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'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[starter character]] in ''[[Super Smash Bros.]]'' It originates from the {{uv|Pokémon}} series, being its recognizable mascot. Pikachu is generally a [[weight|light]], quick character, which would serve as the archetype for some other lightweight characters in the series. | '''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[starter character]] in ''[[Super Smash Bros.]]'' It originates from the {{uv|Pokémon}} series, being its recognizable mascot. Pikachu is generally a [[weight|light]], quick character, which would serve as the archetype for some other lightweight characters in the series. Pikachu is voiced by Ikue Ōtani, who voices it [[bulbapedia:Ash's Pikachu|in the anime]], and other game appearances. | ||
Pikachu is voiced by | |||
Pikachu ranks 1st on the [[tier list]], its best placement in the series due to having many overwhelming advantages: its mobility is among the best, with fast [[walking]], [[dashing]], and [[air speed]]s, though its [[falling speed]] is slightly below average. Pikachu is notable for its amazing offstage and [[edgeguarding]] game, with fast and powerful [[aerial]]s that can also combo well with or without certain other moves, along with a [[recovery]] on [[Quick Attack]] that covers a long distance while also being unpredictable, as well as having some [[invincibility frame]]s and the ability to easily [[edge sweetspot|sweetspot the edge]]. While its attacks are generally fast, it has a few rather powerful moves, though its moveset is overall more [[combo]]-oriented. This is evident in its solid ground game, with an {{mvsub|Pikachu|SSB|up tilt}} that can rack up large damage by chaining into itself and can easily combo into virtually any other move as well, along with powerful [[smash attack]]s and an exceedingly powerful {{mvsub|Pikachu|SSB|back throw}}. It also has a [[projectile]] in its [[Thunder Jolt]], as well as {{b|Thunder|Pokémon}}, which is notable for being able to KO near the upper [[blast line]] very early; the [[Thunderspike]] technique can easily set this up. | Pikachu ranks 1st on the [[tier list]], its best placement in the series due to having many overwhelming advantages: its mobility is among the best, with fast [[walking]], [[dashing]], and [[air speed]]s, though its [[falling speed]] is slightly below average. Pikachu is notable for its amazing offstage and [[edgeguarding]] game, with fast and powerful [[aerial]]s that can also combo well with or without certain other moves, along with a [[recovery]] on [[Quick Attack]] that covers a long distance while also being unpredictable, as well as having some [[invincibility frame]]s and the ability to easily [[edge sweetspot|sweetspot the edge]]. While its attacks are generally fast, it has a few rather powerful moves, though its moveset is overall more [[combo]]-oriented. This is evident in its solid ground game, with an {{mvsub|Pikachu|SSB|up tilt}} that can rack up large damage by chaining into itself and can easily combo into virtually any other move as well, along with powerful [[smash attack]]s and an exceedingly powerful {{mvsub|Pikachu|SSB|back throw}}. It also has a [[projectile]] in its [[Thunder Jolt]], as well as {{b|Thunder|Pokémon}}, which is notable for being able to KO near the upper [[blast line]] very early; the [[Thunderspike]] technique can easily set this up. | ||
Pikachu, however, is not perfect. It is a lightweight character, allowing for it to be KOed earlier than most other characters, and can also be easily comboed by others. Pikachu also has limited options out of a [[tech]]. | |||
Despite this, Pikachu's strengths exceed its weaknesses, and it has held the best tournament results in [[competitive play]], alongside good representation. Pikachu's prowess in ''Smash 64'' is considered undisputed to such a great extent that it is considered to have the best matchup spread of any character in the | Despite this, Pikachu's strengths exceed its weaknesses, and it has held the best tournament results in [[competitive play]], alongside good representation. Pikachu's prowess in ''Smash 64'' is considered undisputed to such a great extent that in the [[NTSC]] version of the game, it is considered to have the best matchup spread of any character in the series, with even its worst non-mirror matchup ({{SSB|Captain Falcon}}) being 55/45, meaning that it holds the distinction of being the only ''Super Smash Bros.'' character that is favored in every single non-mirror matchup. Even in the Japanese version of the game, it is still one of only two characters in the series (the other one being {{SSBB|Meta Knight}} in ''Brawl'') to have no disadvantageous matchups, and some of its matchups are actually improved compared to on the NTSC version. | ||
==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Pikachu.png|thumb|250px|Pikachu's ending picture in ''Super Smash Bros.'']] | [[File:SSB64 Congratulations Pikachu.png|thumb|250px|Pikachu's ending picture in ''Super Smash Bros.'']] | ||
[[File:Ssb64pikachu.jpg|thumb|Pikachu using Thunder Jolt in the ''Smash 64'' instruction booklet.]] | [[File:Ssb64pikachu.jpg|thumb|right|Pikachu using Thunder Jolt in the ''Smash 64'' instruction booklet.]] | ||
Pikachu is a small lightweight, being the third lightest character in the game although Pikachu's falling speed/gravity are around average overall. Pikachu has great mobility, having the third fastest [[dash]] speed as well as high [[air speed]]/[[air acceleration]], high jumps and high traction. | Pikachu is a small lightweight, being the third lightest character in the game although Pikachu's falling speed/gravity are around average overall. Pikachu has great mobility, having the third fastest [[dash]] speed as well as high [[air speed]]/[[air acceleration]], high jumps and high traction. | ||
Pikachu's high mobility on the ground is complemented with Pikachu possessing a a strong array of ground moves, with the main standouts being Pikachu's up tilt and up smash. Up tilt is a fast, highly disjointed move which can easily chain into itself and other moves beyond lower percents while up smash is a reliable combo starter at lower percents in addition to being very safe on shield and a strong KO move at higher percents. These moves allow Pikachu to have a strong combo game at lower percents and Pikachu can lead into these moves with its aerials. Pikachu also possesses a grab with respectable range and Pikachu possesses a [[jab grab]], allowing it to easily land a grab, especially with its strong mobility. Pikachu's throws are also quite effective. Forward throw has low ending lag, allowing Pikachu to | Pikachu's high mobility on the ground is complemented with Pikachu possessing a a strong array of ground moves, with the main standouts being Pikachu's up tilt and up smash. Up tilt is a fast, highly disjointed move which can easily chain into itself and other moves beyond lower percents while up smash is a reliable combo starter at lower percents in addition to being very safe on shield and a strong KO move at higher percents. These moves allow Pikachu to have a strong combo game at lower percents and Pikachu can lead into these moves with its aerials. Pikachu also possesses a grab with respectable range and Pikachu possesses a [[jab grab]], allowing it to easily land a grab, especially with its strong mobility. Pikachu's throws are also quite effective. Forward throw has low ending lag, allowing Pikachu to follow up out of it while back throw deals very high damage and knockback, making it a very strong KO option. The rest of Pikachu's ground normals are overall more situational although down tilt is a notably solid move with good power, long disjointed range, a low launching angle and low ending lag. | ||
Pikachu also has a very strong aerial game, not only due to Pikachu's fast air speed and high jumps but also because Pikachu has a strong set of aerials. Neutral aerial is a fast, lingering aerial with decent KO power, making it a solid combo starter at lower percents as well as | Pikachu also has a very strong aerial game, not only due to Pikachu's fast air speed and high jumps but also because Pikachu has a strong set of aerials. Neutral aerial is a fast, lingering aerial with decent KO power, making it a solid combo starter at lower percents as well as as solid edgeguarding option. Forward aerial can rack up a lot of damage and easily set up followups at any percent, although it is susceptible to [[SDI]]. Back aerial is a bit on the slower side but it has great range and very solid KO power, making it strong as either an edgeguarding option or as a combo ender. Down aerial is a lingering aerial with horizonal knockback, which covers Pikachu's entire body and it never gets weaker as it stays out, making it a solid option to either get opponents off stage, edgeguard opponents or even anti air to an extent. Pikachu's best aerial overall however is its up aerial. Up aerial is rather unusual as it has weak, horizontal knockback however, it is very fast, it is highly disjointed and it covers an arc around Pikachu and it is overall an excellent combo and edgeguarding tool, as well as a solid spacing move and anti-air. All of these aerials combined with Pikachu's great mobility and up special give it one of the most devastating aerials games in the game. | ||
Pikachu also has a strong set of specials. [[Thunder Jolt]] is Pikachu's weakest special as it is a laggy projectile, but it can be useful for edgeguarding and camping with its downwards trajectory and long duration. Pikachu's down special, {{b|Thunder|Pokémon}}, is a very powerful move which is a projectile with infinite vertical range. Pikachu can easily combo into it with an up smash for a KO at very low percents (with the use of Thunder to KO opponents off the upper blast known being known as [[Thunderspiking]]). Thunder not only allows Pikachu to score some very early KOes but it is also not [[Reflect|reflectable]] or [[Absorb|absorbable]] unlike many other projectiles. If the Thunder hits Pikachu, it produces a hitbox with strong horizontal knockback, although this is not utilised anywhere near as much as Thunderspiking. | Pikachu also has a strong set of specials. [[Thunder Jolt]] is Pikachu's weakest special as it is a laggy projectile, but it can be useful for edgeguarding and camping with its downwards trajectory and long duration. Pikachu's down special, {{b|Thunder|Pokémon}}, is a very powerful move which is a projectile with infinite vertical range. Pikachu can easily combo into it with an up smash for a KO at very low percents (with the use of Thunder to KO opponents off the upper blast known being known as [[Thunderspiking]]). Thunder not only allows Pikachu to score some very early KOes but it is also not [[Reflect|reflectable]] or [[Absorb|absorbable]] unlike many other projectiles. If the Thunder hits Pikachu, it produces a hitbox with strong horizontal knockback, although this is not utilised anywhere near as much as Thunderspiking. | ||
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Pikachu's best special however (and possibly Pikachu's best move overall) is [[Quick Attack]]. Quick Attack is completely intangible on startup, it travels a long distance, Pikachu can angle it in any direction and Pikachu has the option to use it twice in a row. This makes it the best [[recovery]] move in ''Smash 64'' by far, as Pikachu can travel a huge amount of distance with it, Pikachu can mix it up in a ton of ways and it is generally incredibly hard to intercept both due to the intangibility on startup and its mixup potential. This not only naturally makes it strong when Pikachu is trying to recover from a disadvantageous poisition but this also makes the move strong when Pikachu is in an advantageous position, as it allows Pikachu to go incredibly deep for edgeguards and still safely return to the stage. | Pikachu's best special however (and possibly Pikachu's best move overall) is [[Quick Attack]]. Quick Attack is completely intangible on startup, it travels a long distance, Pikachu can angle it in any direction and Pikachu has the option to use it twice in a row. This makes it the best [[recovery]] move in ''Smash 64'' by far, as Pikachu can travel a huge amount of distance with it, Pikachu can mix it up in a ton of ways and it is generally incredibly hard to intercept both due to the intangibility on startup and its mixup potential. This not only naturally makes it strong when Pikachu is trying to recover from a disadvantageous poisition but this also makes the move strong when Pikachu is in an advantageous position, as it allows Pikachu to go incredibly deep for edgeguards and still safely return to the stage. | ||
The move's intangibility on startup also gives the move utility in a ton of other areas, such as escaping fake combos and as an [[Out of shield]] option to avoid shield pressure. Pikachu even has the ability to stall on the ledge infinitely, as Quick Attack can snap to the ledge and due to Quick Attack's | The move's intangibility on startup also gives the move utility in a ton of other areas, such as escaping fake combos and as an [[Out of shield]] option to avoid shield pressure. Pikachu even has the ability to stall on the ledge infinitely, as Quick Attack can snap to the ledge and due to Quick Attack's intangbility frames, Pikachu can stall at the ledge almost completely intangibly, being the only character in the game who can do so. Quick Attack overall is one of the best moves in the entire game (despite its lack of a hitbox) due to its incredible recovery potential as well as its high utility and mixup potential. | ||
Pikachu's does not possess one single notable strength but rather, a variety of strengths which all work together to make a formidable character. Pikachu has great mobility, a great ground game, a great aerial game, incredible edgeguarding and Pikachu has the best recovery and escape options in the game. Pikachu can easily approach its opponent to start its strong punish game and Pikachu also has the tools to play a more defensive game if it needs to. Pikachu has plenty of strong combo starters and extenders in addition to strong combo enders and raw KO moves | Pikachu's does not possess one single notable strength but rather, a variety of strengths which all work together to make a formidable character. Pikachu has great mobility, a great ground game, a great aerial game, incredible edgeguarding and Pikachu has the best recovery and escape options in the game. Pikachu can easily approach its opponent to start its strong punish game and Pikachu also has the tools to play a more defensive game if it needs to. Pikachu has plenty of strong combo starters and extenders in addition to strong combo enders and raw KO moves Even if Pikachu does find itself in a disadvantageous spot, Pikachu overall has one of the best disadvantages in the game, as it has the best recovery by quite a wide margin and Quick Attack is an excellent tool to escape disadvantage if Pikachu can access it (in addition to being a fantastic move). | ||
[[File:SSB64 Greenhouse Combo.gif|thumb|{{Sm|Isai}} performing the [[Greenhouse combo]].]] | [[File:SSB64 Greenhouse Combo.gif|thumb|{{Sm|Isai}} performing the [[Greenhouse combo]].]] | ||
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As strong as Pikachu is however, it does have a few weaknesses. Pikachu is very light and it has average falling speed, which makes Pikachu moderately easy to combo and even KO at 0% although if Pikachu does survive, it has a very strong recovery, making it difficult to KO from an edgeguard after a significant combo. Quick Attack does leave Pikachu quite vulnerable if it does not warp to the [[edge]], so it can be quite punishable, especially against faster characters. Quick Attack in general is a very difficult move to master as there are many ways to use it and using it incorrectly can result in Pikachu losing a stock. Pikachu's tech options are also rather slow and punishable and it has a short pivot, making pivoting less useful for Pikachu than for some other characters. These weaknesses however are relatively minor compared to other characters, with Pikachu's strengths far outweighing these weaknesses. | As strong as Pikachu is however, it does have a few weaknesses. Pikachu is very light and it has average falling speed, which makes Pikachu moderately easy to combo and even KO at 0% although if Pikachu does survive, it has a very strong recovery, making it difficult to KO from an edgeguard after a significant combo. Quick Attack does leave Pikachu quite vulnerable if it does not warp to the [[edge]], so it can be quite punishable, especially against faster characters. Quick Attack in general is a very difficult move to master as there are many ways to use it and using it incorrectly can result in Pikachu losing a stock. Pikachu's tech options are also rather slow and punishable and it has a short pivot, making pivoting less useful for Pikachu than for some other characters. These weaknesses however are relatively minor compared to other characters, with Pikachu's strengths far outweighing these weaknesses. | ||
Overall, Pikachu is an incredibly solid character who excels in almost every area, moreso than any other character in certain areas. Pikachu has both strong offense and defence, with Pikachu having great mobility, an all around strong moveset, the best recovery in the game and very strong ways to escape disadvantage. This results in Pikachu having a very strong [[matchup]] spread. | Overall, Pikachu is an incredibly solid character who excels in almost every area, moreso than any other character in certain areas. Pikachu has both strong offense and defence, with Pikachu having great mobility, an all around strong moveset, the best recovery in the game and very strong ways to escape disadvantage. This results in Pikachu having a very strong [[matchup]] spread. Pikachu's most difficult matchups are against Captain Falcon and {{SSB|Yoshi}}. Captain Falcon outruns Pikachu on the ground and he can easily KO Pikachu off of one hit while Yoshi has superior air mobility to Pikachu, in addition to being able to utilise parrying and double jump armor to heavily punish Pikachu. These matchups however are generally considered to be around even for Pikachu, with the general consensus being that Pikachu wins every other matchup in the game, including the {{SSB|Kirby}} matchup. | ||
As a result of all of these factors, Pikachu is often considered to be the best character in the game and has overall seen some of the highest representation and results in tournaments out of the entire cast. | As a result of all of these factors, Pikachu is often considered to be the best character in the game and has overall seen some of the highest representation and results in tournaments out of the entire cast. | ||
==Differences between game versions== | ==Differences between game versions== | ||
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====Special attacks==== | ====Special attacks==== | ||
*{{buff|Clean [[Thunder Jolt]] deals more damage (8% → 10%).}} | *{{buff|Clean [[Thunder Jolt]] deals more damage (8% → 10%).}} | ||
*{{ | *{{buff|Thunder Jolt has a shorter duration (98/99 frames → 118/119).}} | ||
*{{nerf|Thunder Jolt deals less knockback (30 (base), 50 (scaling) → 50/30 (clean), 20/50 → 10/20 (late)).}} | *{{nerf|Thunder Jolt deals less knockback (30 (base), 50 (scaling) → 50/30 (clean), 20/50 → 10/20 (late)).}} | ||
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|game=SSB | |game=SSB | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutraldesc=Pikachu headbutts forward. Can chain into itself or lead into a [[jab grab]]. | |neutraldesc=Pikachu headbutts forward. Can chain into itself or lead into a [[jab grab]]. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=11%, 9% (NTSC-J) | |ftiltupdmg=11%, 9% (NTSC-J) | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9%, 10% (NTSC-J) | |ftiltdowndmg=9%, 10% (NTSC-J) | ||
|ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward. Can be angled up or down. Has unimpressive power/range and moderate ending lag, making it one of Pikachu's least useful moves. | |ftiltdesc=Pikachu stands on its two hands and kicks its two feet forward. Can be angled up or down. Has unimpressive power/range and moderate ending lag, making it one of Pikachu's least useful moves. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% | |utiltdmg=11% | ||
|utiltdesc=Does a tail whip upwards. It can easily chain into itself multiple times or combo into aerials (outside of very low percents), it has a disjointed hitbox and it has low ending lag, making it one of the best up tilts in the game. Has slightly higher knockback in the PAL versions. | |utiltdesc=Does a tail whip upwards. It can easily chain into itself multiple times or combo into aerials (outside of very low percents), it has a disjointed hitbox and it has low ending lag, making it one of the best up tilts in the game. Has slightly higher knockback in the PAL versions. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=A tail sweep. It is a [[semi-spike]] with good power, low ending lag and disjointed range. | |dtiltdesc=A tail sweep. It is a [[semi-spike]] with good power, low ending lag and disjointed range. | ||
|dashname= | |dashname= | ||
|dashdmg=12% | |dashdmg=12% | ||
|dashdesc=Does a running headbutt while falling onto the ground. Can setup edgeguards although it is not particularly powerful. Has lower knockback in the Japanese version. | |dashdesc=Does a running headbutt while falling onto the ground. Can setup edgeguards although it is not particularly powerful. Has lower knockback in the Japanese version. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=18%, 20% (PAL late) | |fsmashdmg=18%, 20% (PAL late) | ||
|fsmashdesc=Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. It has slow startup lag and average power for a forward smash, although it has great range and its hitbox lasts for a long time. Has less range in the Japanese version and even more KO power in the PAL versions. | |fsmashdesc=Pikachu releases a short jolt of electricity from its cheeks. The electrical effect is in 2-D. It has slow startup lag and average power for a forward smash, although it has great range and its hitbox lasts for a long time. Has less range in the Japanese version and even more KO power in the PAL versions. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=18% (clean), 9% (late) | |usmashdmg=18% (clean), 9% (late) | ||
|usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. Has decent KO power although nothing too extreme for an up smash. The main advantage the move has is its low ending lag, which makes it safe on shield and allows it to be used as a combo starter. Can combo into up tilt at lower percents, up air at middle percents and Thunder at slightly higher percents to score early KOes. It also has a much weaker late hit, although this can be used to combo at higher percents. | |usmashdesc=Pikachu flips itself and moves its tail from front to back, hitting nearby opponents. Has decent KO power although nothing too extreme for an up smash. The main advantage the move has is its low ending lag, which makes it safe on shield and allows it to be used as a combo starter. Can combo into up tilt at lower percents, up air at middle percents and Thunder at slightly higher percents to score early KOes. It also has a much weaker late hit, although this can be used to combo at higher percents. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=16% (front), 13% (back) | |dsmashdmg=16% (front), 13% (back) | ||
|dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits and unlike most down smashes, these two hits differ in strength. The front hit deals a decent amount of damage and has incredible horizontal knockback (KOing about as early as Kirby's forward smash) while the back hit deals lower damage and knockback. | |dsmashdesc=Does a spinning breakdance attack on the floor. Has two hits and unlike most down smashes, these two hits differ in strength. The front hit deals a decent amount of damage and has incredible horizontal knockback (KOing about as early as Kirby's forward smash) while the back hit deals lower damage and knockback. | ||
|nairname= | |nairname= | ||
|nairdmg=14% (clean), 11% (late) | |nairdmg=14% (clean), 11% (late) | ||
|nairdesc=Pikachu sticks out its foot for about half a second. A very fast [[sex kick]] with very low startup lag and below average ending lag. Its only notable downside is its unimpressive range. | |nairdesc=Pikachu sticks out its foot for about half a second. A very fast [[sex kick]] with very low startup lag and below average ending lag. Its only notable downside is its unimpressive range. | ||
|fairname= | |fairname= | ||
|fairdmg=3% (hits 1-7), 21% (total), 6% (landing) | |fairdmg=3% (hits 1-7), 21% (total), 6% (landing) | ||
|fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit for a total of 21%. Can be used as a combo starter. | |fairdesc=Does a drill-like move forward, surrounded by electricity. 7 hits at a rate of 3% per hit for a total of 21%. Can be used as a combo starter. | ||
|bairname= | |bairname= | ||
|bairdmg=16% (clean), 14% (late) | |bairdmg=16% (clean), 14% (late) | ||
|bairdesc=Pikachu kicks | |bairdesc=Pikachu kicks behind itself, its small foot getting slightly larger for a short second. It is somewhat slow although it has great range and knockback (being the second strongest back aerial). A solid combo ender. | ||
|uairname= | |uairname= | ||
|uairdmg=10% | |uairdmg=10% | ||
|uairdesc= | |uairdesc=A flipping upwards tail swing. It has weak horizontal knockback although it is very fast and it has long disjointed range. Can easily combo at mid percents. | ||
|dairname= | |dairname= | ||
|dairdmg=13%, 14% (PAL) | |dairdmg=13%, 14% (PAL) | ||
|dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally with decent knockback (especially in the PAL versions). Along with {{SSB|Link}}'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox. | |dairdesc=Does a drill-like like move downward, surrounded by electricity. Knocks opponents horizontally with decent knockback (especially in the PAL versions). Along with {{SSB|Link}}'s down aerial, this is the only down aerial in ''Smash 64'' to lack a [[meteor smash]] hitbox. | ||
|grabname= | |grabname= | ||
|grabdesc=Grabs the opponent. Has decent range. | |grabdesc=Grabs the opponent. Has decent range. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc=Pikachu grabs the foe, flips and releases them. | |fthrowdesc=Pikachu grabs the foe, flips and releases them. It is fairly standard for a forward throw although it has low ending lag. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=18% | |bthrowdmg=18% | ||
|bthrowdesc=Pikachu puts the foe on its back and releases electricity. | |bthrowdesc=Pikachu puts the foe on its back and releases electricity. This throw would later become its forward throw in future ''Smash Bros.'' iterations, but a much weaker variant. Has low ending lag and incredible knockback, being one of the strongest back throws in the game. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
|floorbdesc=Kicks on both sides and gets up. | |floorbdesc=Kicks on both sides and gets up. | ||
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|edgefname= | |edgefname= | ||
|edgefdmg=6% | |edgefdmg=6% | ||
|edgefdesc= | |edgefdesc=Is evenly good with other ledge attacks outside of {{SSB|Fox}}'s and {{SSB|Donkey Kong}}'s where it is considered worse. | ||
|edgesname= | |edgesname= | ||
|edgesdmg=6% | |edgesdmg=6% | ||
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|usname=Quick Attack | |usname=Quick Attack | ||
|usdmg=0% | |usdmg=0% | ||
|usdesc=Moves in two directions at warp speed. The move lacks a hitbox, making it unable to hit opponents. The directions can be controlled with the [[Control Stick]], with the second warp being optional, though the direction of second warp must be at least 45 degrees different than the direction of the first warp. This is easily the best recovery move in the game due to the huge distance it covers, along with its vast mixup potential. Pikachu is completely [[intangible]] during its startup, which | |usdesc=Moves in two directions at warp speed. The move lacks a hitbox, making it unable to hit opponents. The directions can be controlled with the [[Control Stick]], with the second warp being optional, though the direction of second warp must be at least 45 degrees different than the direction of the first warp. This is easily the best recovery move in the game due to the huge distance it covers, along with its vast mixup potential. Pikachu is completely [[intangible]] during its startup, which both boosts its recovery potential and gives it utility in many other areas. | ||
|dsname=Thunder|dspage=Thunder (Pokémon) | |dsname=Thunder|dspage=Thunder (Pokémon) | ||
|dsdmg=12% (bolt), 16% (blast), 14% (PAL bolt), 18% (PAL blast) | |dsdmg=12% (bolt), 16% (blast), 14% (PAL bolt), 18% (PAL blast) | ||
|dsdesc=Pikachu drops a bolt of lightning from the sky causing vertical knockback to any opponent in the bolt's way. Upon hitting the user, a large shockwave is created with stronger horizontal knockback than the lightning itself. Can stall Pikachu in midair if timed correctly. The move is extremely useful after using an up smash, as it can lead to very early KOes. The move can also be used to juggle opponents near the upper blast zone. Has even greater damage and knockback in the PAL versions. | |dsdesc=Pikachu drops a bolt of lightning from the sky causing vertical knockback to any opponent in the bolt's way. Upon hitting the user, a large shockwave is created with stronger horizontal knockback than the lightning itself. Can stall Pikachu in midair if timed correctly. The move is extremely useful after using an up smash, as it can lead to very early KOes. The move can also be used to juggle opponents near the upper blast zone. Has even greater damage and knockback in the PAL versions. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
:''See also: [[:Category:Pikachu | :''See also: [[:Category:Pikachu professionals (SSB)]]'' | ||
<!--This character has a 15 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines--> | <!--This character has a 15 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines | ||
Maybe more Peruvians, maybe JaimeHR, maybe over Banze/..? --> | |||
*{{Sm|Alvin|Peru}} - One of the best | ''Numbers in brackets indicate position on the [[2019-2020 Smash 64 Power Rankings]].'' | ||
*{{Sm| | *{{Sm|Alvin|Peru}} (#5) - One of the best players in the world, won multiple nationals. | ||
*{{Sm| | *{{Sm|Banze|Brazil}} - Best player in Brazil. Travelled multiple times to US nationals with decent results. | ||
*{{Sm|Gerson|Peru}} - | *{{Sm|Dext3r|Mexico}} - considered to be one of the best Pikachu mains in North America. Placed 2nd at {{Trn|Operation Desert Smash II}}. Retired in 2017. | ||
*{{Sm| | *{{Sm|Gerson|Peru}} - 2nd best Peruvian after Alvin. Won multiple tournaments in Peru, Brazil ({{Trn|UFSmash 3}}) and Mexico ({{Trn|Sunset Blast}}). | ||
*{{Sm|Jam|UK}} - | *{{Sm|Isai|USA}} (#12) - Considered one of the all-time best players, known for playing random characters, but Pikachu is considered to be his strongest. | ||
*{{Sm| | *{{Sm|Jam|UK}} (#13) - Best player in Europe, placed 2nd at {{Trn|Hitstun 6}} and 1st at numerous EU tourneys like {{Trn|Fête}}. | ||
*{{Sm| | *{{Sm|Josh Brody|USA}} (#7) - Formerly known as BarkSanchez. Won multiple nationals since 2019, like {{Trn|The Big House 9}}. | ||
*{{Sm| | *{{Sm|KeroKeroppi|USA}} (#4) - After Isai and the Josh Brody the 3rd best Pikachu in the US. | ||
*{{Sm|Kysk|Japan}} (#1) - Best player in the world in 2019. Won {{Trn|GENESIS 6}} and {{Trn|Super Smash Con 2019}} playing a combination of Kirby, Pikachu & Captain Falcon. | |||
*{{Sm| | *{{Sm|Mariguas|Mexico}} - Known for his intricate combo game. Placed 8th on the [[2017 64 League Rankings]]. Inactive since 2018. | ||
*{{Sm| | *{{Sm|Maha|Japan}} - 3rd best Japanese Pikachu after wario & Kysk, multiple top placings at Japanese majors including a 2nd place at {{Trn|Japan Smash Cup 2017}}. | ||
*{{Sm|Sensei|USA}} - | *{{Sm|Sensei|USA}} - 2nd best US player after Isai in the early era of SSB64. Placed 1st at [http://smashboards.com/threads/tsa-presents-smashacre-gluttony-melee-brawl-64-august-10th-2013-scotch-plains-nj.337763/ Smashacre Gluttony]. Inactive since 2014. | ||
*{{Sm|SuPeRbOoMfAn|Canada}} - | *{{Sm|SuPeRbOoMfAn|Canada}} (#2) - Widely considered to be the best Pikachu main and one of the best Smash 64 players in the world. | ||
*{{Sm| | *{{Sm|Tavomono|Peru}} - One of the strongest Peruvian players, placed top 3 in multiple tournaments in Peru, Brazil ({{Trn||UFSmash 3}}) and Mexico ({{Trn|Sunset Blast}}). | ||
*{{Sm|wario|Japan}} (#HB) - Best Pikachu player in Japan. Won [[Tournament:GENESIS 3|GENESIS 3]], the first tourney in the modern era of SSB64. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Since the beginning of the [[metagame]] of ''Smash 64'', Pikachu has been a centerpiece within the metagame, reflected by how it has been always at the top of the tier list across all four editions. In the third tier list, Pikachu even had its own tier at the top of the list; this is no longer the case as of the fourth tier list, though Pikachu is still considered the best character by a significant margin. | |||
Since the beginning of the [[metagame]] of ''Smash 64'', Pikachu has been a centerpiece within the metagame, reflected by how it has been always at the top of the tier list across all four editions. In the third tier list, Pikachu even had its own tier at the top of the list; this is no longer the case as of the fourth tier list, though Pikachu is still considered the best character by a significant margin | |||
Due to the majority of Pikachu players and the character's dominance, there was discussion in the community of having the character banned in 2017. Such discussions, such as from top Pikachu main KeroKeroppi, thought he should have been banned due to how much flexibility and reward the character offered. SuPeRbOoMfAn even used Pikachu a lot more in tournaments to further support Pikachu’s influence. However, this ban never ended up happening and Pikachu was left to continue to dominate the scene. In recent years, however, Pikachu is considered to have two close-to-even matchups, while in the past, he undisputedly had none. These two matchups that are considered to be managable are against {{SSB|Captain Falcon}}, with his wide array of powerful combo and KO moves, and recently Yoshi, due to his parry mechanics and having a few zero-to-death combos on Pikachu. Despite more developed counterplay, Pikachu continues to remain the top character in the metagame | Due to the the majority of Pikachu players and the character's dominance, there was discussion in the community of having the character banned in 2017. Such discussions, such as from top Pikachu main KeroKeroppi, thought he should have been banned due to how much flexibility and reward the character offered. SuPeRbOoMfAn even used Pikachu a lot more in tournaments to further support Pikachu’s influence. However, this ban never ended up happening and Pikachu was left to continue to dominate the scene. In recent years, however, Pikachu is considered to have two close-to-even matchups, while in the past, he undisputedly had none. These two matchups that are considered to be managable are against {{SSB|Captain Falcon}}, with his wide array of powerful combo and KO moves, and recently Yoshi, due to his parry mechanics and having a few zero-to-death combos on Pikachu. Despite more developed counterplay, Pikachu continues to remain the top character in the metagame. | ||
==Techniques== | ==Techniques== | ||
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===Jab grab=== | ===Jab grab=== | ||
{{Main|Jab grab}} | {{Main|Jab grab}} | ||
A technique that enables Pikachu to | A technique that enables Pikachu to instantly use a [[grab]] while abusing the [[shield stun]] of its [[jab]]. This can be performed by {{SSB|Mario}} and {{SSB|Fox}} to a lesser extent. A highly useful technique in [[competitive play]], due to allowing Pikachu to shield [[pressure]] the opponent. | ||
===Ledge-stalling=== | ===Ledge-stalling=== | ||
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==In Single-player== | ==In Single-player== | ||
In the game's Single-player mode, Pikachu | In the game's Single-player mode, Pikachu is fought on the [[Saffron City]] stage. | ||
==Description== | ==Description== | ||
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==Trivia== | ==Trivia== | ||
*Pikachu is one of only | *Pikachu is one of the two only characters in the game to lack a [[meteor smash]], along with {{SSB|Link}}. | ||
*Pikachu is | *Pikachu is the only character in the game whose forward smash with battering items attacks both in front and behind (as it does a spin attack with the item). | ||
*Most of Pikachu's static and electric effects are rendered in 2D due to technical limitations. | *Most of Pikachu's static and electric effects are rendered in 2D due to technical limitations. | ||
*Pikachu's | *Pikachu's Up Special used to be called Agility, but was changed to Quick Attack later.<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn038.html</ref> | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{SSBCharacters}} | {{SSBCharacters}} | ||
{{Pokémon universe}} | {{Pokémon universe}} |