherwise.
Down aerial   12% (attack), 4% (landing) An electrified, corkscrew battering ram. A lingering single hit with decent horizontal knockback, it can be auto-canceled from a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around it, which deals little damage at the cost of very high landing lag.
Grab   Reaches out. Pikachu's grabs are quick, but short-ranged.
Pummel   1.9% A small bolt of electricity. A fairly good pummel due to its speed and damage output.
Forward throw   2% (hits 1-4), 2% (throw) Places the opponent on its back and zaps them, launching them forward. It can set up a dash attack, neutral aerial, or a dashing up smash at very low percents.
Back throw   9% A high-speed version of the tomoe nage, a Judo throw. Best used near the edge to set up for an edge-guard. Appears almost identical to the anime's depiction of Submission.
Up throw   1% (hit 1), 3% (throw) Places the opponent on its head and then headbutts them upward. Can be followed up by Thunder at high percents, allowing for potential KOs, but DI can make this difficult.
Down throw   3% (hit 1), 5% (throw) Places the opponent on the ground, then jumps on them. Can be followed up with any aerial at low percents. Like up throw, it can be used as a set-up to Thunder at high percents, but DI can make this difficult.
Floor attack (front)   7% Spins around while swinging its tail around itself.
Floor attack (back)   7%
Floor attack (trip)   5% Spins around while swinging its tail around itself.
Edge attack   7% Swings its tail forward while climbing up.
Neutral special Default Thunder Jolt 4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late) Discharges a semi-circular bolt of electricity. Pikachu's primary projectile and a very useful move for keeping on-stage opponents at bay and threatening off-stage opponents. The grounded version travels forward while bouncing along the ground, it can also travel up walls, below the edge, and along ceilings. The aerial version travels downward diagonally and in the shape of a ball. Disappears after about three seconds.
Custom 1 Thunder Wave 3%/1% (ball), 3%/1% (wave clean), 2% (wave late) Discharges a bolt of electricity that deals less damage and has considerably less range, but can paralyze grounded opponents.
Custom 2 Thunder Shock 3% (ball), 10% (explosion) Discharges a ball of electricity, which moves almost horizontally and explodes as it disappears. As a result, it does not bounce and disappears upon hitting the ground.
Side special Default Skull Bash 6% (uncharged), 22% (fully charged) Crouches and then shoots itself forward to perform a flying battering ram, similarly to Green Missile. It is chargeable and when nearly or fully charged, it has KO power. Primarily used as a recovery move due to it granting considerable horizontal distance, especially when charged, and because it does not render Pikachu 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, with the last hit launching the opponent. However, it deals considerably less damage.
Custom 2 Heavy Skull Bash 15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully charged), 6%-0% (running) Grants less distance, but deals more damage near its beginning. If used while uncharged to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after the move.
Up special Default Quick Attack 2% (hit 1), 3% (hit 2) Dashes at a blindingly fast speed in two directions that can be selected via the control stick. Pikachu's main recovery move, its speed and unpredictability also enable it to partake in combos. The second dash is optional, but if used, the direction must be at least 45° different than the first direction in order to be used. Renders Pikachu helpless when used in the air.
Custom 1 Meteor Quick Attack 1% (hit 1), 2% (hit 2) Both dashes deal less damage and grant less distance. However, both dashes deal stronger knockback at their beginnings and meteor smash aerial opponents.
Custom 2 Quick Feet 5% Grants more distance than Quick Attack and deals more damage, but only one dash can be performed.
Down special Default Thunder 6% (thunderbolt meteor), 8% (thunderbolt), 15% (shockwave) Generates a thundercloud to drop a large thunderbolt onto itself. The move is laggy overall, although the shockwave around Pikachu deals high damage and knockback. The immediate beginning of the thunderbolt deals moderate vertical knockback, which allows for Thunderspiking. However, Thunderspiking is both very difficult to land and less effective compared to how it was in Brawl, due to the thundercloud shortening the thunderbolt's length. As a result, Thunderspiking is only effective against opponents that are very slightly above the thundercloud. The move also has a meteor smash hitbox near the thundercloud that launches opponents straight down, which allows for potential combos and KO set-ups, although landing it in a favorable position to do this is difficult.
Custom 1 Thunder Burst 2% (early), 15%/12% (clean) Instead of dropping a thunderbolt onto itself, Pikachu discharges electricity around itself, as if the thunderbolt had struck it. Has slow start-up, but deals more knockback.
Custom 2 Distant Thunder 13%/9%/5% (thunderbolt), 6% (shockwave) The thunderbolt deals more damage, but cannot meteor smash. The shockwave also deals noticeably less damage. However, the thundercloud is generated higher, which makes Thunderspiking much easier.
Final Smash Volt Tackle 1% (collision), 8% (discharge) Performs Volt Tackle, its evolutionary line's signature move in the Pokémon series. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the ball to discharge electricity, causing significantly more damage and knockback. Volt Tackle now emits a small, purple ball of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.

On-screen appearance

  • Emerges from a Poké Ball, then briefly discharges electricity around itself.
PikachuOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Huddles down and discharges electricity around itself while saying "Piiiii!"
  • Side taunt: Faces the screen and waves its left paw twice and then its right paw twice while saying "Pika Pika!"
  • Down taunt: Rolls on its back while saying "Pikaaaaa!"
Up taunt Side taunt Down taunt
Pikachu's up taunt in Smash 4 Pikachu's side taunt in Smash 4 Pikachu's down taunt in Smash 4

Idle poses

  • Scratches its right ear.
  • Stands up straight, then looks right, and then left, twitching its ears.
PikachuIdlePose2SSB4.jpg PikachuIdlePose1SSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Pi-ka-chu! Pi-ka-chu!
Pitch Group chant Female

Victory poses

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Twitches its ears, then scratches its right ear.
  • Jumps up and somersaults while saying "Pi!", then spins around once before happily facing the camera. It is almost identical to its "character chosen" animation in Super Smash Bros.
  • Sleeps while laying sideways on the ground, while saying "Piiika" drowsily.
PikachuPose1WiiU.gif PikachuPose2WiiU.gif PikachuPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Pikachu's stock icon in Super Smash Bros. for Wii U. Pikachu 1311 2311 2312 1312 1313
1331 2313 2331 3311 1321

Notable players

Tier placement and history

Thanks to ESAM's efforts, Pikachu was initially perceived as a top-tier character and this was reflected in being ranked 5th on the first tier list. ESAM demonstrated the usefulness of Quick Attack in enhancing Pikachu's mobility, along with showing its strong combo game and off-stage presence, its ability to evade attacks thanks to its small size and crouch, and its jab lock set-ups into KOs. However, there was also a vocal fraction of players who did not agree on Pikachu's high placement, mainly due to ESAM being the only notable Pikachu player who placed well in tournaments, which in turn was not sufficient enough to prove significant results and representation compared to other high-tier characters.

As ESAM's results declined, players began to point out Pikachu's lack of reliable KO set-ups and power, the high landing lag of its aerials, and its poor reach. Additionally, Pikachu's unfavorable matchup against Mario also began being frequently cited as a major hindrance, due to the latter being commonplace. Along with having fairly weak representation for a high-tier character, such weaknesses negatively affected opinions on Pikachu and resulted in its ranking on the first tier list being met with widespread disapproval. As expected, Pikachu's ranking saw a noticeable drop on the second tier list, as it is now ranked 12th and has thus transitioned from a top-tier character to a high-tier character.

Trophies

Pikachu
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.
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!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Pikachu (Alt.)
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.
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.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Volt Tackle
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!
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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Pikachu Palette (SSB4).png
Pikachu's stock icon in Super Smash Bros. for Wii U. PikachuHeadRedSSB4-U.png PikachuHeadGreenSSB4-U.png PikachuHeadCyanSSB4-U.png PikachuHeadYellowSSB4-U.png PikachuHeadBlueSSB4-U.png PikachuHeadWhiteSSB4-U.png PikachuHeadPurpleSSB4-U.png

Gallery

Trivia

  • Pikachu is the only playable Pokémon in SSB4 to not have a weakness to the type of another playable Pokémon.
  • SSB4 is the first installment in the series where Pikachu's teeth are visible. They can be seen when Pikachu is being grabbed by an opponent or when it is hanging on an edge.
  • When Pikachu is stunned, its eyes turn into swirls. This is a reference to when a Pokémon in the anime has been knocked out.
  • Pikachu knows five official Pokémon moves in SSB4, all of which it can learn legally in the Pokémon core series. In addition to Skull Bash, Thunder and Volt Tackle, it can also use Thunder Wave and Thunder Shock as custom moves.
    • One of its custom moves, Quick Feet, has the same name of an Ability rather than a move, similarly to Victini's and Munchlax's Poké Ball effects. However, Pikachu cannot legitimately have Quick Feet as an Ability.
  • Pikachu's official art for SSB4 is almost identical to its official art for SSB. The only difference is that it is no longer slightly slouching to the side in its official art for SSB4.