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{{Infobox Character | {{Infobox Character | ||
|name = Pichu | |name = Pichu | ||
|image= {{tabber|title1=Normal| | |image= {{tabber|title1=Normal|tab1=[[File:Pichu SSBU.png|x250px]]|title2=Spiky-eared Pichu|tab2=[[File:SSBU Spiky Pichu.png|x247px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Pichu''' ({{ja|ピチュー|Pichū}}, ''Pichu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed alongside {{SSBU|Jigglypuff}} and the rest of the returning roster on June 12th, 2018 during E3 2018. While Pichu remains a full [[clone]] of {{SSBU|Pikachu}}, it is not classified as an Echo Fighter. As such, Pichu is classified as [[Fighter number|Fighter #19]]. | |||
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and ''Melee'', reprises her role with new voice clips. In addition, the 'spiky-eared' variant of Pichu (who appears as a playable character in ''Ultimate'' via Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]]) is also voiced by Kōrogi rather than {{s|wikipedia|Shoko Nakagawa}}, who originally voiced the aforementioned 'spiky-eared' variant in the ''Pokémon'' anime's twelfth movie, ''[[bulbapedia:M12|Pokémon: Arceus and the Jewel of Life]]''. | |||
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and '' | |||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the last character unlocked after {{SSBU|Mr. Game & Watch}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the last character unlocked after {{SSBU|Mr. Game & Watch}}. | ||
*Have Pichu join the player's party in [[World of Light]]. | *Have Pichu join the player's party in [[World of Light]]. | ||
With the exception of the third method, Pichu must then be defeated on [[Pokémon Stadium 2 | With the exception of the third method, Pichu must then be defeated on [[Pokémon Stadium 2]]. | ||
==Attributes== | ==Attributes== | ||
Pichu is a character of extremes. As a clone of Pikachu, many of its attributes are similar, such as its even smaller size and quick mobility, though with a few noticeable differences. Pichu is the [[weight|lightest]] character in the game, has fast [[walk]]ing and above average [[dash]]ing speeds with average [[traction]], above average [[jump]]ing force, average [[air speed]] but being tied for the ninth highest [[air acceleration]], and fast [[falling speed]] while being tied for the fifth highest [[gravity]]. However, it has the lowest [[fast fall]] multiplier in the game, causing its fast-falling speed to be average. Overall, these attributes give Pichu a slightly slower grounded approach than Pikachu, make its aerials not [[autocancel]] as easily and makes it more vulnerable to combos, but also gives it a much faster ground-to-air and air-to-ground approach, making its mobility as reliable as Pikachu's own. | Pichu is a character of extremes. As a clone of Pikachu, many of its attributes are similar, such as its even smaller size and quick mobility, though with a few noticeable differences. Pichu is the [[weight|lightest]] character in the game, has fast [[walk]]ing and above average [[dash]]ing speeds with average [[traction]], above average [[jump]]ing force, average [[air speed]] but being tied for the ninth highest [[air acceleration]], and fast [[falling speed]] while being tied for the fifth highest [[gravity]]. However, it has the lowest [[fast fall]] multiplier in the game, causing its fast-falling speed to be average. Overall, these attributes give Pichu a slightly slower grounded approach than Pikachu, make its aerials not [[autocancel]] as easily and makes it more vulnerable to combos, but also gives it a much faster ground-to-air and air-to-ground approach, making its mobility as reliable as Pikachu's own. | ||
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Pichu's main (but not sole) ways to set up the opponent into its strong aerial game consist of its [[up tilt|up]] and [[down tilt]]s, and [[up throw|up]] and [[down throw]]s: both tilts are excellent combo starters, with down tilt even comboing into aerials at very high percentages, while up and down throw allow Pichu to pummel the opponent for more damage due to them being followed up from a grab; up throw is also infamous for comboing into Thunder for a reliable KO set-up. This gives Pichu a strong combo game, with many ways to start, extend or end combos much like Pikachu, though due to its moves' nature, Pichu's combo game is usually shorter-lived in exchange for raw damage. | Pichu's main (but not sole) ways to set up the opponent into its strong aerial game consist of its [[up tilt|up]] and [[down tilt]]s, and [[up throw|up]] and [[down throw]]s: both tilts are excellent combo starters, with down tilt even comboing into aerials at very high percentages, while up and down throw allow Pichu to pummel the opponent for more damage due to them being followed up from a grab; up throw is also infamous for comboing into Thunder for a reliable KO set-up. This gives Pichu a strong combo game, with many ways to start, extend or end combos much like Pikachu, though due to its moves' nature, Pichu's combo game is usually shorter-lived in exchange for raw damage. | ||
Aside from its up and down tilts, in regards to its grounded game, it also has some interesting and useful options: forward tilt trips opponents at low percentages, can 2-frame, and has above average power at high percentages, making it a very useful set-up tool. Forward smash has the highest power of its standard moveset, lasts for a long while and, due to its multi-hit nature, can KO at an even lower percentage. [[Up smash]] is a decent anti-air that leaves Pichu's ears [[intangible]], though it lacks in power. On the other hand, Pichu's [[neutral attack]] is mainly used for locking opponents due to its very weak knockback, and [[dash attack]] is mostly used as a fast punish option and its low power can actually allow it to combo, though it can be risky. Its grab game is also decent - while its grabs are short-ranged, they are very fast and have the lowest ending lag in the game. As mentioned above, up and down throws have useful combo potential, with down throw usually reserved for horizontal combos, whereas up throw leads into vertical combos and can lead into Thunder as a KO set-up. Meanwhile, forward throw is Pichu's strongest throw, barely KOing at realistic percentages near the edge, which makes it a passable kill throw. | Aside from its up and down tilts, in regards to its grounded game, it also has some interesting and useful options: forward tilt trips opponents at low percentages, can 2-frame, and has above average power at high percentages, making it a very useful set-up tool. Forward smash has the highest power of its standard moveset, lasts for a long while and, due to its multi-hit nature, can KO at an even lower percentage. [[Up smash]] is a decent anti-air that leaves Pichu's ears [[intangible]], though it lacks in power. On the other hand, Pichu's [[neutral attack]] is mainly used for locking opponents due to its very weak knockback, and [[dash attack]]'s is mostly used as a fast punish option and its low power can actually allow it to combo, though it can be risky. Its grab game is also decent - while its grabs are short-ranged, they are very fast and have the lowest ending lag in the game. As mentioned above, up and down throws have useful combo potential, with down throw usually reserved for horizontal combos, whereas up throw leads into vertical combos and can lead into Thunder as a KO set-up. Meanwhile, forward throw is Pichu's strongest throw, barely KOing at realistic percentages near the edge, which makes it a passable kill throw. | ||
Pichu's special moveset is also varied and versatile. [[Thunder Jolt]] is a useful projectile that can reliably pressure an opponent's shield, on top of dealing low knockback and high damage (especially if started in the air). Its low ending lag also allows it to set-up into Pichu's moves if it lands during its last frames of activity. Thunder is Pichu's other projectile, though the lightning bolt itself doesn't deal much damage. As such, its primary purpose is to use the cloud's meteor smash properties to combo opponents into the shockwave part of the move when the bolt strikes Pichu - this deals the most damage to Pichu out of all its moves if this happens, so it should be used sparingly. [[Skull Bash]] and [[Agility]] serve as Pichu's recovery moves, and give it an amazing, long-distanced and unpredictable recovery - of the two, Agility deals high recoil damage if both dashes are used, but nevertheless travels an incredibly long distance and is very unpredictable due to each dash being able to be inputted in multiple directions, potentially making Pichu very hard to properly edgeguard or 2-frame. Skull Bash, on the other hand, is mostly used to extend Pichu's recovery, but it also ties in as part of Pichu's "glass cannon" playstyle as it can be charged; unlike Pikachu's own version, Pichu's fully charged Skull Bash deals immense knockback when fully charged, this being Pichu's strongest option out of a shield break. | Pichu's special moveset is also varied and versatile. [[Thunder Jolt]] is a useful projectile that can reliably pressure an opponent's shield, on top of dealing low knockback and high damage (especially if started in the air). Its low ending lag also allows it to set-up into Pichu's moves if it lands during its last frames of activity. Thunder is Pichu's other projectile, though the lightning bolt itself doesn't deal much damage. As such, its primary purpose is to use the cloud's meteor smash properties to combo opponents into the shockwave part of the move when the bolt strikes Pichu - this deals the most damage to Pichu out of all its moves if this happens, so it should be used sparingly. [[Skull Bash]] and [[Agility]] serve as Pichu's recovery moves, and give it an amazing, long-distanced and unpredictable recovery - of the two, Agility deals high recoil damage if both dashes are used, but nevertheless travels an incredibly long distance and is very unpredictable due to each dash being able to be inputted in multiple directions, potentially making Pichu very hard to properly edgeguard or 2-frame. Skull Bash, on the other hand, is mostly used to extend Pichu's recovery, but it also ties in as part of Pichu's "glass cannon" playstyle as it can be charged; unlike Pikachu's own version, Pichu's fully charged Skull Bash deals immense knockback when fully charged, this being Pichu's strongest option out of a shield break. | ||
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Lastly, although its moveset is versatile, a few of Pichu's attacks still lack some notable kind of utility. Down smash, although covering on both sides of Pichu, has unremarkable range, deals recoil damage and unlike Pikachu, sends at a disappointing angle for KOing, with its higher power compared to Pikachu failing to compensate. Forward throw can have difficulty at KOing the opponent at realistic percentages due to the fact Pichu will usually find itself using it to set-up an edgeguard, whereas back throw's sole purpose is shared with forward throw. | Lastly, although its moveset is versatile, a few of Pichu's attacks still lack some notable kind of utility. Down smash, although covering on both sides of Pichu, has unremarkable range, deals recoil damage and unlike Pikachu, sends at a disappointing angle for KOing, with its higher power compared to Pikachu failing to compensate. Forward throw can have difficulty at KOing the opponent at realistic percentages due to the fact Pichu will usually find itself using it to set-up an edgeguard, whereas back throw's sole purpose is shared with forward throw. | ||
Overall, like Pikachu, Pichu is best described as a quintessential glass cannon but sacrifices weight and attack range for more power and speed. While Pikachu can control the neutral game more aggressively and has more flexibility in its combos, Pichu is able to function in a variety of playstyles that range from a defensive, bait-and-punish oriented playstyle to a more aggressive, rushdown oriented one whenever it is needed. However, Pichu's atrocious endurance and recoil damage means that an aware opponent can dominate Pichu just as easily as it can also dominate the opponent. While both characters have similar playstyles, they differ significantly in execution, as Pichu's recoil damage requires the player to make very mindful use of their resources at hand. | Overall, like Pikachu, Pichu is best described as a quintessential glass cannon but sacrifices weight and attack range for more power and speed. While Pikachu can control the neutral game more aggressively and has more flexibility in its combos, Pichu is able to function in a variety of playstyles that range from a defensive, bait-and-punish oriented playstyle to a more aggressive, rushdown oriented one whenever it is needed. However, Pichu's atrocious endurance and recoil damage means that an aware opponent can dominate Pichu just as easily as it can also dominate the opponent. While both characters have similar playstyles, they differ significantly in execution, as Pichu's recoil damage requires the player to make very mindful use of their resources at hand. Regardless, Pichu's pros notably outweigh its cons, and even after the nerfs it received in game updates, Pichu is considered a very solid character in competitive play, with a dedicated playerbase consisting of players such as {{Sm|Nietono}}, {{Sm|VoiD}}, {{Sm|RFang}}, {{Sm|NAKAT}}, and {{Sm|Blacktwins}}, and it has amassed some strong tournament results in tournament play. | ||
==Differences from {{SSBU|Pikachu}}== | ==Differences from {{SSBU|Pikachu}}== | ||
As in ''Melee'', the primary difference between Pichu and Pikachu is the former's [[electric]] attacks all inflict recoil damage. Many of Pichu's attributes, such as its mobility and significantly lighter [[weight]], differ from those of Pikachu. In addition, most of Pichu's attack and non-attack animations were given slight adjustments and overhauls in order to differentiate them from Pikachu's; for example, all of Pichu's [[smash attack]] charging animations are now completely different from Pikachu's. Almost all of Pichu's moves are also functionally different, such as [[down tilt]] or [[neutral aerial]], making it even more unique. However, unlike previous clones, Pichu was not given many new unique moves to differentiate it from Pikachu, as the only fully unique moves it has are its forward tilt, [[up smash]], neutral aerial, and [[edge attack]]. | As in ''Melee'', the primary difference between Pichu and Pikachu is the former's [[electric]] attacks all inflict recoil damage. Many of Pichu's attributes, such as its mobility and significantly lighter [[weight]], differ from those of Pikachu. In addition, most of Pichu's attack and non-attack animations were given slight adjustments and overhauls in order to differentiate them from Pikachu's; for example, all of Pichu's [[smash attack]] charging animations are now completely different from Pikachu's. Almost all of Pichu's moves are also functionally different, such as [[down tilt]] or [[neutral aerial]], making it even more unique. However, unlike previous clones, Pichu was not given many new unique moves to differentiate it from Pikachu, as the only fully unique moves it has are its forward tilt, [[up smash]], neutral aerial, and [[edge attack]]. | ||
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Pichu's frame data is also better on average, with its biggest advantages being on its forward tilt, [[down smash]], and Thunder. However, there are some attacks like [[back aerial]] and [[Skull Bash]] where Pichu's frame data is worse, and only Pichu's up and down aerials autocancel in a short hop, whereas all of Pikachu's aerials can do so. Additionally, with the exception of neutral aerial, almost every other attack in Pichu's moveset has inferior range to Pikachu's equivalent attacks, including all of its tilts and smash attacks, its up aerial and Thunder. | Pichu's frame data is also better on average, with its biggest advantages being on its forward tilt, [[down smash]], and Thunder. However, there are some attacks like [[back aerial]] and [[Skull Bash]] where Pichu's frame data is worse, and only Pichu's up and down aerials autocancel in a short hop, whereas all of Pikachu's aerials can do so. Additionally, with the exception of neutral aerial, almost every other attack in Pichu's moveset has inferior range to Pikachu's equivalent attacks, including all of its tilts and smash attacks, its up aerial and Thunder. | ||
Pikachu and Pichu's combo games are very different, with Pikachu's being much more diverse, but Pichu's being shorter lived in exchange for more damage. Pichu does not have access to Pikachu's neutral aerial, which is an incredible combo tool, and Pichu cannot chain four back aerials into each other at low percents to immediately start an edgeguard. Pichu's down throw has less advantage and stops being a combo tool earlier, and its forward aerial has less advantage and hits two times less, making it worse for dragdown combos. It also lacks Quick Attack as a combo starter and its up aerial does not have the weak hit that Pikachu's does, making it impossible to perform up aerial bridges that can carry opponents to the blast line with Pichu. Both Pikachu and Pichu have loops that use their neutral or back aerials respectively, but Pikachu's version works on more characters, is more resilient to SDI and is less situational, whereas the only advantage Pichu's version has is that it can rarely transition into a KO immediately. It also deals more damage per loop, but this is not very important as Pikachu can do more loops than Pichu in a row, making the total damage output roughly the same. However, there are some upsides to Pichu's combo game over Pikachu's: its up tilt and up aerial combo for longer, and it has more combos into Thunder to take stocks. Down tilt is also a | Pikachu and Pichu's combo games are very different, with Pikachu's being much more diverse, but Pichu's being shorter lived in exchange for more damage. Pichu does not have access to Pikachu's neutral aerial, which is an incredible combo tool, and Pichu cannot chain four back aerials into each other at low percents to immediately start an edgeguard. Pichu's down throw has less advantage and stops being a combo tool earlier, and its forward aerial has less advantage and hits two times less, making it worse for dragdown combos. It also lacks Quick Attack as a combo starter and its up aerial does not have the weak hit that Pikachu's does, making it impossible to perform up aerial bridges that can carry opponents to the blast line with Pichu. Both Pikachu and Pichu have loops that use their neutral or back aerials respectively, but Pikachu's version works on more characters, is more resilient to SDI and is less situational, whereas the only advantage Pichu's version has is that it can rarely transition into a KO immediately. It also deals more damage per loop, but this is not very important as Pikachu can do more loops than Pichu in a row, making the total damage output roughly the same. However, there are some upsides to Pichu's combo game over Pikachu's: its up tilt and up aerial combo for longer, and it has more combos into Thunder to take stocks. Down tilt is also a better combo starter, but it has very low range, making it hard to use. | ||
Finally, Pichu is extremely light and is a fast-faller with high gravity, which notoriously makes it much easier to combo and KO. Its recoil damage, while slightly toned down compared to ''Melee'', further exacerbates Pichu's already bad survivability. | Finally, Pichu is extremely light and is a fast-faller with high gravity, which notoriously makes it much easier to combo and KO. Its recoil damage, while slightly toned down compared to ''Melee'', further exacerbates Pichu's already bad survivability. | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Forward tilt consists of two kicks, one after the other, in an upward arcing motion whereas Pikachu's is a two legged kick.}} | **{{change|Forward tilt consists of two kicks, one after the other, in an upward arcing motion whereas Pikachu's is a two legged kick.}} | ||
**{{buff|Forward tilt deals more knockback (15 base/100 scaling → 5/130), KOing around 5% earlier than the upwards angled variant of Pikachu's version.}} | **{{buff|Forward tilt deals slightly more knockback (15 base/100 scaling → 5/130), KOing around 5% earlier than the upwards angled variant of Pikachu's version.}} | ||
**{{buff|It has less startup lag with a significantly longer duration (frames 6-8 → 5-12) and less ending lag (FAF 30 → 25).}} | **{{buff|It has less startup lag with a significantly longer duration (frames 6-8 → 5-12) and less ending lag (FAF 30 → 25).}} | ||
**{{buff|It always causes the opponent to [[trip]] at low percents.}} | **{{buff|It always causes the opponent to [[trip]] at low percents.}} | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{change|Down tilt has more base knockback (12 → 40), less knockback scaling (100 → 50) and sends at a vertical angle instead of using the [[Sakurai angle]] (361° → 80°/100°), which makes it a significantly better combo starter, but removes its edgeguarding and [[lock]]ing potential as well as its ability to [[trip]].}} | **{{change|Down tilt has more base knockback (12 → 40), less knockback scaling (100 → 50) and sends at a vertical angle instead of using the [[Sakurai angle]] (361° → 80°/100°), which makes it a significantly better combo starter, but removes its edgeguarding and [[lock]]ing potential as well as its ability to [[trip]].}} | ||
**{{buff|It has more range below Pichu, making it easier to | **{{buff|It has more range below Pichu, making it easier to hit enemies at the ledge.}} | ||
**{{nerf|It has less horizontal range.}} | **{{nerf|It has less horizontal range.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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**{{buff|It has less startup lag (frame 10 → 9).}} | **{{buff|It has less startup lag (frame 10 → 9).}} | ||
**{{buff|It has a large hitbox on Pichu's head and a smaller one on its torso instead of three small hitboxes, giving it more range in front of Pichu.}} | **{{buff|It has a large hitbox on Pichu's head and a smaller one on its torso instead of three small hitboxes, giving it more range in front of Pichu.}} | ||
**{{nerf|It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling) | **{{nerf|It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling).}} | ||
**{{nerf|It has less range above and behind Pichu.}} | **{{nerf|It has less range above and behind Pichu.}} | ||
**{{nerf|It has a significantly shorter hitbox duration (frames 10-17 → 9-11), which also causes it to have two frames more ending lag despite the shorter total duration (FAF 45 → 41).}} | **{{nerf|It has a significantly shorter hitbox duration (frames 10-17 → 9-11), which also causes it to have two frames more ending lag despite the shorter total duration (FAF 45 → 41).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has significantly less ending lag (FAF 66 → 51).}} | **{{buff|Down smash has significantly less ending lag (FAF 66 → 51).}} | ||
**{{buff|Pichu is intangible for 4 frames | **{{buff|Pichu is intangible for 4 frames starting 1 frame before the hitboxes come out.}} | ||
**{{buff|It deals more damage if all hits connect (13% → 14%) and the last hit deals more damage (3% → 8%), increasing its | **{{buff|It deals more damage if all hits connect (13% → 14%) and the last hit deals more damage (3% → 8%), increasing its knockback despite having lower knockback values (51 base/192 scaling → 45/150).}} | ||
**{{nerf|It causes recoil damage (1.3%).}} | **{{nerf|It causes recoil damage (1.3%).}} | ||
**{{nerf|It hits one time less with the same duration, which means the rehit rate is slower. This makes it easier to escape the attack by using [[DI]] to go down and [[tech]]ing on the ground.}} <ref>https://twitter.com/DuckySSB/status/1107817485359898624</ref> | **{{nerf|It hits one time less with the same duration, which means the rehit rate is slower. This makes it easier to escape the attack by using [[DI]] to go down and [[tech]]ing on the ground.}} <ref>https://twitter.com/DuckySSB/status/1107817485359898624</ref> | ||
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**{{buff|It has a longer hitbox duration (frames 3-22 → 3-9 (clean), 10-27 (late)), reducing its ending lag by four frames despite the longer total duration (FAF 39 → 40).}} | **{{buff|It has a longer hitbox duration (frames 3-22 → 3-9 (clean), 10-27 (late)), reducing its ending lag by four frames despite the longer total duration (FAF 39 → 40).}} | ||
**{{buff|It has less landing lag (9 frames → 7).}} | **{{buff|It has less landing lag (9 frames → 7).}} | ||
**{{nerf|It cannot be used to perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial due to its single hit.}} | **{{nerf|It cannot be used to perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial due to its single hit.}} | ||
**{{nerf|It deals less damage (8.9% → 7% (clean), 5% (late)).}} | **{{nerf|It deals less damage (8.9% → 7% (clean), 5% (late)).}} | ||
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**{{nerf|It causes recoil damage (1.5% (aerial hitbox), 0.5% (landing), total: 2%).}} | **{{nerf|It causes recoil damage (1.5% (aerial hitbox), 0.5% (landing), total: 2%).}} | ||
*Comparison of Pichu's loops (with back aerial) and Pikachu's loops (with neutral aerial): | *Comparison of Pichu's loops (with back aerial) and Pikachu's loops (with neutral aerial): | ||
**{{buff|Pichu deals more damage per loop.}} | **{{buff|In rare situations, Pichu is able to immediately KO the opponent after ending the loops by moving next to the stage and using down aerial, whereas Pikachu's loops cannot lead into a KO directly. It also deals more damage per loop.}} | ||
**{{nerf|Pichu's loops are more situational, because they can only be started in a full hop and are completely impossible near platforms, whereas Pikachu can start them in a short hop and guarantee them after a grab or up tilt, while still being able to do a few loops even with platforms nearby.}} | **{{nerf|Pichu's loops are more situational, because they can only be started in a full hop and are completely impossible near platforms, whereas Pikachu can start them in a short hop and guarantee them after a grab or up tilt, while still being able to do a few loops even with platforms nearby.}} | ||
**{{nerf|SDI has a bigger effect on Pichu's back aerial than on Pikachu's neutral aerial, which makes it | **{{nerf|SDI has a bigger effect on Pichu's back aerial than on Pikachu's neutral aerial, which makes it much easier to escape Pichu's loops than Pikachu's. This also means Pikachu can do more loops in a row than Pichu without the opponent falling out.}}<ref>https://www.youtube.com/watch?v=EFsrqhXYFLQ</ref> | ||
====Throws and other attacks==== | ====Throws and other attacks==== | ||
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**{{buff|Thunder Jolt deals more damage (6%/5%/4% → 7%/6%/5% (grounded), 4.8% → 10% (aerial)) and consistent damage to both grounded and aerial opponents.}} | **{{buff|Thunder Jolt deals more damage (6%/5%/4% → 7%/6%/5% (grounded), 4.8% → 10% (aerial)) and consistent damage to both grounded and aerial opponents.}} | ||
***{{change|However, its negative shield damage is higher (-2.5/-2/-1.5 → -3/-2.5/-2 (grounded), -1.9 → -4.5 (aerial)), causing it to not deal more shield damage despite the increased damage.}} | ***{{change|However, its negative shield damage is higher (-2.5/-2/-1.5 → -3/-2.5/-2 (grounded), -1.9 → -4.5 (aerial)), causing it to not deal more shield damage despite the increased damage.}} | ||
**{{buff|It has more base knockback (18 → 25 (grounded), 35 → 50 (aerial)), improving its edgeguarding potential | **{{buff|It has more base knockback (18 → 25 (grounded), 35 → 50 (aerial)), improving its edgeguarding potential.}} | ||
**{{buff|Its projectiles are bigger (3.0u/1.8u → 4.0u/3.0u (grounded), 3.0u → 4.0u (aerial)).}} | **{{buff|Its projectiles are bigger (3.0u/1.8u → 4.0u/3.0u (grounded), 3.0u → 4.0u (aerial)).}} | ||
**{{buff|It has one frame less startup lag (frame 19 → 18).}} | **{{buff|It has one frame less startup lag (frame 19 → 18).}} | ||
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**{{change|Grounded Thunder Jolts travel faster, which makes them harder to avoid, but also makes it harder to follow behind them for added pressure.}} | **{{change|Grounded Thunder Jolts travel faster, which makes them harder to avoid, but also makes it harder to follow behind them for added pressure.}} | ||
**{{change|Grounded Thunder Jolts bounce closer to the ground, which makes it impossible to crouch beneath them, but also reduces their vertical range, which makes jumping above them less of a commitment.}} | **{{change|Grounded Thunder Jolts bounce closer to the ground, which makes it impossible to crouch beneath them, but also reduces their vertical range, which makes jumping above them less of a commitment.}} | ||
**{{change|Aerial Thunder Jolts move at a more downwards angle | **{{change|Aerial Thunder Jolts move at a more downwards angle.}} | ||
*[[Skull Bash]]: | *[[Skull Bash]]: | ||
**{{buff|Skull Bash deals much more damage when fully charged (21.4% → 33%).}} | **{{buff|Skull Bash deals much more damage when fully charged (21.4% → 33%).}} | ||
**{{buff|It has altered knockback (40 base/78 scaling → 15/90), improving its KO potential}} | **{{buff|It has altered knockback (40 base/78 scaling → 15/90), improving its KO potential}} | ||
**{{nerf|It takes significantly longer to fully charge | **{{nerf|It takes significantly longer to fully charge.}} | ||
**{{nerf|It has more ending lag in the air (FAF 75 → 87) and on hit (FAF 22 → 26).}} | **{{nerf|It has more ending lag in the air (FAF 75 → 87) and on hit (FAF 22 → 26).}} | ||
**{{nerf|It deals less damage when uncharged (6.2% → 4%) and when the smash input is used (10% → 7. | **{{nerf|It deals less damage when uncharged (6.2% → 4%) and when the smash input is used (10% → 7.8%).}} | ||
**{{nerf|It causes recoil damage (1.8%).}} | **{{nerf|It causes recoil damage (1.8%).}} | ||
**{{nerf|Pichu's ears stick out while flying, making it somewhat exposed.}} | **{{nerf|Pichu's ears stick out while flying, making it somewhat exposed.}} | ||
**{{nerf|The move has a smaller hitbox (4u → 3.2u), reducing its range.}} | **{{nerf|The move has a smaller hitbox (4u → 3.2u), reducing its range.}} | ||
**{{nerf|Due to the hitbox using the electric effect, it deals more hitlag, making it easier to DI.}} | **{{nerf|Due to the hitbox using the electric effect, it deals more hitlag, making it easier to DI.}} | ||
**{{change|It travels a | **{{change|It travels a longer distance. While this makes it better for recovery and allows it to hit opponents from further away, it also makes edgeguarding with it much riskier, as Pichu is more likely to self-destruct if it misses.}} | ||
*[[Agility]]: | *[[Agility]]: | ||
**{{buff|Agility travels a longer distance | **{{buff|Agility travels a longer distance.}} | ||
**{{nerf|It does not have a hitbox and therefore inflicts neither damage nor knockback, removing a burst option and combo starter from Pichu's arsenal and making its recovery less safe | **{{nerf|It does not have a hitbox and therefore inflicts neither damage nor knockback, removing a burst option and combo starter from Pichu's arsenal and making its recovery less safe.}} | ||
**{{nerf|It causes recoil damage (0.9% (first zip), 1.4% (second zip), total: 2.3%).}} | **{{nerf|It causes recoil damage (0.9% (first zip), 1.4% (second zip), total: 2.3%).}} | ||
*{{b|Thunder|Pokémon}}: | *{{b|Thunder|Pokémon}}: | ||
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***{{buff|Thunder's cloud has less startup lag (frame 13 → 9).}} | ***{{buff|Thunder's cloud has less startup lag (frame 13 → 9).}} | ||
***{{buff|It has a bigger hitbox (6.0u → 7.0u).}} | ***{{buff|It has a bigger hitbox (6.0u → 7.0u).}} | ||
***{{change|It uses [[weight-independent]] knockback.}} | ***{{change|It uses [[weight-independent]] knockback.}} | ||
***{{nerf|The bolt travels faster | ***{{nerf|The bolt travels faster, making the spiking hitbox less likely to connect into the discharge due to not having its knockback compensated.}} | ||
**Lightning Bolt: | **Lightning Bolt: | ||
***{{buff|Thunder's lightning bolt has less startup lag (frame 13 → 9).}} | ***{{buff|Thunder's lightning bolt has less startup lag (frame 13 → 9).}} | ||
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*[[Volt Tackle]]: | *[[Volt Tackle]]: | ||
**{{buff|Volt Tackle deals more damage (1.5% → 1.6% (loop), 20% → 21% (final)) and knockback.}} | **{{buff|Volt Tackle deals more damage (1.5% → 1.6% (loop), 20% → 21% (final)) and knockback.}} | ||
**{{nerf|Volt Tackle causes massive recoil damage ( | **{{nerf|Volt Tackle causes massive recoil damage (3.2% (startup), 0.2% (loop), 3.5% (final)).}} | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Since its absence from previous installments, Pichu was infamous for being by far the worst clone character in ''Melee'' due to its status as an intentional "joke character", largely due to its very low weight, recoil damage and vulnerability to chain grabbing, giving it among the worst matchups in the game and leading to its bottom-tier placement and low tournament representation. Most likely as a result of this, Pichu has been drastically buffed in its transition from ''Melee'' to ''Ultimate'', and is arguably the most buffed character in the transition. | |||
Since its absence from previous installments, Pichu was infamous for being by far the worst clone character in ''Melee'' due to its status as an intentional "joke character", largely due to its very low weight, recoil damage and vulnerability to chain grabbing, giving it | |||
Pichu benefits slightly from the implementation of rage, as its electrical attacks can now slowly increase its knockback with the recoil damage it receives from them, and can potentially allow it to escape certain kill confirms that would otherwise KO it. Pichu's recoil damage itself has been somewhat toned down from ''Melee'', making its [[electric]]al attacks less of a detriment to use. Its mobility has overall improved as well, as its [[walk]]ing, [[dash]]ing and [[air speed]]s have increased, and its [[air acceleration]] has increased substantially. It can also [[crawl]] now, enabling Pichu to approach more easily while being able to dodge certain projectiles. Pichu also benefits from the weakening of [[SDI]], as its multi-hit attacks are much more reliable. On another note, while its endurance is still the worst in the game as it is lighter than even {{SSBU|Jigglypuff}}, its weight was nevertheless increased, allowing it to survive a little bit longer. | |||
Pichu | Despite the many buffs it received, Pichu also received a few nerfs. Some of Pichu's strongest kill options, such as its forward and up smashes, have been significantly weakened in terms of knockback, while its neutral aerial, previously considered by many to be its best move, has also been weakened in both its damage output and knockback. Pichu can also no longer chaingrab with its up throw, greatly reducing its damage-racking potential against fast-fallers. Pichu's own falling speed has not changed since ''Melee'' while its gravity has been increased, making it a fast-faller. Pichu's grounded attacks are also less effective for edgeguarding, as its down tilt, down smash and dash attack now send opponents at a much higher angle. Lastly, more of Pichu's moves (most notably its forward tilt and back aerial) use electricity, meaning that more of its moves cause recoil damage. Additionally, unlike other characters, its jumpsquat duration remains the same, while all other characters are now on par with its jumpsquat animation time of 3 frames. | ||
Additionally, all of Pichu's buffs failed to remove some of its glaring weaknesses, with the biggest being its fragility. While taking recoil damage allows Pichu to build up rage more easily compared to other fighters, it allows Pichu to be KOed even more quickly. This is further compounded with Pichu being the lightest character in the game and possessing low falling speed. Finally, despite having a small hurtbox, Pichu is also relatively easy to combo due to its low falling speed. | |||
Overall, Pichu is no longer an intentional "joke character" like in ''Melee''; instead, it is now a very polarized glass cannon, akin to a min-maxed version of {{SSBU|Pikachu}}. It has a | Overall, Pichu's buffs greatly outweigh its nerfs. It is no longer an intentional "joke character" like in ''Melee''; instead, it is now a very polarized glass cannon, akin to a min-maxed version of {{SSBU|Pikachu}}. It has a stronger punish and edgeguarding game, but worse survivability, less range on average, a less reliable recovery and more committal options. This has led to Pichu achieving very strong results and representation during the early metagame of ''Ultimate'', which has lead to many players viewing it as a top-tier character. In more recent times, however, due to earlier patches granting it nerfs, players such as {{Sm|VoiD}}, {{sm|Nietono}}, {{sm|RFang}} and {{sm|NAKAT}}, while still placing highly at top-level tournaments, they have failed to match the same level of success that pre-patch Pichu obtained. Nevertheless, Pichu has drastically improved compared to Melee and still boasts an excellent tournament presence. | ||
{{SSB4 to SSBU changelist|char=Pichu}} | {{SSB4 to SSBU changelist|char=Pichu}} | ||
==Update history== | ==Update history== | ||
Possibly due to its dominating status in competitive play during the early metagame of ''Ultimate'', Pichu | Possibly due to its dominating status in competitive play during the early metagame of ''Ultimate'', Pichu has been nerfed via game updates. Although its pummel was slightly buffed in update {{SSBU|2.0.0}}, it received several nerfs in update {{SSBU|3.1.0}}. Pichu's hurtbox is larger, forward smash has more ending lag, its infamously strong forward tilt has less knockback scaling, and almost all of its recoil-inducing attacks deal more recoil damage, noticeably worsening its already abysmal endurance. | ||
Update {{SSBU|11.0.0}} | Update {{SSBU|11.0.0}} reversed some of these nerfs, changing the amount of self damage Pichu does with some of the attacks that were affected in 3.1.0. On top of that, its' ear hurtboxes received intangibility during the strong hit of its' neutral aerial, making it a slightly safer option in the air. | ||
Overall, Pichu | Overall Pichu's viability has been affected by the game updates, as evident in Pichu's strongest main - {{sm|VoiD}} - reducing Pichu to his secondary. However, it continues to see success in tournaments, thanks to the efforts of {{sm|Nietono}}, {{sm|Nakat}}, {{sm|blacktwins13}}, and {{sm|RFang}}. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*Pichu can [[Crawling|crawl]] | *Pichu can [[Crawling|crawl]]. | ||
*Pichu can [[wall jump]]. | |||
''For a gallery of Pichu's hitboxes, see [[Pichu (SSBU)/Hitboxes|here]].'' | ''For a gallery of Pichu's hitboxes, see [[Pichu (SSBU)/Hitboxes|here]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralname= | |neutralname= | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutral1dmg=1.2% | |neutral1dmg=1.2% | ||
|neutraldesc=[[bulbapedia:Headbutt (move)|Does a quick headbutt]]. Has similar properties as Pikachu's jab, though it can link a few more hits before pushing the opponent out of range. Also has less shieldstun. | |neutraldesc=[[bulbapedia:Headbutt (move)|Does a quick headbutt]]. Has similar properties as Pikachu's jab, though it can link a few more hits before pushing the opponent out of range. Also has less shieldstun. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8%, 1% recoil | |ftiltdmg=8%, 1% recoil | ||
|ftiltdesc=Plants itself on its upper paws and kicks with one foot upward in front of itself, and then the other. Very fast (comes out on frame 5) and has very low ending lag, yet it has above average power and can KO at high percents. Can make opponents [[trip]] at low percents. The hitbox last surprisingly long, as Pichu kicks with one foot and then the other, and while the second hitbox is smaller, it doesn't count as a sourspot. Cannot be angled as it could in ''Melee''. | |ftiltdesc=Plants itself on its upper paws and kicks with one foot upward in front of itself, and then the other. Very fast (comes out on frame 5) and has very low ending lag, yet it has above average power and can KO at high percents. Can make opponents [[trip]] at low percents. The hitbox last surprisingly long, as Pichu kicks with one foot and then the other, and while the second hitbox is smaller, it doesn't count as a sourspot. Cannot be angled as it could in ''Melee''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% | |utiltdmg=5% | ||
|utiltdesc=Swipes its tail above its body in an arc. Can combo into itself at low percents, or into an aerial at mid to high percents. | |utiltdesc=Swipes its tail above its body in an arc. Can combo into itself at low percents, or into an aerial at mid to high percents. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=Swipes its tail in front of itself. Has very low knockback scaling, allowing it to combo into up tilt at low to mid percents, or an aerial even at very high percents. | |dtiltdesc=Swipes its tail in front of itself. Has very low knockback scaling, allowing it to combo into up tilt at low to mid percents, or an aerial even at very high percents. | ||
|dashname= | |dashname= | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
|dashdesc=Jumps and headbutts forward. Less ending lag but less shieldstun compared to Pikachu's. It also has | |dashdesc=Jumps and headbutts forward. Less ending lag but less shieldstun compared to Pikachu's. It also has an hitbox on Pichu's torso. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|8}} (hit 6), 2% recoil | |fsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|8}} (hit 6), 2% recoil | ||
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Comes out on frame 16 and is a multihit attack. Stronger than Pikachu's version, does not have sourspots and has less ending lag relative to the hitbox, but has much less range. | |fsmashdesc=Launches a short jolt of electricity from its cheeks. Comes out on frame 16 and is a multihit attack. Stronger than Pikachu's version, does not have sourspots and has less ending lag relative to the hitbox, but has much less range. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|14}} | |usmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|usmashdesc=Does an upward headbutt. Pichu's ears become [[intangible]] on frames 9-11. Comes out on frame 9, making it quick for a smash attack. However, its knockback is rather poor for a smash attack. | |usmashdesc=Does an upward headbutt. Pichu's ears become [[Intangibility|intangible]] on frames 9-11. Comes out on frame 9, making it quick for a smash attack. However, its knockback is rather poor for a smash attack. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|1.5}} (hits 1-4), {{ChargedSmashDmgSSBU|8}} (hit 6), 1.3% recoil | |dsmashdmg={{ChargedSmashDmgSSBU|1.5}} (hits 1-4), {{ChargedSmashDmgSSBU|8}} (hit 6), 1.3% recoil | ||
|dsmashdesc=Discharges electricity while quickly spinning in place. Compared to Pikachu's, it has much less ending lag and it is overall stronger, but it's easier to DI and is worse for edgeguarding due to its angle. Pichu also gains invincibility at frames 7-10. | |dsmashdesc=Discharges electricity while quickly spinning in place. Compared to Pikachu's, it has much less ending lag and it is overall stronger, but it's easier to DI and is worse for edgeguarding due to its angle. Pichu also gains invincibility at frames 7-10. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late) | |nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|nairdesc=An aerial | |nairdesc=An aerial cartwheel. It is a quick out of shield option and, when compared to Pikachu's, it is more effective for KOing and has more range and less ending lag. Autocancels in a full hop, but is slightly safer when not autocanceled, having 2 less frames of landing lag compared to Pikachu's. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-4), 1.5% recoil | |fairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-4), 1.5% recoil | ||
|fairdesc=Does a forward barrel roll. Unlike Pikachu's, it covers Pichu's whole body and uses the autolink angle, connecting better. It deals impressive damage (14% if all the hits connect) and combo into itself at low percents, while also being good for edgeguarding. | |fairdesc=Does a forward barrel roll. Unlike Pikachu's, it covers Pichu's whole body and uses the autolink angle, connecting better. It deals impressive damage (14% if all the hits connect) and combo into itself at low percents, while also being good for edgeguarding. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|2}} (hits 1-5), {{ShortHopDmgSSBU|2.5}} (hit 6), 1.5% recoil | |bairdmg={{ShortHopDmgSSBU|2}} (hits 1-5), {{ShortHopDmgSSBU|2.5}} (hit 6), 1.5% recoil | ||
|bairdesc=Does an electric spin similar to its down smash. Can combo at low percentages and edgeguard at higher percents, just like forward aerial. Decent knockback, making it an effective KO option. | |bairdesc=Does an electric spin similar to its down smash. Can combo at low percentages and edgeguard at higher percents, just like forward aerial. Decent knockback, making it an effective KO option. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|4}} | |uairdmg={{ShortHopDmgSSBU|4}} | ||
|uairdesc=Flicks its tail above itself. Good for combos, especially into Thunder. Autocancels in a short hop with less landing lag than Pikachu's version. | |uairdesc=Flicks its tail above itself. Good for combos, especially into Thunder. Autocancels in a short hop with less landing lag than Pikachu's version. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|13}}, {{ShortHopDmgSSBU|4}} (landing), 1.5% recoil after startup, 0.5% recoil landing (can land before startup) | |dairdmg={{ShortHopDmgSSBU|13}}, {{ShortHopDmgSSBU|4}} (landing), 1.5% recoil after startup, 0.5% recoil landing (can land before startup) | ||
|dairdesc=Does a downward barrel roll. Has the capability to meteor smash opponents during the clean hit, which has a generously long duration (four frames), and, although with strict timing, it can autocancel in a short hop. Pichu's ears become intangible for the entire duration of the clean hit(frames 14-17). The late hit has good coverage in Pichu's body. | |dairdesc=Does a downward barrel roll. Has the capability to meteor smash opponents during the clean hit, which has a generously long duration (four frames), and, although with strict timing, it can autocancel in a short hop. Pichu's ears become intangible for the entire duration of the clean hit(frames 14-17). The late hit has good coverage in Pichu's body. | ||
|grabname= | |grabname= | ||
|grabdesc=Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width, being somewhat short-ranged. Its grabs are the fastest in the game. | |grabdesc=Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width, being somewhat short-ranged. Its grabs are the fastest in the game. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.4%, 0.1% recoil | |pummeldmg=1.4%, 0.1% recoil | ||
|pummeldesc=Shocks the opponent. | |pummeldesc=Shocks the opponent. Above average power and moderate speed. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=1.5% (hits 1-4), 6% (throw), 0.8% recoil | |fthrowdmg=1.5% (hits 1-4), 6% (throw), 0.8% recoil | ||
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. Pichu's strongest throw, it starts KOing middleweights at around 153% near the edge of [[Final Destination]]. | |fthrowdesc=Places the opponent on its back and shocks them, sending them forward. Pichu's strongest throw, it starts KOing middleweights at around 153% near the edge of [[Final Destination]]. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Does a backwards | |bthrowdesc=Does a backwards somersaults with the opponent, then flings them behind itself. Pichu's second strongest throw, but it can only KO middleweight late, starting at around 181% at the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% (hit 1), 5% (throw) | |uthrowdmg=5% (hit 1), 5% (throw) | ||
|uthrowdesc=Tosses foe up and headbutts them. Can infamously combo into {{b|Thunder|Pokémon}} making it a reliable finisher between medium and high percents. | |uthrowdesc=Tosses foe up and headbutts them. Can infamously combo into {{b|Thunder|Pokémon}} making it a reliable finisher between medium and high percents. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1), 4% (throw) | |dthrowdmg=4% (hit 1), 4% (throw) | ||
|dthrowdesc=Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents. | |dthrowdesc=Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents. | ||
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|dsname=Thunder (Pokémon){{!}}Thunder | |dsname=Thunder (Pokémon){{!}}Thunder | ||
|dsdmg=14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3.5% recoil | |dsdmg=14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3.5% recoil | ||
|dsdesc=Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated | |dsdesc=Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated than has the potential to KO. Pichu also gains intangibility for 10 frames if it connects, just like Pikachu. Compared to Pikachu's Thunder, Pichu's Thunder has less startup but deals less damage and knockback overall and causes recoil damage. The thunderbolt travels faster than Pikachu's version, giving it both positives and negatives: this makes it easier to land, but Pichu will be more vulnerable. | ||
|fsname=Volt Tackle | |fsname=Volt Tackle | ||
|fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.6% (loop), 21% (launch), 3.2% recoil (startup), 0.2% recoil (loop), 3.5% recoil (launch) | |fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.6% (loop), 21% (launch), 3.2% recoil (startup), 0.2% recoil (loop), 3.5% recoil (launch) | ||
|fsdesc=Pichu turns into a ball of electricity and dashes forward. Any opponents hit are knocked into the center of the screen where Pichu furiously tackles them from multiple directions then releases a powerful electric blast in the center. If the dash doesn't hit an opponent, the final smash is ended early. It causes a large amount of recoil damage, but is overall stronger than Pikachu's version.}} | |fsdesc=Pichu turns into a ball of electricity and dashes forward. Any opponents hit are knocked into the center of the screen where Pichu furiously tackles them from multiple directions then releases a powerful electric blast in the center. If the dash doesn't hit an opponent, the final smash is ended early. It causes a large amount of recoil damage, but is overall stronger than Pikachu's version.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Charges up with electricity, similar to | *'''Up taunt''': Charges up with electricity, similar to Pikachu's up taunt, but falls back dazed at the end. | ||
*'''Side taunt''': Jumps up and waves at the camera, saying "Pichu!" This was its left-facing taunt in ''Melee''. | *'''Side taunt''': Jumps up and waves at the camera, saying "Pichu!" This was its left-facing taunt in ''Melee''. | ||
*'''Down taunt''': Squirms around on the ground, saying "Pichu!" This was its right-facing taunt in ''Melee''. | *'''Down taunt''': Squirms around on the ground, saying "Pichu!" This was its right-facing taunt in ''Melee''. | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Turns and looks at its tail | *Turns and looks at its tail. | ||
*Looks around itself excitedly. | *Looks around itself excitedly. | ||
<gallery> | <gallery> | ||
SSBUPichuIdle1.gif|Pichu's first idle pose | SSBUPichuIdle1.gif|Pichu's first idle pose | ||
SSBUPichuIdle2.gif|Pichu's second idle pose | SSBUPichuIdle2.gif|Pichu's second idle pose | ||
</gallery> | </gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
In the early metagame, Pichu was commonly viewed as one of the best characters, if not ''the'' best, in the game thanks to its small size and powerful KO moves, including back air, {{b|Thunder|Pokémon}}, and its infamous forward tilt. These strengths allowed Pichu to have a strong player base, with players such as {{Sm|VoiD}}, {{Sm|NAKAT}}, {{Sm|Nietono}}, and {{Sm|Captain L}} performing spectacularly on a national level. | |||
However, patch 3.1.0 would increase its size and nerf the power of its forward tilt, while increasing the amount of recoil on some of its moves. Pichu's nerfs have placed it well below Pikachu in terms of viability, and it has seen a decline in results. Many also believe it to be more difficult to win with him now than it was pre-patch, as more people are understanding the matchup. Despite the nerfs, most professionals still agree that Pichu is a strong character, and it continues to perform well, with {{Sm|Blacktwins}} placing 9th at {{Trn|Shine 2019}}, {{Sm|RFang}} placing 7th at {{Trn|The Big House 9}}, and {{Sm|Nietono}} placing 9th at {{Trn|Frostbite 2020}}. More recently, update 11.0.0 reverted some of the nerfs inflicted in update 3.1.0, potentially restoring some of Pichu's previous viability as a result. | |||
As of now, most players view Pichu as being between a mid-tier and high-tier character. | |||
===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 --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Pichu professionals (SSBU)]]'' | |||
*{{Sm|Blacktwins|Canada}} - One of the best Pichu players in Canada. Placed 2nd at {{Trn|Frozen Phoenix 2019}} and {{Trn|Rising Stars at EGLX 2019}},3rd at {{Trn|LAN ETS 2020}}, 9th at {{Trn|Shine 2019}}, and 25th at {{Trn|The Big House 9}}. Currently ranked 5th on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|Mossan|Japan}} - One of the best Pichu players in Japan. Placed 4th at {{Trn|Karisuma SP 5}}, 7th at {{Trn|Sumabato SP 10}}, 13th at both {{Trn|Karisuma SP 8}} and {{Trn|Maesuma TOP 2}}, and 17th at {{Trn|Umebura SP 6}} with wins over players like {{Sm|DIO}}, {{Sm|Kuro}}, and {{Sm|ProtoBanham}}. | |||
*{{Sm|Mucci|USA}} - Placed 5th at both {{Trn|GatorLAN Fall 2019}} and {{Trn|GatorLAN Spring 2020}}, 13th at {{Trn|Come to Papa 3}}, 17th at {{Trn|DreamHack Atlanta 2019}}, {{Trn|InfinityCON Tally 2021}}, and {{Trn|CEO Dreamland 2020}} with wins over players like {{Sm|RFang}}, {{Sm|Sonido}}, and {{Sm|ChocoTaco}}. Currently ranked 4th on the [[Florida Power Rankings#Tampa|Tampa Power Rankings]]. | |||
*{{Sm|Mudomo|USA}} - The best Pichu player in [[NorCal]]. Placed 33rd at {{Trn|2GG: Prime Saga}}, 49th at {{Trn|Smash 'N' Splash 5}}, and 65th at {{Trn|GENESIS 7}} with wins over players like {{Sm|Legit}}, {{Sm|Lui$}}, and {{Sm|Plup}}. | |||
*{{Sm|NAKAT|USA}} - One of the best Pichu players in the world. Placed 7th at {{Trn|Smash 'N' Splash 5}}, 13th at {{Trn|Umebura SP 3}}, 17th at {{Trn|Get On My Level 2019}}, and 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}. Nakat was formerly ranked 26th on the [[Spring 2019 PGRU]]. | |||
*{{Sm|Nietono|Japan}} (#27) - The best Pichu player in the world. Placed 1st at {{Trn|Umebura SP 3}}, 9th at {{Trn|Umebura Japan Major 2019}}, {{Trn|EGS Cup 3}} and {{Trn|Frostbite 2020}} with wins over players like {{Sm|kameme}}, {{Sm|Kome}}, and {{Sm|Lea}}. | |||
*{{Sm|RFang|USA}} (#45) - One of the best Pichu players in the world. Placed 3rd at {{Trn|2GG: Grand Tour - South Carolina}}, 7th at {{Trn|The Big House 9}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|MomoCon 2019}}. Has wins over {{Sm|Light|p=Connecticut}}, {{Sm|Pandarian}}, and {{Sm|WaDi}}. | |||
*{{Sm|VoiD|USA}} (#38) - Uses Pichu as a secondary to his {{SSBU|Sheik}} and was considered the best Pichu player in the world when he solo-mained the character. Placed 1st at {{Trn|Super Splat Bros}} and {{Trn|SoCal Chronicles}}, 2nd at {{Trn|GENESIS 6}}, and 9th at {{Trn|Let's Make Moves}} with wins over players like {{Sm|Nairo}}, {{Sm|Shuton}}, and {{Sm|Zackray}}. Currenrly ranked 1st on the [[SoCal Power Rankings#Super Smash Bros. Ultimate rankings|SoCal Ultimate Power Rankings]]. | |||
*{{Sm|Yetey|Austria}} - The best Pichu player in Europe. Placed 1st at {{Trn|Schism 3}}, 2nd at {{Trn|BOILINGPOINT BRAWL}}, 5th at {{Trn|Valhalla II}}, 9th at {{Trn|VCA 2019}}, and 13th at {{Trn|Ultimate Fighting Arena 2019}} with wins over players like {{Sm|Flow}}, {{Sm|Greil}}, and {{Sm|Larry Lurr}}. Currently ranked being ranked 25th on the [[European Smash Rankings]]. | |||
*{{Sm|yuzu|Japan}} - One of the best Pichu players in Japan; now using it as a secondary to his {{SSBU|Rosalina & Luma}}. Placed 4th at {{Trn|EGS Cup}}, 9th at {{Trn|Karisuma SP 2}}, 13th at {{Trn|Maesuma TOP 4}}, 25th at {{Trn|Sumabato SP 4}}, and 33rd at {{Trn|Umebura Japan Major 2019}}. | |||
=={{SSBU|Classic Mode}}: Lightweight Fracas== | =={{SSBU|Classic Mode}}: Lightweight Fracas== | ||
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|''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' | |''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Pichu's Fighter Spirit can be obtained by completing | Pichu's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pichu in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|- | |- | ||
|1,334 | |1,334 | ||
|{{SpiritTableName|Great Sabrecub|customname=Great Sabrecub|size=64}} | |{{SpiritTableName|Great Sabrecub|customname=[[dragonquestwiki:Great sabrecub|Great Sabrecub]]|size=64}} | ||
|''DRAGON QUEST'' Series | |''DRAGON QUEST'' Series | ||
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP) | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP) | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account. | |||
Pichu amiibo.png|Pichu's [[amiibo]]. | Pichu amiibo.png|Pichu's [[amiibo]]. | ||
SSBU Pichu Number.png|Pichu's fighter card. | SSBU Pichu Number.png|Pichu's fighter card. | ||
Pichu unlock notice SSBU.jpg|Pichu's unlock notice. | Pichu unlock notice SSBU.jpg|Pichu's unlock notice. | ||
SSBUWebsitePichu1.jpg|Taunting in [[Great Bay]]. | SSBUWebsitePichu1.jpg|Taunting in [[Great Bay]]. | ||
SSBUWebsitePichu2.jpg|Taunting on [[Green Greens]]. | SSBUWebsitePichu2.jpg|Taunting on [[Green Greens]]. | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=9ZD89yfBCyE}} | {{#widget:YouTube|id=9ZD89yfBCyE}} | ||
==Trivia== | ==Trivia== | ||
*Pichu and {{SSBU|Young Link}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''. This has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions. | *Pichu and {{SSBU|Young Link}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''. This has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions. | ||
*Pichu, {{SSBU|Dr. Mario}}, and Young Link are the only | *Pichu, {{SSBU|Dr. Mario}}, and {{SSBU|Young Link}} are the only full clones who are not labelled as echo fighters. | ||
*One of the poses Pichu strikes in its new taunt resembles [[:File:PichuTrophy3DS.png|its trophy]] from {{for3ds}}. | *One of the poses Pichu strikes in its new taunt resembles [[:File:PichuTrophy3DS.png|its trophy]] from {{for3ds}}. | ||
**Pichu can also be seen with a similar pose in the [[:File:SSBU Panoramic.png|panoramic artwork]]. | **Pichu can also be seen with a similar pose in the [[:File:SSBU Panoramic.png|panoramic artwork]]. | ||
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*Spiky-eared Pichu's [[damage meter]] portrait protrudes to the right the most out of every fighter. | *Spiky-eared Pichu's [[damage meter]] portrait protrudes to the right the most out of every fighter. | ||
*Pichu is the only Pokémon character absent in {{SSBU|Pokémon Trainer}}'s Classic Mode route. | *Pichu is the only Pokémon character absent in {{SSBU|Pokémon Trainer}}'s Classic Mode route. | ||
*Despite fighting lightweight characters, {{SSBU|Fox | *Despite fighting lightweight characters, {{SSBU|Fox}}, {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}} do not appear in Pichu's Classic Mode route. | ||
* | *Pichu and {{SSBU|Daisy}} are the only fighters who do not possess an Ace or Legend-type spirit in spirit battles. | ||
==References== | ==References== |