Editing Pichu (SSBU)
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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{ | {{disambig2|Pichu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Pichu}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Pichu | |name = Pichu | ||
|image | |image = [[File:Pichu SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
{{cquote|''Pichu is back after 17 years! Pichu's electric attacks have greater range and do more damage than its other attack types – but they also damage Pichu.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | |||
'''Pichu''' ({{ja|ピチュー|Pichū}}, ''Pichu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed on June 12th, 2018. Pichu is classified as fighter #19. | |||
Pichu's voice actress from ''Melee'' and the ''Pokémon'' anime, {{s|wikipedia|Satomi Kōrogi}}, reprises her role with new voice clips. | |||
{{s|wikipedia|Satomi Kōrogi}}, | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Pichu being the 34th character to be unlocked. | *Play [[VS. match]]es, with Pichu being the 34th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the seventh 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]]. | ||
== | ==Differences from {{SSBU|Pikachu}}== | ||
As in ''Melee'', Pichu is significantly lighter than Pikachu, and all of its electric attacks inflict recoil damage. Many of Pichu's attributes, such as its run speed, air speed, fall speed, etc. are now different when compared to Pikachu. In addition, most of Pichu's attack and non-attack animations have been 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 air, 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. | |||
Pichu is | |||
These changes give Pichu some new strengths, but also a lot of weaknesses when compared to Pikachu. | |||
Overall, Pichu can kill more reliably than Pikachu and at earlier percentages. Some of its attacks also deal more damage than Pikachu's, but the only ones with a significant difference are its back aerial and the aerial version of Thunder Jolt. Otherwise, the damage output between the two is largely the same or with only a 1–2% difference, while some of Pikachu's attacks, like its dash attack, up aerial and Thunder, are stronger than Pichu's. | |||
Pichu's | 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 auto-cancel in a short hop, whereas all of Pikachu's aerials can auto-cancel in a short hop. 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 is extremely light and is a fast-faller with high gravity, which notoriously makes it much easier to combo and KO. The recoil damage gimmick, while toned down compared to ''Melee'', still makes Pichu's already bad survivability even worse. Pichu is also forced to play very aggressively and cannot camp as well as Pikachu can due to its recoil damage. It also does not have access to Quick Attack either, removing a vital approach and burst option from its arsenal. | |||
Lastly, Pikachu and Pichu's combo games are very different, with Pikachu's being much more diverse. For instance, 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. Pichu 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 air bridges that carry opponents to the blastzone with Pichu. Both Pikachu and Pichu have loops that use their neutral or back aerials respectively. Even there, Pikachu's version is likely better, because it 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 because 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. | |||
All in all, both characters have many upsides and downsides compared to each other. Pichu, being the significantly easier character to learn, has earned more successful tournament results so far, but it is debatable which character is truly the better choice. Both of them are capable of great results and have fared well in the metagame, and if there truly is an advantage to picking one over the other, it is negligible at most. | |||
====Aesthetics==== | ====Aesthetics==== | ||
*{{change|Pichu's | *{{change|Pichu's on-screen appearance, idle animations, taunts and victory poses are all different from Pikachu's.}} | ||
*{{change|In general, almost all of Pichu's animations are either slightly or completely different than Pikachu's. This includes Pichu's attacking and non-attacking animations.}} | *{{change|In general, almost all of Pichu's animations are either slightly or completely different than Pikachu's. This includes Pichu's attacking and non-attacking animations.}} | ||
**{{change|Common animations such as air dodge, back roll, and backflip are all different.}} | **{{change|Common animations such as air dodge, back roll, and backflip are all different.}} | ||
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*{{change|Pichu's [[gravity]] is much higher then Pikachu's (0.095 → 0.14).}} | *{{change|Pichu's [[gravity]] is much higher then Pikachu's (0.095 → 0.14).}} | ||
*{{nerf|Pichu is significantly [[weight|lighter]] than Pikachu (79 → 62). Combined with its high falling speed and gravity, this notoriously makes Pichu much easier to combo and KO than Pikachu.}} | *{{nerf|Pichu is significantly [[weight|lighter]] than Pikachu (79 → 62). Combined with its high falling speed and gravity, this notoriously makes Pichu much easier to combo and KO than Pikachu.}} | ||
*{{nerf|Pichu's ears have a larger hurtbox than Pikachu's, which means it is slightly easier to hit a standing Pichu than a standing Pikachu.}} | *{{nerf|Pichu's ears have a larger hurtbox than Pikachu's, which means it is slightly easier to hit a standing Pichu than a standing Pikachu.}} | ||
**{{nerf|Pichu is also taller than Pikachu when crouching and crawling. This means Pichu cannot crouch under some projectiles and attacks, like {{SSBU|Wolf}}'s Blaster, whereas Pikachu can.}} | **{{nerf|Pichu is also taller than Pikachu when crouching and crawling. This means Pichu cannot crouch under some projectiles and attacks, like {{SSBU|Wolf}}'s Blaster, whereas Pikachu can.}} | ||
*{{buff|Due to Pichu's higher falling speed and gravity, its [[air dodge]]s have less ending lag than Pikachu's (neutral: [[FAF]] 51 → 43; directional: FAF 85 → 71 (side), 110 → 89 (up), 70 → 60 (down)).}} | *{{buff|Due to Pichu's higher falling speed and gravity, its [[air dodge]]s have less ending lag than Pikachu's (neutral: [[FAF]] 51 → 43; directional: FAF 85 → 71 (side), 110 → 89 (up), 70 → 60 (down)).}} | ||
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*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack has one frame less ending lag (FAF 18 → 17).}} | **{{buff|Neutral attack has one frame less ending lag (FAF 18 → 17).}} | ||
**{{nerf|It deals more knockback (12 | **{{nerf|It deals more knockback (12 base/20 scaling → 10/60), which causes it to hit less often before being pushed out of range or pushing the opponent off an edge.}} | ||
**{{nerf|It has less horizontal range due to having two hitboxes instead of three.}} | **{{nerf|It has less horizontal range due to having two hitboxes instead of three.}} | ||
**{{change|It does not have a sweetspot or a sourspot, which means it deals less damage when close to the opponent, but more damage when farther away from the opponent (1.4%/1.2%/1% → 1.2%).}} | **{{change|It does not have a sweetspot or a sourspot, which means it deals less damage when close to the opponent, but more damage when farther away from the opponent (1.4%/1.2%/1% → 1.2%).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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|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|It has less startup with significantly longer duration (frames 6-8 → 5-12), and less ending lag (FAF 30 → 25).}} | ||
**{{buff|It has less startup | |||
**{{buff|It always causes the opponent to [[trip]] at low percents.}} | **{{buff|It always causes the opponent to [[trip]] at low percents.}} | ||
**{{nerf|It cannot be angled, making it near impossible to hit aerial opponents.}} | **{{nerf|It cannot be angled, making it near impossible to hit aerial opponents.}} | ||
**{{nerf|It deals | **{{nerf|It deals less damage (10%/9%/8% → 8%).}} | ||
**{{nerf|It causes recoil damage (1%).}} | **{{nerf|It causes recoil damage (1%).}} | ||
**{{nerf|It has less horizontal range.}} | **{{nerf|It has less horizontal range.}} | ||
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**{{buff|Up tilt has less ending lag (FAF 27 → 24).}} | **{{buff|Up tilt has less ending lag (FAF 27 → 24).}} | ||
**{{buff|It deals less knockback (40 base/120 scaling → 32/105) and sends at a more vertical angle (105° → 95°), which combined with the previous change improves its combo potential.}} | **{{buff|It deals less knockback (40 base/120 scaling → 32/105) and sends at a more vertical angle (105° → 95°), which combined with the previous change improves its combo potential.}} | ||
**{{nerf| | **{{nerf|It has less range in all directions (hitbox sizes: 2.0u/3.8u/3.5u → 2.0u/2.8u/3.6u). This also means that a few characters, like {{SSBU|Kirby}}, can crouch under Pichu's version, but not under Pikachu's. <ref>https://twitter.com/DatDereKirby/status/1081040257397579777</ref>}} | ||
*[[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 | **{{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.}} | ||
**{{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 cannot cause the opponent to trip.}} | |||
**{{nerf|It has less horizontal range.}} | **{{nerf|It has less horizontal range.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has one frame less ending lag (FAF 36 → 35).}} | **{{buff|Dash attack has one frame less ending lag (FAF 36 → 35).}} | ||
**{{nerf|It has smaller hitboxes (5.0u/4.0u → 4.6u/3.0u).}} | |||
**{{nerf|It has smaller hitboxes | |||
**{{nerf|It does not have a shieldstun multiplier of 1.8×, making it less safe on shield despite having one frame less of ending lag.}} | **{{nerf|It does not have a shieldstun multiplier of 1.8×, making it less safe on shield despite having one frame less of ending lag.}} | ||
**{{nerf|The clean hit deals less damage (11% → 8%).}} | **{{nerf|The clean hit deals less damage (11% → 8%).}} | ||
**{{change|The clean hit deals less knockback (70 base/88 scaling → 60/100), while the late hit has less base knockback (100 → 60), but more knockback scaling (50 → 80). This allows for the move to combo more reliably, but greatly reduces its KO potential.}} | **{{change|The clean hit deals less knockback (70 base/88 scaling → 60/100), while the late hit has less base knockback (100 → 60), but more knockback scaling (50 → 80). This allows for the move to combo more reliably, but greatly reduces its KO potential.}} | ||
**{{ | **{{change|The clean hit sends at a more vertical angle (60° → 70°).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{change|Forward smash strikes multiple times instead of once. This causes it to deal less damage (12% → 8%) but more knockback if the opponent gets hit by the attack late.}} | **{{change|Forward smash strikes multiple times instead of once. This causes it to deal less damage (12% → 8%) but more knockback if the opponent gets hit by the attack late.}} | ||
**{{buff|It does not have an early or late hit | **{{buff|It does not have an early or late hit.}} | ||
**{{buff|The last hit deals more knockback (60 base/75 scaling → 68/123), KOing around 10% earlier than the sweetspot of Pikachu's version.}} | **{{buff|The last hit deals more knockback (60 base/75 scaling → 68/123), KOing around 10% earlier than the sweetspot of Pikachu's version.}} | ||
**{{nerf|It has slightly more startup lag (frame 15 → 16).}} | **{{nerf|It has slightly more startup lag (frame 15 → 16).}} | ||
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**{{nerf|It has significantly less horizontal range.}} | **{{nerf|It has significantly less horizontal range.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash is an upward | **{{change|Up smash is an upward headbutt, whereas Pikachu's is a tail flip. This means that the hitbox starts behind Pichu and moves forwards, whereas Pikachu's starts in front and moves backwards.}} | ||
**{{buff|It does not have a mid or late hit | **{{buff|It does not have a mid or late hit.}} | ||
**{{buff|Pichu's ears are intangible while the move's hitboxes are active.}} | **{{buff|Pichu's ears are intangible while the move's hitboxes are active.}} | ||
**{{nerf|It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling).}} | |||
**{{nerf|It has less range.}} | |||
**{{nerf|It deals less knockback (50 base/89 scaling → 40/15 base/85 scaling) | **{{nerf|It has a significantly shorter duration (frames 10-17 → 9-11), which also causes it to have more ending lag despite the earlier FAF (FAF 45 → 41).}} | ||
**{{nerf|It has less range | |||
**{{nerf|It has a significantly shorter | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has | **{{buff|Down smash has much 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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**{{nerf|It has less range below Pichu, making it harder to hit enemies at the ledge, even with the final hit.}} | **{{nerf|It has less range below Pichu, making it harder to hit enemies at the ledge, even with the final hit.}} | ||
**{{change|Pichu moves slightly forward and then backward while using its whole body to attack, unlike Pikachu, who stays in place and uses its tail.}} | **{{change|Pichu moves slightly forward and then backward while using its whole body to attack, unlike Pikachu, who stays in place and uses its tail.}} | ||
**{{change|The final hit sends at a more vertical angle (37° → 50°).}} | **{{change|The final hit sends at a more vertical angle (37° → 50°).}} | ||
***{{change|This causes it to KO earlier from center stage and across the stage, but later from near the edge | ***{{change|This causes it to KO earlier from center stage and across the stage, but later from near the edge.}} | ||
***{{nerf|The angle is less desirable for edgeguarding.}} | |||
====Aerial attacks==== | ====Aerial attacks==== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial is a | **{{change|Neutral aerial is a somersault in the air, whereas Pikachu's is an electrical charge. It does not have an electric hitbox and only hits once.}} | ||
**{{buff| | **{{buff|It deals more knockback.}} | ||
**{{buff| | **{{buff|It has slightly more range.}} | ||
**{{buff|It has a longer | **{{buff|It has a longer duration (frames 3-22 → 3-9 (clean), 10-27 (late)).}} | ||
**{{nerf|It cannot be used to perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial.}} | |||
**{{nerf|It cannot be used to perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial | |||
**{{nerf|It deals less damage (8.9% → 7% (clean), 5% (late)).}} | **{{nerf|It deals less damage (8.9% → 7% (clean), 5% (late)).}} | ||
**{{nerf|It does not [[auto-cancel]] in a short hop | **{{nerf|It has one frame more ending lag (FAF 39 → 40).}} | ||
**{{nerf|It does not [[auto-cancel]] in a short hop, making it slightly less safe despite the lower landing lag (9 frames → 7).}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{change|Every hit of forward aerial deals the same damage, whereas Pikachu deals less damage with the first hits, but more with the last hit.}} | **{{change|Every hit of forward aerial deals the same damage, whereas Pikachu deals less damage with the first hits, but more with the last hit.}} | ||
**{{buff|Its loop hits connect more reliably due to using the [[autolink angle]] (35°/310°/60°/290° → 366°) and having a lower [[SDI]] multiplier (1.3× → 1×).}} | **{{buff|Its loop hits connect more reliably due to using the [[autolink angle]] (35°/310°/60°/290° → 366°) and having a lower [[SDI]] multiplier (1.3× → 1×).}} | ||
**{{buff|It deals more damage if all hits connect (11.8% → 14%).}} | **{{buff|It deals more damage if all hits connect (11.8% → 14%).}} | ||
**{{nerf|It hits two fewer times with the same duration, which means that the rehit rate is slower and dragging opponents down with it is harder.}} | **{{nerf|It hits two fewer times with the same duration, which means that the rehit rate is slower and dragging opponents down with it is harder.}} | ||
**{{nerf|It causes recoil damage (1.5%).}} | **{{nerf|It causes recoil damage (1.5%).}} | ||
**{{ | **{{nerf|The last hit deals less damage (4.8% → 3.5%) with knockback values not compensated (40 base/154 scaling → 55/140), reducing its KO potential.}} | ||
**{{nerf|It does not auto-cancel in a short hop | **{{nerf|It does not auto-cancel in a short hop, reducing its combo potential and safety.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial deals | **{{buff|Back aerial deals more damage if all hits connect (8.6% → 12.5%).}} | ||
**{{buff|It has a longer duration (frames 4-25 → 5-31).}} | **{{buff|It has a longer duration (frames 4-25 → 5-31).}} | ||
***{{change|However, the attack hits as often as Pikachu's version, which means the rehit rate is slower. This makes escaping the attack easier, but allows it to drag opponents down more easily for edgeguarding and combos.}} | ***{{change|However, the attack hits as often as Pikachu's version, which means the rehit rate is slower. This makes escaping the attack easier, but allows it to drag opponents down more easily for edgeguarding and combos.}} | ||
**{{nerf|It has an electric hitbox and therefore causes recoil damage (1.5%).}} | **{{nerf|It has an electric hitbox and therefore causes recoil damage (1.5%).}} | ||
**{{nerf|It has more startup (frame 4 → 5) and ending lag (FAF 44 → 55).}} | **{{nerf|It has more startup (frame 4 → 5) and ending lag (FAF 44 → 55).}} | ||
**{{ | **{{nerf|It does not have a landing hitbox.}} | ||
**{{nerf|It does not auto-cancel in a short hop | **{{nerf|It does not auto-cancel in a short hop, reducing its combo potential and safety.}} | ||
**{{change|The last hit deals less damage (3.6% → 2.5%), but has significantly more base knockback (40 → 70) and launches at a lower angle (45° → 42°), which increases its KO potential, but reduces its combo potential | **{{change|The last hit deals less damage (3.6% → 2.5%), but has significantly more base knockback (40 → 70) and launches at a lower angle (45° → 42°), which increases its KO potential, but reduces its combo potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less landing lag (14 frames → 11).}} | **{{buff|Up aerial has less landing lag (14 frames → 11).}} | ||
**{{nerf|It deals consistent damage instead of having a clean and a late hit, but also deals less damage (6%/5% (clean), 4% (late) → 4%).}} | **{{nerf|It deals consistent damage instead of having a clean and a late hit, but also deals less damage (6%/5% (clean), 4% (late) → 4%).}} | ||
**{{nerf|It has less range | **{{nerf|It always puts the opponent into [[tumble]], meaning it can always be DI'd, reducing its combo potential.}} | ||
**{{nerf|It has less range.}} | |||
**{{change|It deals less knockback (50 base/113 scaling → 70/70), which alongside its lower damage increases its combo potential, but reduces its KO potential.}} | **{{change|It deals less knockback (50 base/113 scaling → 70/70), which alongside its lower damage increases its combo potential, but reduces its KO potential.}} | ||
**{{change|It sends at a more vertical angle (68° (clean), 55° (late) → 80°), making it easier to combo | **{{change|It sends at a more vertical angle (68° (clean), 55° (late) → 80°), making it easier to combo into Thunder, but also removing the up air bridges Pikachu can do at mid percents.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{ | **{{buff|Pichu's ears are intangible during the first 4 frames down aerial is active.}} | ||
**{{buff| | **{{buff|The late hit has more knockback scaling (84 → 100), improving its KO potential.}} | ||
**{{nerf|It causes recoil damage (2%).}} | |||
**{{nerf|It causes recoil damage ( | |||
*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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*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel deals more damage (1% → 1.4%).}} | **{{buff|Pummel deals more damage (1% → 1.4%).}} | ||
**{{nerf|It has more hitlag (12 frames → 14), | **{{nerf|It has more hitlag (12 frames → 14), increasing its duration.}} | ||
**{{nerf|It causes recoil damage (0.1%).}} | **{{nerf|It causes recoil damage (0.1%).}} | ||
**{{nerf|Its hitbox is smaller (7.0u → 4.7u) | **{{nerf|Its hitbox is smaller (7.0u → 4.7u).}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw | **{{buff|Forward throw deals more damage (10% → 12%) with base knockback not fully compensated (55 → 45), causing it to KO at high percents.}} | ||
**{{nerf|Forward throw's | **{{nerf|Forward throw, Pichu's throw with the highest knockback, kills later than Pikachu's throw with the highest knockback (up throw), unless Pichu is standing at the ledge.}} | ||
**{{nerf|It causes recoil damage (0.8%).}} | **{{nerf|It causes recoil damage (0.8%).}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf|Back throw has less base knockback (85 → 75), reducing its KO potential | **{{nerf|Back throw has less base knockback (85 → 75), reducing its KO potential.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{change|Up throw has significantly less knockback scaling (129 → 45), allowing it to combo into Thunder at very high percents much better, but also removing its KO potential by itself.}} | **{{change|Up throw has significantly less knockback scaling (129 → 45), allowing it to combo into Thunder at very high percents much better, but also removing its KO potential by itself.}} | ||
**{{buff| | **{{buff|It deals more damage (8% → 10%).}} | ||
**{{nerf|It has more base knockback (48 → 90), reducing its combo potential at low percents.}} | **{{nerf|It has more base knockback (48 → 90), reducing its combo potential at low percents.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw deals more damage (5% → 8%).}} | **{{buff|Down throw deals more damage (5% → 8%).}} | ||
**{{nerf|It releases the opponent much earlier (frame 38 → 26) and has comparatively more ending lag (FAF 52 → 47). This makes it harder to react to, but also noticeably reduces its combo potential.}} | |||
**{{nerf|It releases the opponent much earlier | *[[Edge attack]]: | ||
**{{nerf|Edge attack has slightly less vertical range.}} | |||
====Special moves==== | ====Special moves==== | ||
*[[Thunder Jolt]]: | *[[Thunder Jolt]]: | ||
**{{buff|Thunder Jolt deals more damage (6%/5%/4% → 7%/6%/5% | **{{buff|Thunder Jolt deals more damage (grounded: 6%/5%/4% → 7%/6%/5%; aerial: 4.8% → 10%) and have more base knockback (grounded: 18 → 25; aerial: 35 → 50), improving their camping and edgeguarding ability. The grounded version also deals consistent damage to both grounded and aerial opponents.}} | ||
**{{nerf|The projectiles are smaller.}} | |||
**{{nerf|It causes recoil damage (0.7%).}} | **{{nerf|It causes recoil damage (0.7%).}} | ||
**{{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.}} | ||
*[[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%).}} | ||
**{{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| | **{{nerf|It sometimes pushes opponents a little before dealing the damage when uncharged.}} <ref>https://twitter.com/Hoover_SSB/status/1118957731480788992</ref> | ||
**{{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.}} | |||
**{{change|It has less base knockback (40 → 15), but higher knockback scaling (78 → 90). This causes it to KO earlier from center stage and across the stage, but later from near the edge.}} | |||
**{{change|It travels a | |||
*[[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}}: | ||
**Cloud: | **Cloud: | ||
***{{buff|Thunder's cloud has less startup lag (frame 13 → 9).}} | ***{{buff|Thunder's cloud has less startup lag (frame 13 → 9).}} | ||
***{{buff | ***{{buff|It uses [[weight-independent]] knockback, allowing it to connect better into the discharge.}} | ||
**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).}} | ||
Line 280: | Line 220: | ||
***{{buff|Thunder's discharge has less startup lag (frame 34 → 26) with identical ending lag, shortening its duration (FAF 75 → 67).}} | ***{{buff|Thunder's discharge has less startup lag (frame 34 → 26) with identical ending lag, shortening its duration (FAF 75 → 67).}} | ||
***{{nerf|It deals slightly less damage (15% → 14%).}} | ***{{nerf|It deals slightly less damage (15% → 14%).}} | ||
***{{nerf|It causes | ***{{nerf|It causes recoil damage (3.5%).}} | ||
***{{nerf|It has a smaller hitbox (13.0u → 11.0u). This also makes it harder to hit enemies at the ledge with it.}} | ***{{nerf|It has a smaller hitbox (13.0u → 11.0u). This also makes it harder to hit enemies at the ledge with it.}} | ||
***{{change|It has more base knockback (70 → 90), but lower knockback scaling (77 → 65), causing it to KO earlier from near the edge, but later from center stage. Pikachu's Thunder starts dealing more knockback than Pichu's at 75%.}} | ***{{change|It has more base knockback (70 → 90), but lower knockback scaling (77 → 65), causing it to KO earlier from near the edge, but later from center stage. Pikachu's Thunder starts dealing more knockback than Pichu's at 75%.}} | ||
Line 286: | Line 226: | ||
*[[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 of being by far the worst (clone) character in ''Melee'' due to its having the worst matchups in the series and often having players label it a "joke character", especially taking into consideration its bottom-tier placement and low tournament representation. Possibly as a result of this, Pichu has been extraordinarily buffed in its transition to ''Ultimate'', especially more compared to any other buffed character. | |||
Since its absence from previous installments, Pichu was infamous | |||
Pichu's mobility has overall improved | 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 electrical attacks less of a detriment to use. Its mobility has overall improved as well, as its walking, dashing and air speeds 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. | ||
Despite the many buffs it received, Pichu also received a few nerfs. Some of | 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. | ||
Pichu's | Additionally, all of Pichu's buffs failed to remove some of its glaring weaknesses, with the biggest being its poor survivability. While taking recoil damage allows Pichu to build up rage more easily compared to other fighters, it allows Pichu to be KOed rather easily. Combined with it being the lightest character in the game and its fast falling speed, Pichu is also easy to combo despite having a small hurtbox size. However, this weakness became more exploitable in patch 3.1.0 as Pichu's hurtbox size increased, making it easier to hit as well. Pichu's overall survivability remains among the worst in the game alongside other lightweights like {{SSBU|Jigglypuff}}, {{SSBU|Squirtle}} and {{SSBU|Mr. Game and Watch}}. | ||
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 better punish and edgeguarding game, but significantly worse survivability, considerably less range on average, a less reliable recovery due to [[Skull Bash]] having more ending lag and [[Agility]] dealing no damage (thus rendering it completely useless as an attack unlike [[Quick Attack]], which also removes an approach and burst tool) and fewer non-committal options (due to most aerials not auto-canceling in a short hop and most grounded attacks having way less range). Pichu has achieved favorable results and representation so far in tournaments, which will likely place it high on ''Ultimate''<nowiki>'s</nowiki> long-term tier list even despite its nerfs in post-launch updates. | |||
===Aesthetics=== | |||
*{{change|Pichu's design and proportions have changed. It has thicker arms, rounder cheek spots, a thinner torso, and more narrow ears. Its feet are less detailed, and its eyes are now brown instead of navy blue. Due to these changes, Pichu now matches its appearances in the more recent ''Pokémon'' titles.}} | |||
*{{change|Pichu's goggles and ribbon alternate costumes no longer have a neck scarf. Pichu has also received five new alternate costumes.}} | |||
*{{change|All of Pichu's non-attack animations are now unique to the character.}} | |||
*{{change|Pichu is much more expressive. Like Pikachu, its eyes become swirls when [[dazed]], a detail derived from the ''Pokémon'' anime from when a Pokémon faints. It also looks angry when dashing. Pichu also now has squash and stretch in its animations, giving it a more bouncy feel than in ''Melee''.}} | |||
*{{change|Pichu's stance is mirrored as it faces more on the screen regardless of the direction it turns towards.}} | |||
*{{change|Pichu has a new [[idle animation]] where it wobbles left to right, and an [[idle pose]] where it looks back to twitch its tail.}} | |||
*{{change|Pichu now has an [[on-screen appearance]] and an up [[taunt]]. Its up taunt has it discharge electricity, emulating Pikachu's up taunt, and then humorously faint afterwards. Its side taunt loosely resembles its left-facing taunt from ''Melee'', and its right-facing taunt is now its down taunt.}} | |||
*{{change|Like all characters from ''Brawl'' onward, Pichu uses various voice clips for any move between any tilt attack, its dash attack, and any aerial attack. Additionally, it always uses specific clips for each of its smash attacks.}} | |||
*{{change|Pichu has a secondary KO scream, a voice clip when jumping, and a voice clip when emerging from underwater.}} | |||
*{{change|Pichu has a new air dodge animation where it twirls in the air at an angle, instead of scrunching up.}} | |||
*{{change|Pichu no longer appears to sleep while [[crouching]], most likely due to its ability to crawl.}} | |||
*{{change|Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from ''Melee'' where it jumps and claps with its feet. Its other two victory animations from ''Melee'' are updated with new expressions and ending poses, and Pichu now has voice clips for all of its victory animations.}} | |||
{{ | ===Attributes=== | ||
*{{buff|Pichu can [[crawl]], much like Pikachu. This allows for an easier approach while dodging projectiles.}} | |||
*{{buff|Pichu [[walk]]s faster (1.24 → 1.302).}} | |||
*{{buff|Pichu [[dash]]es much faster (1.72 → 1.892) although it is slower relative to the cast, having the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.}} | |||
*{{buff|Pichu's [[air speed]] is higher (0.85 → 1.029).}} | |||
*{{buff|Pichu's [[air acceleration]] is much higher (0.05 → 0.1) going from being the 12th highest out of 26 characters to the 9th highest out of 78 characters.}} | |||
*{{buff|Pichu is [[weight|heavier]] (55 → 62), which improves its horizontal survivability, though it still remains the lightest character in the game.}} | |||
*{{change|Pichu's [[gravity]] is higher (0.11 → 0.14).}} | |||
*{{nerf|Due to the introduction of the [[Knockback#Melee_onward|gravity penalty]] for knockback, Pichu sustains more knockback especially since it has above average gravity. Additionally, the changes to knockback physics have made Pichu's vertical endurance even worse than it was in ''Melee'' despite its increased weight (now being the worst in the game).}} | |||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 32 → 29).}} | |||
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-14).}} | |||
*{{nerf|Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 32 → 34).}} | |||
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).}} | |||
*{{buff|[[Air dodge]] has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes [[helplessness]], and allows Pichu to [[edge sweetspot|sweetspot edges]] with directional air dodges.}} | |||
*{{nerf|Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for [[wavedash]]ing.}} | |||
*{{change|With the implementation of [[rage]], Pichu's self-inflicted damage can gradually increase its launching power, and also keep itself out of kill confirm percentages. Conversely, Pichu's status as the lightest character in the game means it will not be able to survive very well at percentages which allow it to take advantage of rage, and will also die sooner against an opponent who has high rage.}} | |||
*{{buff|The removal of [[chain grab]]s immensely aids Pichu's endurance and longevity.}} | |||
**{{nerf|However, this also removes some chain grabs Pichu was capable of performing on fast-fallers.}} | |||
== | ===Ground attacks=== | ||
*{{buff|The increased [[shieldstun]] for ground attacks makes Pichu's slightly to moderately safer on shield, especially its [[tilt attack]]s.}} | |||
*[[Neutral attack]]: | |||
**{{buff|Neutral attack has less ending lag (FAF 22 → 17) and it can be looped by holding the attack button.}} | |||
**{{nerf|It deals less damage (2% → 1.2%).}} | |||
**{{nerf|It deals more knockback (7 base/50 scaling → 10/20 base/60 scaling), hindering its ability to chain into itself.}} | |||
*[[Forward tilt]]: | |||
**{{change|Forward tilt has a different animation, where Pichu kicks in an upward arcing motion rather than straight forward, and electricity comes out of its legs.}} | |||
**{{buff|It has less ending lag (FAF 30 → 25).}} | |||
**{{buff|It has more range.}} | |||
**{{buff|It always [[trip]]s opponents at low percents.}} | |||
**{{buff|It deals significantly more knockback (10 base/100 scaling → 5/130).}} | |||
**{{nerf|It has a shorter duration (frames 5-14 → 5-12).}} | |||
**{{nerf|It has an electric effect and therefore causes [[recoil damage]] (1%).}} | |||
**{{nerf|It can no longer be angled.}} | |||
*[[Up tilt]]: | |||
**{{change|Up tilt deals less knockback (20/25 base/120 scaling → 32/105), improving its combo potential but hindering its KO potential.}} | |||
**{{nerf|It deals less damage (6% → 5%).}} | |||
*[[Down tilt]]: | |||
**{{nerf|Down tilt deals less damage (7% → 6%).}} | |||
**{{nerf|It has a shorter duration (frames 7-9 → 7-8).}} | |||
**{{change|It sends opponents at a vertical angle (35° → 80°/100°) and deals less knockback (12 base/100 scaling → 40/50), making it a potent combo starter but removing its edgeguarding and [[tech chasing]] potential.}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack has noticeably less ending lag (FAF 50 → 35).}} | |||
**{{buff|It deals more knockback (40 base/70 scaling → 60/100 (clean), 60/80 (late)).}} | |||
**{{nerf|It has more startup lag and a shorter duration (frames 5-16 → 6-15).}} | |||
**{{nerf|The late hit deals less damage (8% → 6%).}} | |||
**{{change|It sends opponents at a more vertical angle (361° → 70°), reducing its edgeguarding potential, but improving its combo potential combined with the decreased ending lag.}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash's hits connect more reliably: their angles have been altered (0°/20°/180° → 366°/20°), and they have a reduced hitlag (0.3x) and [[SDI]] multiplier (0.5x), on top of the weakened SDI from ''Melee'' to ''Ultimate''.}} | |||
**{{buff|The final hit deals more damage (6% → 8%), and the looping hits deal consistent damage due to changes to [[stale-move negation]], increasing the total dealt (14.74% → 18%).}} | |||
**{{nerf|It has more ending lag (FAF 51 → 54).}} | |||
**{{nerf|The final hit deals less knockback (90 base/140 scaling → 68/123), hindering its KO potential despite its increased damage.}} | |||
*[[Up smash]]: | |||
**{{buff|Up smash has intangibility on Pichu's ears while its hitboxes are active.}} | |||
**{{nerf|It deals less damage (16% → 14%).}} | |||
**{{nerf|It deals less knockback (50/40 base/105 scaling → 40/15 base/85 scaling), which alongside its lower damage significantly hinders its KO potential, going from one of the strongest up smashes in ''Melee'' to one of the weakest in ''Ultimate''.}} | |||
*[[Down smash]]: | |||
**{{change|Down smash hits multiple times instead of once.}} | |||
**{{buff|It deals more damage (13% → 1.5% (loop hits), 8% (final), 14% (total)) if all hits connect.}} | |||
**{{buff|The final hit deals more knockback (30 base/70 scaling → 45/150), KOing at around 125% from center stage, compared to the single hit in ''Melee'' KOing at around 170% under the same circumstances.}} | |||
**{{nerf|It has more startup lag (frame 7 → 8).}} | |||
**{{nerf|It sends at a more vertical angle (160° → 50°) that is less desirable for edgeguarding, no longer being a [[semi-spike]].}} | |||
**{{nerf|It has an electric effect and therefore causes recoil damage (1.3%).}} | |||
===Aerial attacks=== | |||
*{{change|All aerials except [[back aerial]] have less landing lag (12 frames → 7 (neutral), 15 → 12 (forward), 18 → 11 (up), 26 → 22 (down)). However, due to the removal of [[L-canceling]], their landing lag is not fully compensated.}} | |||
*{{nerf|The decreased shieldstun for aerial attacks makes Pichu's less safe on shield compared to their L-canceled versions in ''Melee''.}} | |||
*[[Neutral aerial]]: | |||
**{{nerf|Neutral aerial deals less damage (12%/9% → 7%/5%) without full compensation on knockback (clean: 18 base/100 scaling → 20/112, late: 0/100 → 0/112).}} | |||
**{{nerf|It has a slightly shorter duration (frames 3-28 → 3-27).}} | |||
**{{change|It uses Pichu's head instead of its tail.}} | |||
*[[Forward aerial]]: | |||
**{{buff|Forward aerial causes considerably less recoil damage (4% (1% per hit) → 1.5%).}} | |||
**{{buff|It deals significantly more damage (2% → 3.5% (per hit); 7.46%<!--due to the changes to stale-move negation--> → 14% (total)).}} | |||
**{{buff|The first three hits deal less set knockback (30 → 20), use the [[autolink angle]] (361° → 366°), and have a lower hitlag multiplier (0.5x), which alongside the weakening of SDI allows them to connect much more reliably.}} | |||
**{{buff|The last hit no longer deals set knockback (30 set/100 scaling → 55 base/140 scaling), making it safer on hit and granting it KO potential at high percents.}} | |||
**{{nerf|The last hit has a shorter duration (frames 22-24 → 22-23).}} | |||
**{{change|The last hit has a different launch angle (361° → 45°).}} | |||
*[[Back aerial]]: | |||
**{{change|Back aerial hits multiple times instead of once.}} | |||
***{{buff|The loop hits use the autolink angle (367°), allowing them to drag opponents down for combos.}} | |||
**{{buff|It has less ending lag (FAF 60 → 55).}} | |||
**{{buff|It deals more damage if all hits connect (9% → 2% (hits 1-5), 2.5% (last); 12.5% (total)).}} | |||
**{{buff|The last hit deals more knockback (20 base/100 scaling → 70/160), launches at a lower angle (361° → 42°), and always sends opponents towards Pichu's back, greatly improving its edgeguarding ability.}} | |||
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 38).}} | |||
**{{nerf|It has more startup lag (frame 4 → 5).}} | |||
**{{nerf|It has an electric effect and therefore causes recoil damage (1.5%).}} | |||
*[[Up aerial]]: | |||
**{{buff|Up aerial deals less knockback (100 base/60 scaling → 70/70), improving its combo potential.}} | |||
**{{buff|It has slightly less ending lag (FAF 28 → 27).}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial has a clean hit that deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), greatly improving it edgeguarding and onstage combo abilities.}} | |||
**{{buff|Pichu's ears are intangible during the clean hit.}} | |||
**{{buff|It auto-cancels earlier (frame 38 → 32), doing so in a short hop.}} | |||
**{{buff|The landing hit no longer deals set knockback (30 set/100 scaling → 50 base/100 scaling).}} | |||
**{{nerf|The clean hit deals less knockback (20 base/100 scaling → 16/86), hindering its KO potential onstage.}} | |||
**{{change|Using the move in the air causes more recoil damage (1% → 1.5%), but landing with it causes less (1% → 0.5%).}} | |||
===Throws and other attacks=== | |||
*[[Grab]]s: | |||
**{{buff|Standing and dash grab have less startup lag (frame 7 → 6 (standing), 11 → 8 (dash)).}} | |||
**{{buff|Standing grab has more range.}}<!--this bullet point used to say "seems to have been increased;" if it's wrong, remove it--> | |||
**{{buff|Dash grab has slightly less ending lag (FAF 41 → 40).}} | |||
**{{nerf|Standing grab has slightly more ending lag (FAF 31 → 32).}} | |||
**{{change|When grabbing, Pichu swipes one hand sideways, instead of grabbing overhead like Pikachu. Pichu also no longer rolls over after performing a dash grab.}} | |||
*[[Pummel]]: | |||
**{{buff|Pummel deals more [[hitlag]] (4 frames → 14), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 25 → 6), shortening its duration.}} | |||
**{{buff|It causes significantly less recoil damage (1% → 0.1%).}} | |||
**{{nerf|It deals less damage (3% → 1.4%).}} | |||
*{{nerf|The removal of chain grabbing combined with the changes to knockback significantly hinders forward throw, up throw and down throw's damage racking potential.}} | |||
*{{change|All throws except forward throw no longer have an electric effect.}} | |||
*[[Forward throw]]: | |||
**{{buff|Forward throw deals more damage (2% → 1.5% (loop hits), 2% → 6% (throw), 9% → 12% (total)) with no compensation on knockback, making it a viable KO option near the edge.}} | |||
**{{buff|It causes slightly less recoil damage (1% → 0.8%).}} | |||
**{{buff|It no longer has any hitlag, executing faster as a result.}} | |||
**{{nerf|Its first four hits are slower (frame 10, 14, 18, 22 → 11, 15, 19, 23), and it releases the opponent faster (frame 29 → 27) with its total duration unchanged. This slightly hinders its combo potential.}} | |||
*[[Back throw]]: | |||
**{{nerf|Back throw releases the opponent faster (frame 30 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pichu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to [[DI]].}} | |||
**{{change|Its speed is no longer weight-dependent.}} | |||
**{{change|It has a different animation.}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw releases the opponent faster (frame 20 → 15) and has less ending lag (FAF 44 → 36), improving its combo potential from low to mid percents.}} | |||
*[[Down throw]]: | |||
**{{buff|Down throw releases the opponent faster (frame 20 → 19) and has less ending lag (FAF 48 → 40), improving its combo potential from low to mid percents despite its increased knockback.}} | |||
**{{nerf|The first hit has more startup (frame 12 → 14).}} | |||
**{{nerf|It deals less damage (5% (hit 1 and throw) → 4%; 10% → 8% total) and has significantly increased knockback scaling (38 → 100), hindering its combo potential at high percents, while still lacking KO potential.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (8% → 9%).}} | |||
===Special moves=== | |||
*[[Thunder Jolt]]: | |||
**{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}} | |||
**{{buff|It causes less recoil damage (1% → 0.7%).}} | |||
**{{buff|The grounded version has increased base knockback (10 → 25 (grounded opponents)/13 (aerial opponents)).}} | |||
**{{nerf|Pichu can no longer fast fall or control its trajectory while using the move.}} | |||
**{{nerf|The grounded version deals less damage on its later frames (7% → 7% (clean), 6% (mid), 5% (late)).}} | |||
*[[Skull Bash]]: | |||
**{{buff|When it hits an opponent, Skull Bash causes Pichu to bounce back in an animation with significantly less lag, making it safer to use.}} | |||
**{{nerf|It deals less damage (5%-39% → 4%-33%).}} | |||
**{{nerf|It causes more recoil damage (1% → 1.8%).}} | |||
*[[Agility]]: | |||
**{{buff|Agility travels a longer distance.}} | |||
**{{buff|It causes less recoil damage (1%/3% → 0.9%/1.4%).}} | |||
**{{buff|It has less ending lag when used into the ground.}} | |||
**{{change|Red arrows appear when using Agility to show the angle Pichu will travel in.}} | |||
*{{b|Thunder|Pokémon}}: | |||
**{{buff|Thunder [[meteor smash]]es targets hit near the cloud (94° → 270°), much like Pikachu's version from ''Smash 4'' onward, dealing more damage (4% → 6%) and leading into the shockwave.}} | |||
**{{buff|The shockwave deals more damage (13% → 14%) and has more knockback scaling (60 → 65), allowing it to KO at around 110% from center stage.}} | |||
**{{buff|If the Thunder hits Pichu, it will rise a bit, helping its recovery.}} | |||
**{{nerf|The shockwave causes more recoil damage (3% → 3.5%).}} | |||
**{{nerf|The lightning bolt no longer hits multiple times.}} | |||
**{{change|Thunder passes through the stage. While this lets Pichu use it as a close range attack under platforms and such, it also means Pichu can hurt itself doing so.}} | |||
**{{change|The lightning bolt has different knockback values (80 base/55 scaling → 74/60).}} | |||
**{{change|The electricity discharged when the lightning strikes Pichu is yellow rather than blue and has Pichu flash with a dark tint.}} | |||
*{{change|Pichu has a [[Final Smash]], [[Volt Tackle]], which is nearly identical to Pikachu's: it has Pichu dash quickly around the stage at different angles while surrounded in a ball of electricity, then launching opponents with an electric blast at the end of the move as the ball disappears. It also causes massive recoil damage, unlike Pikachu's version of the move.}} | |||
==Update history== | |||
Pichu has been overall nerfed in game updates so far. The most notable nerfs arrived in update 3.1.0, as many of Pichu's electrical attacks cause more recoil damage, and the knockback on its infamous forward tilt was reduced. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Pummel deals less hitlag (15 frames → 14), shortening its duration.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Thunder Jolt deals less shield damage.}} | ||
*{{nerf|Pichu's aerial hitstun and landing animations have been changed so its body does not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack and more) to connect more reliably against it.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{nerf|Pichu has a larger hurtbox, now covering most of its ears.}} | ||
*{{change|Pichu's full shield is bigger. This makes it less likely for Pichu to get [[Shield_stab|shield poked]], but also makes it easier to hit the shield to apply pressure to it.}} | |||
*{{nerf|Forward tilt has less knockback scaling (150 → 130).}} | |||
{{ | **{{buff|This also allows it to [[trip]] opponents at a wider percent range.}} | ||
*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}} | |||
*{{nerf|All electrical moves except pummel and Volt Tackle cause more recoil damage. While this allows it to build up [[rage]] faster, it mostly worsens its already poor survivability and makes it easier to KO.}} | |||
{{ | **{{nerf|Forward tilt: 0.7% → 1%}} | ||
**{{nerf|Forward smash: 1.5% → 2%}} | |||
**{{nerf|Down smash: 0.8% → 1.3%}} | |||
{{ | **{{nerf|Forward aerial: 1% → 1.5%}} | ||
**{{nerf|Back aerial: 1% → 1.5%}} | |||
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox)}} | |||
**{{nerf|Forward throw: 0.5% → 0.8%}} | |||
**{{nerf|Thunder Jolt: 0.4% → 0.7%}} | |||
**{{nerf|Skull Bash: 1.5% → 1.8%}} | |||
**{{nerf|Agility: 0.6% → 0.9% (first zip), total: 2% → 2.3%}} | |||
**{{nerf|Thunder: 3% → 3.5%}} | |||
==Moveset== | ==Moveset== | ||
*Pichu can [[Crawling|crawl]] and [[wall jump]]. | *Pichu can [[Crawling|crawl]] and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralname= | |neutralname= | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutral1dmg=1.2% | |neutral1dmg=1.2% | ||
|neutraldesc= | |neutraldesc=Does a quick headbutt. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8%, 1% recoil | |ftiltdmg=8%, 1% recoil | ||
|ftiltdesc=Plants itself on its upper paws and kicks | |ftiltdesc=Plants itself on its upper paws and kicks both its feet upward in front of itself quickly (comes out on frame 5). Can make opponents [[trip]] at low percents. 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 | |dashdesc=Jumps and headbutts forward. | ||
|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 | |fsmashdesc=Launches a short jolt of electricity from its cheeks. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|14}} | |usmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|usmashdesc=Does an upward headbutt. Pichu's ears become [[intangible]] on frames 9-11 | |usmashdesc=Does an upward headbutt. Pichu's ears become [[Intangibility|intangible]] on frames 9-11. | ||
|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 | |dsmashdesc=Discharges electricity while quickly spinning in place. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late) | |nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|nairdesc= | |nairdesc=Somersaults in the air. A quick out of shield option. | ||
|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. | |fairdesc=Does a forward barrel roll. Can combo into itself at lower percents. | ||
|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 | |bairdesc=Does an electric spin similar to its down smash. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|4}} | |uairdmg={{ShortHopDmgSSBU|4}} | ||
|uairdesc=Flicks its tail above itself | |uairdesc=Flicks its tail above itself. | ||
|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 | |dairdesc=Does a downward barrel roll. Has the capability to meteor smash opponents. Pichu's ears become intangible for the entire duration (frames 14-17). | ||
|grabname= | |grabname= | ||
|grabdesc=Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width | |grabdesc=Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width. Has the lowest ending lag out of all grabs 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. | ||
|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 middleweights starting 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 | |uthrowdesc=Tosses foe up and headbutts them. Can infamously combo into [[Thunder (Pokémon)|Thunder]] 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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|edgedesc=Climbs up then flicks its tail out. | |edgedesc=Climbs up then flicks its tail out. | ||
|nsname=Thunder Jolt | |nsname=Thunder Jolt | ||
|nsdmg=7% (short distance), 6% (medium distance), 5% (long distance), 10% ( | |nsdmg=7% (short distance), 6% (medium distance), 5% (long distance), 10% (ball), 0.7% recoil | ||
|nsdesc=Pichu's main projectile. Fires a jolt of electricity forward | |nsdesc=Pichu's main projectile. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to gimp certain recoveries. Deals less damage the farther it travels. | ||
|ssname=Skull Bash | |ssname=Skull Bash | ||
|ssdmg=4% (uncharged), 7.8% (uncharged smash input), 33% (fully charged), 1.8% recoil | |ssdmg=4% (uncharged), 7.8% (uncharged smash input), 33% (fully charged), 1.8% recoil | ||
|ssdesc=Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but deals less damage when uncharged, takes longer to fully charge, causes recoil damage and has more endlag. | |ssdesc=Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but deals less damage when uncharged, takes longer to fully charge, causes recoil damage and has more endlag. | ||
|usname=Agility | |usname=Agility | ||
|usdmg=0%, 0.9% recoil (warp 1), 1.4% recoil (warp 2) | |usdmg=0%, 0.9% recoil (warp 1), 1.4% recoil (warp 2) | ||
Line 417: | Line 523: | ||
|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. | ||
|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. | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Jumps out from a Poké Ball and waves both hands in the air with joy before landing, saying "Pichu!" in the process | *Jumps out from a Poké Ball and waves both hands in the air with joy before landing, saying "Pichu!" in the process. | ||
===[[ | ===[[Taunts]]=== | ||
*'''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''. | ||
===[[Idle | ===[[Idle poses]]=== | ||
*Turns and looks at its tail | *Turns and looks at its tail. | ||
*Looks around itself excitedly. | *Looks around itself excitedly. | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Cheers twice (facing to the right first and the left second), jumps thrice while spinning, and poses with its left hand raised. During the jumping, it says "Pi-Pi-Pichu!" | ||
* | *Jumps three times, with the third jump, which is done while spinning, being higher than the first two. While in midair, Pichu waves both of its arms. After landing, Pichu raises both of its arms and arches towards its left side. During the pose, Pichu says "Pichu, Pichu!" | ||
* | *Charges electricity, making itself dizzy, then stands up and winks. | ||
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | [[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
====Active==== | |||
*{{Sm|Blacktwins|Canada}} - One of the best Pichu players in Canada. Placed 2nd at {{Trn|Frozen Phoenix 2019}}, 5th at {{Trn|Saints Gaming Live 2019}}, and 49th at {{Trn|Get On My Level 2019}}. | |||
*{{Sm|Captain L|Canada}} - Co-main Pichu with {{SSBU|Pikachu}} and is considered the best Pichu main in Canada. Placed 5th at {{Trn|Don't Park on the Grass 2018}}, 7th at {{Trn|Battle of BC 3}}, 17th at {{Trn|Frostbite 2019}}, and 25th at {{Trn|MomoCon 2019}}. | |||
*{{Sm| | *{{Sm|Eon|USA}} - Co-mains Pichu with {{SSBU|Fox}}. Placed 2nd at {{Trn|SoCal Chronicles}}, 13th at {{Trn|Heart of Battle}}, and 49th at {{Trn|GENESIS 6}}. | ||
*{{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}}, 33rd at both {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}. | |||
*{{Sm|NAKAT|USA}} - One of the best Pichu players in | *{{Sm|Nietono|Japan}} - The best Pichu player in Japan and one of the best ones in the world. Placed 1st at {{Trn|Umebura SP 3}}, 9th at both [[Umebura SP 2]] and {{Trn|Umebura Japan Major 2019}}, and 49th at [[GENESIS 6]]. | ||
*{{Sm|Nietono|Japan}} - | *{{Sm|RFang|USA}} - The best Pichu player in South Carolina. Placed 3rd at {{Trn|2GG: Grand Tour - South Carolina}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|MomoCon 2019}}. | ||
*{{Sm| | *{{Sm|Tachyon|USA}} - Placed 1st at {{Trn|GatorLAN Spring 2019}}, 4th at {{Trn|Come to Papa 3}}, 7th at {{Trn|Overlords of Orlando: Ultimate Edition}}, 13th at {{Trn|Smash Conference United}}, and 25th at {{Trn|Frostbite 2019}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|tamim}} and {{Sm|Mew2King}}. | ||
*{{Sm| | *{{Sm|Tyroy|USA}} - Co-main Pichu with {{SSBU|Joker}} and is considered one of the best Pichu players in the Midwest. Placed 5th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Combo Breaker 2019}}, 9th at {{Trn|Retro Arena 64}}, and 17th at {{Trn|Midwest Arena}}. | ||
*{{Sm| | *{{Sm|VoiD|USA}} - The best Pichu player in the world. Placed 1st at [[Super Splat Bros]] and {{Trn|SoCal Chronicles}}, 2nd at [[GENESIS 6]], and 9th at [[Let's Make Moves]]. | ||
*{{Sm|Yetey|Austria}} - The best Pichu player in Europe. Placed 1st at [[Schism 3]], 5th at [[Valhalla II]], and 25th at {{Trn|ICARUS V}}. | |||
=== | ====Inactive==== | ||
*{{Sm|Jakal|USA}} - Placed 7th at {{Trn|Overclocked Ultimate}}, 9th at {{Trn|Suplex City Smash}}, and 13th at {{Trn|Glitch 6}} before switching to {{SSBU|Wolf}}. | |||
=={{SSBU|Classic Mode}}: Lightweight Fracas== | =={{SSBU|Classic Mode}}: Lightweight Fracas== | ||
Line 549: | Line 575: | ||
Pichu fights against opponents that are [[Weight|lightweight]]s like itself, on stages that take place in the sky. | Pichu fights against opponents that are [[Weight|lightweight]]s like itself, on stages that take place in the sky. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1|| {{ | |1||{{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}''|| | ||
|- | |- | ||
|2|| {{ | |2||{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''||Squirtle's {{SSBU|Pokémon Trainer}} is absent. | ||
|- | |- | ||
|3|| {{ | |3||{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Underworld}}''|| | ||
|- | |- | ||
|4|| {{ | |4||{{SSBU|Olimar}} {{Head|Olimar|g=SSBU|s=20px}}||[[Pilotwings]]||''{{SSBUMusicLink|Other|Light Plane (Remix)}}''|| | ||
|- | |- | ||
|5|| {{ | |5||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}} and {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|Kirby|Butter Building (for 3DS / Wii U)}}''||This battle is a free-for-all. | ||
|- | |- | ||
|6|| {{ | |6||{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px}}||[[Prism Tower]]||''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
Line 580: | Line 606: | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|19 | | 19 | ||
|[[File:Pichu SSBU.png|center| | | [[File:Pichu SSBU.png|center|108x108px]] | ||
| {{SSBU|Pichu}} | |||
|{{ | | {{color|#dc1029|Attack}} | ||
|7,500 | | 7,500 | ||
|[[Prism Tower]] ([[Ω form]]) | | [[Prism Tower]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' | | ''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Pichu's | 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> | ||
<gallery> | <gallery> | ||
Pichu Spirit.png|410. '''''Pichu''''' | |||
</gallery> | </gallery> | ||
</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%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
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|- | |- | ||
|468 | |468 | ||
|{{ | |[[File:Ampharos.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Ampharos}}Ampharos | ||
|''Pokémon series'' | |||
|•Giant {{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Band}} | |•Giant {{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Band}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|4,500 | |4,500 | ||
|[[Prism Tower]] ([[Battlefield form]]) | |[[Prism Tower]] ([[Battlefield form]]) | ||
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|- | |- | ||
|507 | |507 | ||
|{{ | |[[File:Rotom Spirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Rotom}}Rotom | ||
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}×2 | |''Pokémon series'' | ||
| | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} (×2) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|3,800 | |3,800 | ||
|[[PictoChat 2]] ([[Battlefield form]]) | |[[PictoChat 2]] ([[Battlefield form]]) | ||
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|- | |- | ||
|541 | |541 | ||
|{{ | |[[File:Dedenne spirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Dedenne}}[[Dedenne]] | ||
|''Pokémon series'' | |||
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|2,000 | |2,000 | ||
|[[Pokémon Stadium 2]] ([[Battlefield form]]) | |[[Pokémon Stadium 2]] ([[Battlefield form]]) | ||
|•Hazard: Zap Floor | |•Hazard: Zap Floor | ||
|•The floor is electrified<br>•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls (Dedenne) | |•The floor is electrified<br>•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Dedenne]]) | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon X / Pokémon Y}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon X / Pokémon Y}} | ||
|- | |- | ||
|554 | |554 | ||
|{{ | |[[File:TogedemaruSpirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Togedemaru}}[[Togedemaru]] | ||
|•{{SSBU|Pichu}} | |''Pokémon series'' | ||
| | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (×4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|1,500 | |1,500 | ||
|[[Prism Tower]] | |[[Prism Tower]] | ||
|•Item: [[Unira]] | |•Item: [[Unira]] | ||
|•The enemy favors down specials<br>•Only certain Pokémon will emerge from Poké Balls (Togedemaru)<br>•The enemy is easily distracted by items | |•The enemy favors down specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Togedemaru]])<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}} | |{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}} | ||
|- | |- | ||
|744 | |744 | ||
| | |[[File:Fronks.png|center|64x64px]] | ||
|''WarioWare'' | |Fronks | ||
|•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} | |''WarioWare series'' | ||
| | |•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}} (x4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|1,900 | |1,900 | ||
|[[WarioWare, Inc.]] (hazards off) | |[[WarioWare, Inc.]] (hazards off) | ||
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|- | |- | ||
|805 | |805 | ||
|{{ | |[[File:Yellow Pikmin Spirit.png|center|64x64px]] | ||
|''Pikmin'' | |{{anchor|Yellow Pikmin}}[[Pikmin (species)|Yellow Pikmin]] | ||
|•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=White}}×12 | |''Pikmin series'' | ||
| | |•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=White}} (×12) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|4,100 | |4,100 | ||
|[[Garden of Hope]] ([[Battlefield form]]) | |[[Garden of Hope]] ([[Battlefield form]]) | ||
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|- | |- | ||
|1,045 | |1,045 | ||
| | |[[File:Zapfish.png|center|64x64px]] | ||
|''Splatoon'' | |Zapfish | ||
|•{{SSBU|Pichu}} | |''Splatoon series'' | ||
| | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (×4) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|2,500 | |2,500 | ||
|[[Prism Tower]] ([[Battlefield form]]) | |[[Prism Tower]] ([[Battlefield form]]) | ||
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|•The floor is electrified | |•The floor is electrified | ||
|{{SSBUMusicLink|Splatoon|Octoweaponry}} | |{{SSBUMusicLink|Splatoon|Octoweaponry}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
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|- | |- | ||
|782 | |782 | ||
|{{ | |{{anchor|Chaotix}}[[File:Chaotix Spirit.png|center|64x64px]] | ||
|''Sonic | |Chaotix | ||
|''Sonic the Hedgehog series'' | |||
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,600 | |1,600 | ||
|[[Windy Hill Zone]] | |[[Windy Hill Zone]] | ||
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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. | ||
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. | |||
*One of the poses Pichu strikes in its new taunt resembles | *One of the poses Pichu strikes in its new taunt resembles its trophy from {{for3ds}}. | ||
*Pichu is the only veteran absent from ''SSB4'' to be absent from the full group artwork version of the box cover. | |||
*Pichu is the only veteran absent from ''SSB4'' to be absent from the | |||
*Pichu is the only veteran who is unaffected by the new universal 3-frame [[jumpsquat]]; in ''Melee'', its jumpsquat animation also took three frames to complete. | *Pichu is the only veteran who is unaffected by the new universal 3-frame [[jumpsquat]]; in ''Melee'', its jumpsquat animation also took three frames to complete. | ||
*Pichu's [[fast fall]] provides the smallest change to its falling speed when compared to any other fighter. It increases its fall speed by only 31.579%, compared to the usual 60%. | *Pichu's [[fast fall]] provides the smallest change to its falling speed when compared to any other fighter. It increases its fall speed by only 31.579%, compared to the usual 60%. | ||
*One of Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]] is the {{s|bulbapedia|Spiky-eared Pichu}} from ''[[bulbapedia:M12|Arceus and the Jewel of Life]]'' and [[bulbapedia:Pokémon HeartGold and SoulSilver|''Pokémon HeartGold'' and ''SoulSilver'']]. Being one of a kind, the Spiky-eared Pichu is female, making it the only one of Pichu's alternate costumes with an implicit gender. | *One of Pichu's [[Alternate costume (SSBU)#Pichu|alternate costumes]] is the {{s|bulbapedia|Spiky-eared Pichu}} from ''[[bulbapedia:M12|Arceus and the Jewel of Life]]'' and [[bulbapedia:Pokémon HeartGold and SoulSilver|''Pokémon HeartGold'' and ''SoulSilver'']]. Being one of a kind, the Spiky-eared Pichu is female, making it the only one of Pichu's alternate costumes with an implicit gender. | ||
*As of ''Ultimate'', Pichu is the only character who takes damage while using their Final Smash. | |||
*As of ''Ultimate'', Pichu is the only character | |||
**In a Stamina match, Pichu cannot be KO'd by its Final Smash, as its HP will never go below 0.1 while the Final Smash is active. | **In a Stamina match, Pichu cannot be KO'd by its Final Smash, as its HP will never go below 0.1 while the Final Smash is active. | ||
** | **This also makes Pichu the only character that can take damage from all of its special moves, in both ''Melee'' and ''Ultimate''. | ||
==References== | ==References== |