Editing Pichu (SSBM)

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Pichu also boasts an excellent recovery. Its up special, [[Agility]], can travel in many different directions and cover very large distances; while Pikachu's [[Quick Attack]] is superior in speed and distance, Agility is still a solid recovery tool in its own right. Pichu's [[Skull Bash]] also further aids its horizontal recovery, with surprising power and distance when charged; at full power, it deals a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game.
Pichu also boasts an excellent recovery. Its up special, [[Agility]], can travel in many different directions and cover very large distances; while Pikachu's [[Quick Attack]] is superior in speed and distance, Agility is still a solid recovery tool in its own right. Pichu's [[Skull Bash]] also further aids its horizontal recovery, with surprising power and distance when charged; at full power, it deals a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game.


A key weakness of Pichu is its poor range. All of its best and most powerful attacks are very close to its body, and it lacks a full set of tools to consistently approach enemies to make use of these moves, making it very difficult for Pichu to KO or even find any openings against its opponents (especially against characters with disjointed hitboxes). Its neutral aerial and [[Thunder Jolt]] projectile are among its only reliable options, making Pichu's overall [[neutral game]] play very predictable; the latter also inflicts [[recoil damage]] to it, making it unreliable long-term. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game, making it difficult for players to consistently take advantage of Pichu's decent throws. Many of Pichu's poorest matchups stem from it struggling to deal with some individual moves of characters (such as {{SSBM|Fox}}'s neutral air or a large portion of {{SSBM|Marth}}'s moveset) because it lacks tools that have enough range to counter the attacks.
A key weakness of Pichu is its poor range. All of its best and most powerful attacks are very close to its body, and it lacks a full set of tools to consistently approach enemies to make use of these moves, making it very difficult for Pichu to KO or even find any openings against its opponents (especially against characters with disjointed hitboxes). Its neutral aerial and [[Thunder Jolt]] projectile are among its only reliable options, making Pichu's overall [[neutral game]] play very predictable; the latter also inflicts [[recoil damage]] to it, making it unreliable long-term. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game, making it difficult for players to consistently take advantage of Pichu's decent throws. Many of Pichu's poorest matchups stem from it being unable to deal with individual moves of characters (such as {{SSBM|Sheik}}'s forward tilt or a large portion of {{SSBM|Marth}}'s moveset) because it lacks tools that have enough range to counter the attacks.


Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or [[zero-death]], such as {{SSBM|Ganondorf}}'s chain throw) due to its abnormally high hitstun and average falling speed. These traits exacerbate Pichu's range issues; its problems in the neutral game are very reminiscent of Pikachu's, but Pichu is punished harder for losing exchanges by several orders of magnitude, making the risk-reward of its approaching heavily skewed against it in the vast majority of situations.
Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or [[zero-death]], such as {{SSBM|Ganondorf}}'s chain throw) due to its abnormally high hitstun and average falling speed. These traits exacerbate Pichu's range issues; its problems in the neutral game are very reminiscent of Pikachu's, but Pichu is punished harder for losing exchanges by several orders of magnitude, making the risk-reward of its approaching heavily skewed against it in the vast majority of situations.

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