Editing Pichu (SSBM)

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Pichu is voiced by Satomi Kōrogi, who also voiced one of the {{s|bulbapedia|Pichu Brothers}} in the ''Pokémon'' anime.
Pichu is voiced by Satomi Kōrogi, who also voiced one of the {{s|bulbapedia|Pichu Brothers}} in the ''Pokémon'' anime.


Pichu is currently ranked 22nd in the D tier. Pichu has solid overall movement, complemented with some very quick attacks and an excellent neutral air, along with good [[chaingrab]]bing ability. However, all of Pichu's strengths are severely outweighed by its weaknesses. It has abysmal range and very poor endurance due to its light weight, and is unusually prone to chaingrabs itself despite its small size, due to the high amount of hitstun it sustains as a result of being the game's lightest character. It also takes [[recoil damage]] from its electric-based moves, including its own recovery move [[Agility]], further hampering its defensive game. As a result, Pichu suffers from abysmal matchups- with nearly the entire cast taking advantage of its fragility and poor range. Historically, Pichu was considered to have the worst matchup spread in the game, with no universally agreed upon winning matchups. However, its perception has mildly improved over time due to developments in the metagame- partially because its unexpectedly fast frame data was undervalued. Regardless, Pichu's survivability remains absolutely atrocious, drastically hampering the effectiveness of any metagame developments.
Pichu is currently ranked 22nd in the D tier, and is the lowest ranked clone and unlockable character in the game. Pichu has solid overall movement, complemented with some very quick attacks. It also possesses a surprising amount of power for its weight class, with good [[chaingrab]]bing ability and a handful of strong finishers, some even more powerful than those of its counterpart, Pikachu. However, all of Pichu's strengths are severely outweighed by its weaknesses. It has abysmal range and very poor endurance due to its light weight, and is unusually prone to chaingrabs itself despite its small size, due to the unusually high amounts of hitstun it sustains as a result of being the game's lightest character. It also takes [[recoil damage]] from its electric-based moves, including its own recovery move [[Agility]], further hampering its defensive game. As a result, Pichu suffers from abysmal matchups; it was historically considered to have the worst matchup spread in the game with no winning matchups at all, with this perception only marginally improving after recent metagame developments.


Pichu has a rather high technical learning curve compared to many other low tier characters, frequently requiring particularly fast reaction time and taking advantage of small fringe benefits it has- such as being tied with [[Fox]] for having the best [[ledgedash]] GALINT ('''g'''rounded '''a'''ctionable '''l'''edge '''int'''angibility) in the game.
Although it is no longer considered a contender for the worst character competitively, it appears that Pichu was ''intended'' to be a sub-par character in general, since its trophy descriptions mention that it is "''top of the class in weakness''" and it is "''best suited for handicapped matches.''" Indeed, this was confirmed in a development news update, shortly after the game's release.<ref>''[http://sourcegaming.info/2015/09/24/meleepichusite/  News Flash! Smash Bros. Dojo: Pichu]'' (translated 2015-09-24; [https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html original] posted 2001-12-11)</ref>


Although no longer considered a contender for the worst character competitively, Pichu was intended to be a sub-par character in general, with its trophy descriptions mentioning Pichu as "''top of the class in weakness''" and "''best suited for handicapped matches.''" This was confirmed in a development news update, shortly after the game's release.<ref>''[http://sourcegaming.info/2015/09/24/meleepichusite/ News Flash! Smash Bros. Dojo: Pichu]'' (translated 2015-09-24; [https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html original] posted 2001-12-11)</ref>
==How to unlock==
To unlock Pichu, players have to complete [[Event 37: Legendary Pokémon]] or play 200 VS. matches.  


==How to unlock==
Upon completing either criterion, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.
Pichu must be defeated in battle before it can be unlocked. There are two ways the player can encounter Pichu:
*One way is to complete [[Event 37: Legendary Pokémon]]. If the player fails to defeat Pichu, they can re-fight it by completing the event again.
*Another way is to play 200 VS. matches to completion. If the player fails to defeat Pichu, they can re-fight it by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Pichu can be fought.
Upon meeting either requirement, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.


==Attributes==
==Attributes==
{{competitive expertise|Most paragraphs contain partially correct information, and this section as a whole somewhat misprioritizes Pichu's drawbacks and strengths. A few comparisons to Pikachu need to be moved to the Differences from Pikachu section.}}
Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL, much like Pikachu's. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power, making it surprisingly difficult to hit in the hands of a capable player. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs.
Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power, making it surprisingly difficult to hit in the hands of a capable player. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs.


One of Pichu's main advantages is its perhaps surprising power. While its moveset generally consists of attacks that deal less knockback than its clone {{SSBM|Pikachu}} or most other characters in the cast, the few strong moves it possesses can be deadly if utilized properly. Pichu's smashes are all of short range, but all are unusually powerful; its up smash and forward smash contain incredible power, being able to KO characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frames. Pichu also has decent throws; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can chain throw fastfallers and tech chase characters respectively.
One of Pichu's main advantages is its perhaps surprising power. While its moveset generally consists of attacks that deal much lower damage and knockback than its clone {{SSBM|Pikachu}} or most other characters in the cast, the few strong moves it possesses can be deadly if utilized properly. Pichu's smashes are all of short range, but all are unusually powerful; its up smash and forward smash contain incredible power, being able to KO characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frames. Pichu also has decent throws; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can chain throw fastfallers and tech chase characters respectively.


Pichu's best tool is its neutral aerial, becoming active in just three frames and has minimal landing lag, especially when L-canceled. This move serves as a viable [[approach]] option, can rack up respectable damage with long strings of just itself, and can create a pseudo-[[wall of pain]] if the player can complete a string of hits off-stage. Pichu's up aerial complements neutral aerial's utility, allowing it to juggle enemies into the air. Most of its other aerials are situational in use, but these two moves alone give Pichu quite a force in the air.
Pichu's best tool, however, is not its powerful set of smash attacks, but rather its neutral aerial, which is considered the central attack to its [[metagame]]. Pichu's neutral aerial comes out very quickly and has very low ending and landing lag, especially when L-canceled. This move serves as a viable [[approach]] option, can rack up respectable damage with long strings of just itself, and can create a pseudo-[[wall of pain]] if the player is allowed to continue the strings off-stage. Pichu's up aerial complements neutral aerial's utility, allowing it to juggle enemies into the air. Its other aerials are lackluster, but these two moves alone give Pichu quite a force in the air.


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.
Pichu's greatest flaw, however, is its very 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.


Finally, Pichu suffers from the infamous recoil damage it receives while using almost any move involving electrical hitboxes. Several of Pichu's moves, especially those that involve electricity, add at least one percent of damage to the user. For example, using both segments of Agility to recover adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, making this less of a problem at higher levels of play, the threat of recoil damage reduces the utility of its electric-based attacks, and there is no way for Pichu to avoid recoil when recovering. If players are not careful with balancing Pichu's electrical and non-electrical attacks, the recoil damage can add up quickly, which can be especially crippling to Pichu. With the lowest weight in the game (being lighter than ''Jigglypuff'') and average falling speed, Pichu's survivability is already among the worst in the game, even without recoil damage. Additionally, the extra damage taken also reduces how long it can utilize [[crouch cancel]]ling.
Finally, Pichu suffers from the infamous recoil damage it receives from using almost any of its attacks involving electrical hitboxes. In several of Pichu's attacks, especially those that involve electricity, at least one percent of damage is directly inflicted onto it; using Agility to recover alone adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, making this a lesser problem at higher levels of play, the threat of recoil damage further limits the small amount of utility its electric-based attacks have, and there is no way at all for Pichu to avoid recoil when recovering. If players are not careful with balancing Pichu's electrical and non-electrical attacks, the recoil damage can add up quickly, which can be especially crippling to Pichu. With the lowest weight in the game (being lighter than ''Jigglypuff'') and average falling speed, Pichu's survivability is already among the worst in the game, meaning that this extra damage makes it even more trivial for opponents to put Pichu in KO range. Outside of making Pichu even easier to KO, the extra damage taken through recoil also reduces how long it can utilize [[crouch cancel]]ling.


Overall, Pichu is a very poor character at all levels of play, with its advantages being thoroughly outweighed by its numerous deficiencies. While Pichu could potentially pose a threat to the opponent with its decent frame data, evasion, and chain grabs, its horrific survivability heavily counters any benefits over higher tiered characters. The vast majority of the ''Melee'' cast can outrange and out-punish Pichu in many instances. This is amplified by Pichu's need to sometimes win vastly more neutral interactions than the opponent to be victorious, owed to Pichu being easily comboed and knocked out at low percentiles. As such, Pichu is almost never seen at any level of play.
Overall, Pichu is a very poor character at all levels of play, with its few advantages being thoroughly outweighed by its numerous deficiencies. While Pichu has the potential to pose a threat to the opponent with its speed and power, it simply lacks the tools to put those positive traits to consistent use against competent opponents. The vast majority of the ''Melee'' cast can easily outrange and out-punish Pichu in nearly every instance, regardless of whatever trickery the Pichu player may attempt. As such, Pichu is almost never seen at any level of play.


==Differences from {{SSBM|Pikachu}}==
==Differences from {{SSBM|Pikachu}}==
{{incomplete|Missing a lot of differences in overview. A few references to Pikachu from the Attributes section need to be migrated here.}}
Pichu not only performs significantly worse than Pikachu, but is considered a low-tiered character and sometimes even referred to as a joke character. Pichu inherits Pikachu's range issues, but has very few positive traits to compensate for such problems, and it is generally outclassed in most areas by Pikachu otherwise. The raw power increase on a few of its finishers is not enough to outweigh not only the overall power and utility loss across its entire moveset, but also the added [[recoil damage]] on several of its moves that automatically make such moves riskier than Pikachu's. Perhaps the single most negatively impactful change is Pichu's lack of a semi-spike hitbox on its up aerial, which makes it vastly inferior to Pikachu in terms of [[edgeguard]]ing. Pichu's loss of such an integral edgeguarding tool harms its viability significantly, as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top ''Melee'' characters at the highest levels of play.
Pichu performs significantly worse than Pikachu, being largely outclassed in most areas by its counterpart. A key change is the added [[recoil damage]] on several of its moves, making such moves less rewarding to land and mildly punishing the user for choosing the option, regardless of whether or not it connects. Pichu is also smaller than Pichu, while also having a shield that protects its body more consistently than Pikachu's. Both traits culminate into a character that is significantly harder to hit than its evolved form- although its lighter weight counteracts these benefits.
 
Asides from some of Pichu's recovery options dealing recoil damage, the movement of Agility is slower and has no attack hitboxes unlike Pikachu's version. Pichu however has the ability to wall jump. With wall jumping being a rather situational option, this makes Pikachu's recovery superior.
 
One of the key differences across Pichu's moveset is the change of some single-hit moves to multi-hit, and vice versa. The greater presence of multi-hit moves in its moveset is mostly to Pichu's detriment, allowing opponent's to use directional influence to escape the remaining hits. Perhaps most notably, it makes Forward Smash largely unsafe on hit if the opponent is on stage, as the finisher can be escaped. Neutral aerial is the same hitbox wise as its counterpart. However, due to Pichu having significantly smaller damageable collision bubbles than Pikachu, and Pichu's version having three frames less landing lag, the move is vastly better than Pikachu's version. This is possibly the only monumental benefit Pichu has over Pikachu that doesn't come with a significant drawback.
 
Pichu's up aerial lacks a semi-spike hitbox, largely resulting in Pichu's inferiority to Pikachu in terms of [[edgeguard]]ing. Up aerial instead launches the opponent upward in a consistent manner, making it better for setting up a follow up attack. Regardless, this loss of an integral edgeguarding tool harms its off stage presence. This is significant as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top ''Melee'' characters at the highest levels of play. Due to this, Pichu tends to take stocks via Neutral aerial, with the move being reasonably strong and disjointed. This also as a result of the move being decent frame data wise, whilst not having the drawbacks that usually saddle his moveset (multi hitting attacks or recoil damage). However, as Pichu's neutral air is respectably challenging to contest with and is a solid finisher offstage, Pichu's edgeguarding ability is arguably average among the cast.


As a result of its major flaws, it is arguably the worst clone in the game, and overall one of the worst clones in the series.
As a result of its major flaws, it is arguably the worst clone in the game, and overall one of the worst clones in the series.
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**{{nerf|It has more startup lag with a shorter duration due to it lacking a late hit (frames 8-17 → 9-11). It also deals less damage than Pikachu's clean hit (19%/18%/17% → 16%) and knockback (40 (base)/110/100 (scaling) → (50/40)/105).}}
**{{nerf|It has more startup lag with a shorter duration due to it lacking a late hit (frames 8-17 → 9-11). It also deals less damage than Pikachu's clean hit (19%/18%/17% → 16%) and knockback (40 (base)/110/100 (scaling) → (50/40)/105).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash is more reliable due to consisting of a single hit and it is a semi spike (70° → 160°, sending opponents behind it, like the first hit of Ganondorf's down smash), giving it edge-guarding ability, as long as Pichu is close to the edge while facing its opponent. It also has intangibility on frames 7-10 and it deals more damage than the final hit of Pikachu's down smash (3% → 13%)).}}
**{{buff|Down smash is more reliable due to consisting of a single hit and it is a semi spike (70° → 160°, sending opponents behind it, like the first hit of Ganondorf's down smash). It also has intangibility on frames 7-10 and it deals more damage than the final hit of Pikachu's down smash (3% → 13%) making it stronger despite its decreased knockback (70 (base)/170 (scaling) → 30/70).}}
**{{change|It has one hit and it's non-electrical.}}
**{{change|It has one hit and it's non-electrical.}}
**{{nerf|Its different angle has removed its combo potential. It also deals slightly less damage than Pikachu's (13.83% → 13%).}}
**{{nerf|Its different angle has removed its combo potential. It also deals slightly less damage than Pikachu's (13.83% → 13%).}}
**{{nerf|Despite dealing more damage than the final hit of Pikachu's down smash, it is significantly weaker than Pikachu's down smash, due to its lowered knockback values (70 (base)/170 (scaling) → 30/70).}}


====Aerial attacks====
====Aerial attacks====
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**{{buff|It has significantly less landing lag (26 → 18).}}
**{{buff|It has significantly less landing lag (26 → 18).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has significantly less landing lag (40 → 26).}}
**{{buff|Down aerial has significantly less landing lag (40 → 26).}}  
**{{nerf|It causes recoil damage (1% (aerial hitbox), 1% (landing), total: 2%).}}
**{{nerf|It causes recoil damage (1% (aerial hitbox), 1% (landing), total: 2%).}}


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*{{b|Thunder|Pokémon}}:
*{{b|Thunder|Pokémon}}:
**{{nerf|Thunder's lightning bolt does less damage than Pikachu's and is a multi-hit move (hitting up to 4 times), allowing opponents to [[Smash DI]] out of the move.}}
**{{nerf|Thunder's lightning bolt does less damage than Pikachu's and is a multi-hit move (hitting up to 4 times), allowing opponents to [[Smash DI]] out of the move.}}
**{{change|Its lightning bolt has a vertical knockback angle unlike Pikachu's (70° → 94°).}}
**{{change|Its lightning bolt has a vertical knockback angle unlike Pikachu's.}}
**{{nerf|Thunder's discharge causes recoil damage (3%).}}
**{{nerf|Thunder's discharge causes recoil damage (3%).}}
**{{nerf|Thunder's discharge does significantly less damage (17% → 13%), and less base knockback (100 → 90). Combined these changes significantly hinders the discharge's KO potential.}}
**{{nerf|Thunder's discharge hitbox size was slightly reduced (3,000 → 2,800).}}


==Moveset==
==Moveset==
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|game=SSBM
|game=SSBM
|neutralcount=1
|neutralcount=1
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutraldesc=Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls.
|neutraldesc=Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls.
|ftiltname=Pichu Kick ({{ja|りょうあしげり|Ryo Ashi Geri}}, ''Double Foot Kick'')
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=9%
|ftiltupdmg=9%
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|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=Plants itself on its upper paws and kicks both its feet forward. Low range and knockback, though a fast move. This attack can be angled up and down.
|ftiltdesc=Plants itself on its upper paws and kicks both its feet forward. Low range and knockback, though a fast move. This attack can be angled up and down.
|utiltname=Tail Smack ({{ja|しっぽアタック|Shippo Atakku}}, ''Tail Attack'')
|utiltname=&nbsp;
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups.
|utiltdesc=Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups.
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashibarai}}, ''Foot Sweep'')
|dtiltname=&nbsp;
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing.
|dtiltdesc=Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing.
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashname=&nbsp;
|dashdmg=8%
|dashdmg=8%
|dashdesc=Jumps and headbutts forward. It has noticeable endlag and can be unsafe on hit at lower percents.
|dashdesc=Jumps and headbutts forward. Has some noticeable endlag.
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-5), {{ChargedSmashDmgSSBM|6}} (hit 6), 2% recoil
|fsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-5), {{ChargedSmashDmgSSBM|6}} (hit 6), 2% recoil
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has [[Priority#Transcendent_priority|transcendent priority]].
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has [[Priority#Transcendent_priority|transcendent priority]].
|usmashname=Jumping Headbutt ({{ja|ヘッドバット|Heddobatto}}, ''Headbutt'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBM|16}}
|usmashdmg={{ChargedSmashDmgSSBM|16}}
|usmashdesc=Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game.
|usmashdesc=Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game.
|dsmashname=Spinning Mouse ({{ja|こうそくかいてん|Kōsoku Kaiten}}, ''Rapid Spinning'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBM|13}}
|dsmashdmg={{ChargedSmashDmgSSBM|13}}
|dsmashdesc=Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful.
|dsmashdesc=Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful.
|nairname=Pichu Roll ({{ja|ピチュースピン|Pichū Supin}}, ''Pichu Spin'')
|nairname=&nbsp;
|nairdmg=12% (clean), 9% (late)
|nairdmg=12% (clean), 9% (late)
|nairdesc=Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability.
|nairdesc=Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability.  
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairname=&nbsp;
|fairdmg=2% (hits 1-4) with 1% recoil for every hitbox
|fairdmg=2% (hits 1-4) with 1% recoil for every hitbox
|fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset.
|fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset.
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairname=&nbsp;
|bairdmg=9%
|bairdmg=9%
|bairdesc=Spins in a manner similar to its down smash. Relatively high ending and landing lag.
|bairdesc=Spins in a manner similar to its down smash. Relatively high ending and landing lag.
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairname=&nbsp;
|uairdmg=4%
|uairdmg=4%
|uairdesc=Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks [[semi-spike]] properties compared to {{SSBM|Pikachu}}'s.
|uairdesc=Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks [[semi-spike]] properties compared to {{SSBM|Pikachu}}'s.
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairname=&nbsp;
|dairdmg=12%, 4% (landing) (1% recoil for both the attack & landing)
|dairdmg=12%, 4% (landing) (1% recoil for both the attack & landing)
|dairdesc=Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack.
|dairdesc=Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=
|grabdesc=
|pummelname=Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}}, ''Grab Electric Shock'')
|pummelname=&nbsp;
|pummeldmg=3% (pummel), 1% recoil
|pummeldmg=3% (pummel), 1% recoil
|pummeldesc=Zaps the opponent.
|pummeldesc=Zaps the opponent.
|fthrowname=Electrocution ({{ja|でんきなげ|Denki Nage}}, ''Electric Throw'')
|fthrowname=&nbsp;
|fthrowdmg=2% (hits 1-4), 2% (throw), 1% recoil
|fthrowdmg=2% (hits 1-4), 2% (throw), 1% recoil
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. This throw hits multiple times and has low knockback. Oddly, this is Pichu's only throw that inflicts recoil, despite all of them dealing electrical damage.
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. This throw hits multiple times and has low knockback. Oddly, this is Pichu's only throw that inflicts recoil, despite all of them dealing electrical damage.
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowname=&nbsp;
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Does backwards somersaults with the opponent, then flings them behind itself.
|bthrowdesc=Does backwards somersaults with the opponent, then flings them behind itself.
|uthrowname=Electric Skull ({{ja|でんきトス|Denki Tosu}}, ''Electric Toss'')
|uthrowname=&nbsp;
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdesc=Tosses foe up and headbutts them with electricity. Decent chaingrabbing ability, especially against fast fallers.
|uthrowdesc=Tosses foe up and headbutts them with electricity. Decent chaingrabbing ability, especially against fast fallers.
|dthrowname=Electric Slam ({{ja|でんきプレス|Denki Puresu}}, ''Electric Press'')
|dthrowname=&nbsp;
|dthrowdmg=5% (hit 1), 5% (throw)
|dthrowdmg=5% (hit 1), 5% (throw)
|dthrowdesc=Places the opponent on the ground, then jumps on them.
|dthrowdesc=Places the opponent on the ground, then jumps on them.
Line 224: Line 210:
|dsdmg=4% (bolt hits 1-4), 13% (blast), 3% recoil
|dsdmg=4% (bolt hits 1-4), 13% (blast), 3% recoil
|dsdesc=Shouts "PICHU!", then a large thunderbolt comes down on Pichu. The move in general is rather laggy. Hits multiple times and has greater vertical knockback, while Pikachu's Thunder hits once and has greater horizontal knockback. Pichu will suffer recoil damage only if the bolt hits Pichu. Has transcendent priority.
|dsdesc=Shouts "PICHU!", then a large thunderbolt comes down on Pichu. The move in general is rather laggy. Hits multiple times and has greater vertical knockback, while Pikachu's Thunder hits once and has greater horizontal knockback. Pichu will suffer recoil damage only if the bolt hits Pichu. Has transcendent priority.
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 55
|rweight = 26
|dash = 1.8
|rdash = 5-7
|run = 1.72
|rrun = 6
|walk = 1.24
|rwalk = 4-5
|trac = 0.1
|rtrac = 1-4
|airfric = 0.01
|rairfric = 15-20
|air = 0.85
|rair = 17-18
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.11
|rgravity = 8-11
|fall = 1.9
|rfall = 12-14
|ff = 2.5
|rff = 11-12
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 32.04
|rjumpheight = 13-14
|shorthop = 14
|rshorthop = 10-11
|djump = 29.44
|rdjump = 6-7
|ellag = 2
|rellag = 1
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 55
|rweight = 26
|dash = 1.8
|rdash = 5-7
|run = 1.72
|rrun = 6
|walk = 1.24
|rwalk = 4-5
|trac = 0.1
|rtrac = 1-4
|airfric = 0.01
|rairfric = 15-20
|air = 0.85
|rair = 15-17
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.11
|rgravity = 8-11
|fall = 1.9
|rfall = 12-14
|ff = 2.5
|rff = 11-12
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 32.04
|rjumpheight = 13-14
|shorthop = 14
|rshorthop = 10-11
|djump = 29.44
|rdjump = 6-7
|ellag = 2
|rellag = 1
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Pichu
!{{{name|}}}
|game=Melee
!Cheer (International)
|desc-us=Pi-chu!
!Cheer (Japanese)
|desc-jp=Piiii-chu!
|-
|pitch-us=Male
! scope="row"|Cheer
|pitch-jp=Female}}
|[[File:Pichu Cheer International SSBM.ogg|center]]||[[File:Pichu Cheer Japanese SSBM.ogg|center]]
|-
! scope="row"|Description
|Pi - chu! || Piiii - chu!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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===Most historically significant players===
===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 -->
<!--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 -->
:''See also: [[:Category:Pichu professionals (SSBM)]]''


:''See also: [[:Category:Pichu players (SSBM)]]''
*{{Sm|Codeman|USA}} - Has taken sets off players such as {{Sm|Wes}}, and games off players such as {{Sm|2saint}} and {{Sm|S2J}}. Currently considered the best active solo main of the character, and among the very few to reach genuine competitive notability with the character. Placed 65th at {{Trn|Get On My Level 2018}}, the highest result of a Pichu player.
 
*{{Sm|ChuDat|USA}} - Although he never used the character in serious tournaments against genuinely threatening players, he possessed a high-level Pichu, being able to take a set off {{Sm|Plank}} using the character.
*{{Sm|Codeman|USA}} - Has taken sets off players such as {{Sm|Wes}}, {{Sm|MacD}}, {{Sm|Excel Zero}}, and {{Sm|Rikzz}}. Has also taken games off players such as {{Sm|n0ne}}, {{Sm|Panda|p=Florida}}, {{Sm|2saint}}, {{Sm|S2J}}, and {{Sm|Kalvar}}. Currently considered the best active solo main of the character, and among the very few to reach genuine competitive notability with the character. Placed 33rd at {{Trn|Wavelength 2024}}, 49th at {{Trn|Shine 2022}}, and 65th at {{Trn|Get On My Level 2018}} and {{Trn|Get On My Level X}}; the former is the best result of any [[major]] achieved by a Pichu player.
*{{Sm|t0mmy|USA}} - A notable Pichu player during the MLG era.


===Tier placement and history===
===Tier placement and history===
Pichu was developed as an intentional joke character, and has historically been seen as such by the competitive ''Melee'' community. From the start, many noted that it was completely outclassed by {{SSBM|Pikachu}}, who was already considered a below-average character at the time. With its poor [[approach]] coupled with many attacks that damaged itself, including its own [[recovery]], as well as its terrible overall [[reach]], extremely light [[weight]], and difficulty in putting [[pressure]] on the opponent, many professionals doubted that Pichu could ever develop a deep metagame or gain any notable professional players. Because of this, Pichu has been almost never seen outside of sandbagging or low-tier exhibitions. Pichu's initial placements on each [[tier list]] reflected its stance, typically shifting between 25th and 26th for over a decade of ''Melee''{{'}}s lifespan, competing with characters such as {{SSBM|Bowser}}, {{SSBM|Kirby}}, and {{SSBM|Mewtwo}} for the lowest placement on the tier list, before placing 24th on the twelfth tier list in 2015.
Pichu was always seen as a joke character by the ''Melee'' community; from the start, many noted that it was completely outclassed by {{SSBM|Pikachu}}, who was already considered a below-average character at the time. With its poor [[approach]] coupled with many attacks that damaged itself, including its own [[recovery]], as well as its terrible overall [[reach]], extremely light [[weight]], and difficulty in putting [[pressure]] on the opponent, many professionals doubted that Pichu could ever develop a deep metagame or gain any notable professional players.  
 
While still considered to be an awful character and is nearly unused outside of [[sandbagging]], players began to recognize Pichu's strengths, namely its agility and decent set of normals. Several professionals, such as {{Sm|Mew2King}} and {{Sm|Armada}}, believe that while Pichu is still unviable, they believe that other characters, like {{SSBM|Kirby}}, {{SSBM|Zelda}}, and {{SSBM|Bowser}}, are even worse than it, [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ ranking it 19th] and [https://youtu.be/17n7Tcjrifg?t=264 22nd], respectively. Pikachu's rise in the competitive scene also helped Pichu's ascent out of the bottom tier, with players noting that Pichu shared a few of the tools that ultimately made Pikachu a viable pick. Despite Pichu's barren results, most players believed that the former was attributed to a different metagame and the latter has other bottom-tier characters that have also failed to achieve significant results.  


With its strengths being recognized better, it is currently ranked 22nd on the current tier list. While universally not considered a contender for the worst character in the game, Pichu is still widely considered to be a non-viable choice in the metagame with a terrible matchup spread, with its playerbase and results only marginally improving compared to the early metagame.
Pichu was 25th on first [[tier list]], and has since consistently shifted from 25th to 26th and back, competing with {{SSBM|Bowser}}, {{SSBM|Kirby}}, and {{SSBM|Mewtwo}} for the lowest placement on the tier list. Despite these placements, there still exists debate over Pichu's tier standing; some players believe that Pichu should be ranked last due to its extreme frailty and few ways to break through opponents. This is exhibited by Pichu players unable to make an impact on any significant tournaments for several years, with none of the top 96 placers of any major ''Melee'' tournament being dedicated Pichu players, and its only players being either inactive or have better characters to choose from. Conversely, many smashers attest that Pichu is not the worst character in the game, due to its surprisingly powerful neutral air combos and good speed for a low-tier. {{Sm|Mew2King}}, arguably the world's best Pichu player, notably believes that [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ Pichu is far from the worst character in the game], ranking it 19th on his personal tier list. Additionally, {{Sm|Armada}} placed it at 22nd on [https://youtu.be/17n7Tcjrifg?t=264 his own tier list.], citing its agility and notable set ups over opponents. Due to Pichu’s slightly improved matchups against fast-fallers such as {{SSBM|Fox}} and {{SSBM|Captain Falcon}} being recognized, it has risen to 22nd on the current tier list.


==In 1-P Mode==
==In Single Player Modes==
===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside {{SSBM|Kirby}} or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on [[Pokémon Stadium]], with its alternate music ''Battle Theme'' playing; when fought with Kirby it will appear on [[Fountain of Dreams]] instead.
In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside {{SSBM|Kirby}} or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on [[Pokémon Stadium]], with its alternate music ''Battle Theme'' playing; when fought with Kirby it will appear on [[Fountain of Dreams]] instead.
Line 372: Line 273:
===In [[Event Match]]es===
===In [[Event Match]]es===
Pichu appears in the following Event Matches:
Pichu appears in the following Event Matches:
*'''[[Event 48: Pikachu and Pichu]]''': In this match, the player must fight against a team of two Pichu and one Pikachu. The goal is for the player to KO the two Pichu in the shortest time possible; Pikachu has infinite stocks, while the player has two and the Pichu have one. The stage used is {{SSB|Dream Land}}, making the event the only one in the game to take place on a Past Stage.
*'''[[Event 48: Pikachu and Pichu]]''': In this match, the player must fight against a team of two Pichu and one Pikachu. The goal is for the player to KO the two Pichu in the shortest time possible; Pikachu has infinite stocks, while the player has two and the Pichu have one. The stage used in {{SSB|Dream Land}}, making the event the only one in the game to take place on a Past Stage.
*'''[[Event 49: All-Star Match Deluxe]]''': Pichu is the third opponent fought in this series of staged battles. The selected character battles it on the [[Pokémon Stadium]] stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.
*'''[[Event 49: All-Star Match Deluxe]]''': Pichu is the third opponent fought in this series of staged battles. The selected character battles it on the [[Pokémon Stadium]] stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===Ending images===
<center><gallery>
<center><gallery>
PichuClassicMode.jpg|Classic Mode
PichuClassicMode.jpg|Classic Mode.
PichuAdventureMode.jpg|Adventure Mode
PichuAdventureMode.jpg|Adventure Mode.
PichuAllStarMode.jpg|All-Star Mode
PichuAllStarMode.jpg|All-Star Mode.
</gallery></center>
</gallery></center>


==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Pichu as a character unlocked by completing {{SSBM|Classic Mode}} as Pichu on any difficulty, there are two trophies about it as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Pichu on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Pichu:
In addition to the normal trophy about Pichu as a character, there are two trophies about it as a fighter, unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star Mode]]s respectively with Pichu on any difficulty:
 
:'''Pichu'''
:''A baby Electric-type Pokémon identifiable by its big ears. Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.''
:*Pokémon Gold & Silver 10/00


{{Trophy/Fighter
:'''Pichu''' [<span style="color:#FF0000">Smash</span>]
|name=Pichu
:''Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.''
|image=Pichu Trophy Melee.png
:*B: [[Thunder Jolt]]
|mode=Classic
:*Smash B: [[Skull Bash]]
|desc=(1.0/1.01 NTSC) A baby Electric-type Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
:(1.02 NTSC/PAL) A Tiny Mouse Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
|gamelist={{Trophy games|game1=Pokémon Gold & Silver|release1=10/00}}
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
:'''Pichu''' [<span style="color:#0000FF">Smash</span>]
|name=Pichu
:''Pichu is the lightest character in Super Smash Bros. Melee, and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.''
|image=Pichu Trophy (Smash).png
:*Up & B: [[Agility]]
|mode=Adventure
:*Down & B: {{b|Thunder|Pokémon}}
|desc=Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.
|gamelist=:B: Thunder Jolt
:Smash B: Skull Bash
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Pichu
<gallery>
|image=Pichu Trophy (Smash 2).png
Pichu Trophy Melee.png|Classic
|mode=All Star
Pichu Trophy (Smash).png|Adventure
|desc=Pichu is the lightest character in Super Smash Bros. Melee., and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.
Pichu Trophy (Smash 2).png|All-Star
|gamelist=:Up & B: Agility
</gallery>
:Down & B: Thunder
</center>
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Pichu|Alternate costumes]]==
==[[Alternate costume (SSBM)#Pichu|Alternate costumes]]==
Line 428: Line 318:
|{{Head|Pichu|g=SSBM|s=25px|cl=Green}}
|{{Head|Pichu|g=SSBM|s=25px|cl=Green}}
|}
|}
==Gallery==
<center>
<gallery>
SSBMWebsitePichu1.jpg|[[Idle|Idling]] next to {{SSBM|Pikachu}} and {{SSBM|Kirby}} on [[Pokémon Stadium]].
SSBMWebsitePichu2.jpg|[[Dash]]ing away from {{SSBM|Fox}} and {{SSBM|Sheik}} on [[Corneria]].
SSBMWebsitePichu3.jpg|[[Crouching]] next to {{SSBM|Mario}} and {{SSBM|Luigi}} on [[Temple]].
Pichu Thunder.jpg|Using {{b|Thunder|Pokémon}} near {{SSBM|Yoshi}} on [[Onett]].
SSBMWebsitePichu5.jpg|Using its [[down aerial]] on Fox and {{SSBM|Captain Falcon}} on Temple.
SSBMWebsitePichu6.jpg|Multiple Pichus idling on [[Rainbow Cruise]].
</gallery>
</center>


==Trivia==
==Trivia==
*Pichu falls asleep when it crouches, though this is merely an animation and not an actual effect.
*Pichu falls asleep when it crouches, though this is merely an animation and not an actual effect.
*Pichu, along with {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}}, Young Link, and {{SSBM|Jigglypuff}}, are the only unlockable characters in ''Melee'' seen in the [[opening movie]].
*Pichu, along with {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}}, Young Link, and {{SSBM|Jigglypuff}}, are the only unlockable characters in ''Melee'' seen in the [[opening movie]].
*Pichu's neutral aerial significantly outclassing Pikachu's was likely unintentional. While it shares identical hitboxes, Pichu's version benefits from smaller collision bubbles and three frames less landing lag. It is possible that the move's range was intended to be reduced alongside the landing lag adjustment but was left unchanged, possibly due to time constraints.
*Pichu's textures are higher-resolution versions of its textures in ''{{iw|bulbapedia|Pokémon Stadium 2}}'', suggesting that the model from that game was used to make Pichu.


==References==
==References==
Line 452: Line 327:


==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html Pichu's page at Smabura-Ken]
*[https://sourcegaming.info/2015/09/24/meleepichusite/ Translation]
*[http://www.smashboards.com/showthread.php?t=98282 Pichu Video List]
*[http://www.smashboards.com/showthread.php?t=98282 Pichu Video List]
*[http://www.smashboards.com/showthread.php?t=96978 Pichu Player List]
*[http://www.smashboards.com/showthread.php?t=96978 Pichu Player List]

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