Editing Pichu (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{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= {{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]] | ||
}} | }} | ||
{{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. | |||
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and ''Melee'', reprises her role with new voice clips. | |||
{{s|wikipedia|Satomi Kōrogi}}, Pichu's voice actress from the ''Pokémon'' anime and '' | |||
==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 last character unlocked | *Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the last character unlocked. | ||
*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. | |||
Pichu's | 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 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 | 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 has earned more successful tournament results so far, but it is debatable as to 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.}} | ||
Line 90: | Line 54: | ||
*{{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)).}} | ||
Line 102: | Line 66: | ||
**{{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 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.}} | ||
Line 115: | Line 78: | ||
**{{nerf|Its middle hitbox is smaller, reducing its general range (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>}} | **{{nerf|Its middle hitbox is smaller, reducing its general range (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]]: | ||
Line 140: | Line 104: | ||
**{{buff|It does not have a mid or late hit, causing it to consistently deal the maximum possible damage and knockback.}} | **{{buff|It does not have a mid or late hit, causing it to consistently deal the maximum possible damage and knockback.}} | ||
**{{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.}} | ||
**{{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> | ||
Line 154: | Line 118: | ||
**{{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.}} | ||
**{{buff|It uses a large extended hitbox. Combined with Pichu's movement, this gives it noticeably more horizontal range and allows it to cover a wider area compared to Pikachu's version.}} | **{{buff|It uses a large extended hitbox. Combined with Pichu's movement, this gives it noticeably more horizontal range and allows it to cover a wider area compared to Pikachu's version.}} | ||
**{{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==== | ||
Line 165: | Line 130: | ||
**{{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)).}} | ||
Line 202: | Line 165: | ||
**{{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==== | ||
Line 238: | Line 201: | ||
**{{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).}} | ||
Line 245: | Line 208: | ||
**{{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}}: | ||
Line 265: | Line 228: | ||
***{{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).}} | ||
Line 286: | Line 248: | ||
*[[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 exponentially buffed in its transition to ''Ultimate'', and is arguably the most buffed character in the game. | |||
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 very strong results and representation during the early metagame of ''Ultimate'', which has lead to many players viewing it as a top tier character. | |||
However, possibly due to its massive success early on, Pichu was noticeably nerfed in patch update {{SSBU|3.1.0}}, where its hurtbox was enlarged, its infamous forward tilt has lost most of its KO power, and the recoil damage on almost all of its electric-based attacks was increased. Because of these changes, both {{Sm|VoiD}} and {{Sm|Nietono}} - two previously high level Pichu mains - initially dropped it in favor of other characters (although they have both since returned to using Pichu), and while other players such as {{sm|RFang}} and {{sm|NAKAT}} have achieved respectable results, they have failed to match the same level of success that pre-patch Pichu obtained. As a result, Pichu's overall viability has now become a subject of debate but still much better than when it was in ''Melee''. | |||
===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|Like all characters, Pichu has seven alternate costumes in addition to its normal design, as opposed to the three from ''Melee''. Pichu's blue and red costumes no longer have it wear a scarf, while its green costume has been removed entirely.}} | |||
*{{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 during many of it's moves, such it's specials or grabbing an opponent. 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 has been updated with universal features introduced in ''Brawl'' and ''SSB4''.}} | |||
**{{change|Pichu now has an [[on-screen appearance]], a [[Boxing Ring]] title, a [[Palutena's Guidance]] conversation, and an up [[taunt]]. Its left-facing taunt from ''Melee'' has been moved to its side taunt, and its right-facing taunt has been moved to its down taunt.}} | |||
**{{change|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 [[traction]] is slightly higher (0.1 → 0.11).}} | |||
*{{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 less base knockback but significantly more knockback scaling (10 base/100 scaling → 5/130), giving it KO potential at high percents.}} | |||
**{{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 drastically 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.}} | |||
**{{buff|Pichu now moves forward and backwards during the attack and the hitbox is extended, increasing its horizontal range.}} | |||
**{{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 has an altered animation: Pichu now performs a frontflipping cartwheel instead of a somersault, and attacks with it's head instead of its tail.}} | |||
*{{buff|The hitbox is now extended and follows Pichu as it spins around, giving it more range and better coverage around it.}} | |||
*[[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), now doing so at the peak of 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|It has an angle indicator to telegraph Pichu's trajectory. This may help prevent missed directional inputs, but makes Pichu's movement more predictable.}} | |||
*{{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== | ==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 significantly 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. | ||
Possibly due to these nerfs, one of Pichu's strongest mains - {{sm|Nietono}} - dropped it in favor of Wario, although he still uses it as a secondary. However, it continues to sees play thanks to the efforts of {{sm|VoiD}}, {{sm|Nakat}}, {{sm|blacktwins13}}, and {{sm|RFang}}. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
Line 324: | Line 453: | ||
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | ||
{{UpdateList (SSBU)/7.0.0|char=Pichu}} | {{UpdateList (SSBU)/7.0.0|char=Pichu}} | ||
==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= | |neutraldesc=Does a quick headbutt. | ||
|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 | |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 | |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. | ||
Line 411: | Line 535: | ||
|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 541: | ||
|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]]=== | ||
*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''. | ||
Line 468: | Line 560: | ||
</gallery> | </gallery> | ||
===[[Idle | ===[[Idle poses]]=== | ||
*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> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 524: | Line 579: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
In the early metagame Pichu was commonly viewed as one of, if not, the best character in the game thanks to its small size and powerful KO moves, including back air, [[Thunder]], 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 below Pikachu in many regards, and it has seen a decline in results after the nerfs. Despite these misfortunes, players still agree that Pichu is a very strong character, and it continues to perform well, with {{Sm|Blacktwins}} placing 9th at {{Trn|Shine 2019}} and {{Sm|RFang}} placing 7th at {{Trn|The Big House 9}}. | ||
===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.--> | |||
''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.'' | |||
====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}}, 9th at {{Trn|Shine 2019}}, and 49th at {{Trn|Get On My Level 2019}}. Ranked 1st on the [[Southern Ontario Power Rankings#Super Smash Bros. Ultimate Rankings|Southern Ontario Ultimate Power Rankings]]. | |||
*{{Sm|Captain L|Canada}} - Uses Pichu as a secondary and is considered the best Pichu player 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|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|Nietono|Japan}} (#27) - The best Pichu player 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]]. Has wins over {{Sm|kameme}}, {{Sm|Lea}}, and {{Sm|Tsu}}. | |||
*{{Sm|Rideae|USA}} - Placed 5th at {{Trn|GatorLAN Fall 2019}}, 13th at {{Trn|Come to Papa 3}}, 17th at {{Trn|DreamHack Atlanta 2019}}, and 65th at {{Trn|Glitch 7}}. Has wins over {{Sm|RFang}}, {{Sm|Sonido}}, and {{Sm|ChocoTaco}}. | |||
*{{Sm|RFang|USA}} (#45) - The best Pichu player in South Carolina and 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}}. | |||
*{{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|Tyroy|USA}} - Co-mains 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|VoiD|USA}} (#38) - Co-mains Pichu with {{SSBU|Sheik}} and was formerly considered the best Pichu player in the world when he solo mained Pichu. Placed 1st at [[Super Splat Bros]] and {{Trn|SoCal Chronicles}}, 2nd at [[GENESIS 6]], and 9th at [[Let's Make Moves]]. Ranked 1st on the [[SoCal Power Rankings#Super Smash Bros. Ultimate rankings|SoCal Ultimate Power Rankings]]. Has wins over {{Sm|Nairo}}, {{Sm|Zackray}}, {{Sm|Shuton}}, and {{Sm|ESAM}}. | |||
*{{Sm|SBF|England}} - One of the best Pichu players in Europe. Placed 2nd at {{Trn|Regen 2019}} and [[UKIE Ultimate Circuit Finale]]. Has wins over {{Sm|Scr7}}, {{Sm|Peli}} and {{Sm|iStudying}}. | |||
*{{Sm|Yetey|Austria}} - The best Pichu player in Europe. Placed 1st at [[Schism 3]], and 5th at [[Valhalla II]]. | |||
====Inactive==== | |||
*{{Sm|Eon|USA}} - Has a strong Pichu secondary. Placed 2nd at {{Trn|SoCal Chronicles}}, 13th at {{Trn|Heart of Battle}}, and 49th at {{Trn|GENESIS 6}}. | |||
*{{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}}. | |||
*{{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}} before switching to {{SSBU|Pikachu}}. | |||
=={{SSBU|Classic Mode}}: Lightweight Fracas== | =={{SSBU|Classic Mode}}: Lightweight Fracas== | ||
Line 549: | Line 611: | ||
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 642: | ||
===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 | ||
Line 628: | Line 691: | ||
|- | |- | ||
|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]]) | ||
Line 639: | Line 703: | ||
|- | |- | ||
|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]]) | ||
Line 650: | Line 715: | ||
|- | |- | ||
|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) | ||
Line 683: | Line 751: | ||
|- | |- | ||
|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]]) | ||
Line 694: | Line 763: | ||
|- | |- | ||
|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]]) | ||
Line 705: | Line 775: | ||
|- | |- | ||
|1,334 | |1,334 | ||
| | |[[File:GSCub.png|center|64x64px]] | ||
|''DRAGON QUEST'' | |Great Sabrecub | ||
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} | |''DRAGON QUEST Series'' | ||
| | |•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}}<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|2,900 | |2,900 | ||
|[[Gaur Plain]] ([[Ω form]]) | |[[Gaur Plain]] ([[Ω form]]) | ||
|•Item: | |•Item: Soccer Ball | ||
|•Defeat the main fighter to win<br> | |•Defeat the main fighter to win<br>•Stamina battle<br>•The enemy shields often | ||
|{{SSBUMusicLink|Dragon Quest|Marching through the Fields}} | |{{SSBUMusicLink|Dragon Quest|Marching through the Fields}} | ||
|} | |} | ||
Line 718: | Line 789: | ||
===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 | ||
Line 736: | Line 808: | ||
|- | |- | ||
|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]] | ||
Line 765: | Line 838: | ||
==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]]. | ||
Line 782: | Line 854: | ||
</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. | ||
**''Ultimate'' also marks the first 3D appearance of Spiky-eared Pichu. | **''Ultimate'' also marks the first 3D appearance of Spiky-eared Pichu. | ||
*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''. | ||
*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. | ||
==References== | ==References== |