Editing Pikachu (SSB4)

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|nsdefname=Thunder Jolt
|nsdefname=Thunder Jolt
|nsdefdmg=4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late)
|nsdefdmg=4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late)
|nsdefdesc=Discharges a semi-circular bolt of electricity. Pikachu's primary [[projectile]] and a very useful move for keeping on-stage opponents at bay and threatening off-stage opponents. The grounded version travels forward while bouncing along the ground, it can also travel up walls, below the edge, and along ceilings. The aerial version travels downward diagonally and in the shape of a ball, transforming into the grounded version upon coming into contact with a surface. Entire move lasts approximately 2 seconds.
|nsdefdesc=Discharges a semi-circular bolt of electricity. Pikachu's primary [[projectile]] and a very useful move for keeping on-stage opponents at bay and threatening off-stage opponents. The grounded version travels forward while bouncing along the ground, it can also travel up walls, below the edge, and along ceilings. The aerial version travels downward diagonally and in the shape of a ball. Disappears after approximately 3 seconds (180 frames).
|nsc1name=Thunder Wave
|nsc1name=Thunder Wave
|nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late)
|nsc1dmg=3%/1% (ball), 3%/1% (wave clean), 2% (wave late)
|nsc1desc=[[bulbapedia:Thunder Wave (move)|Discharges a bolt of electricity]] that can [[paralyze]] grounded opponents, but deals less damage and has much less range. Move duration lasts roughly 1.3 seconds airborne, and shortens on ground.
|nsc1desc=[[bulbapedia:Thunder Wave (move)|Discharges a bolt of electricity]] that can [[paralyze]] grounded opponents, but deals less damage and has much less range.
|nsc2name=Thunder Shock
|nsc2name=Thunder Shock
|nsc2dmg=3% (ball), 10% (explosion)
|nsc2dmg=3% (ball), 10% (explosion)
|nsc2desc=[[bulbapedia:Thunder Shock (move)|Discharges a ball of electricity]] that moves horizontally, albeit angled slightly downward, and explodes rather than bounces as it touches a surface. Because of its trajectory, it can travel slightly more when used airborne, thus detonating slightly later.
|nsc2desc=[[bulbapedia:Thunder Shock (move)|Discharges a ball of electricity]] that moves almost horizontally and explodes as it disappears. As a result, it disappears upon hitting the ground instead of bouncing along the ground.
|ssdefname=Skull Bash
|ssdefname=Skull Bash
|ssdefdmg=6% (uncharged), 21% (fully charged)
|ssdefdmg=6% (uncharged), 21% (fully charged)
|ssdefdesc=[[bulbapedia:Skull Bash (move)|Crouches and then shoots itself forward to perform a corkscrew battering ram]], similarly to [[Green Missile]] and [[Angelic Missile]]. It is chargeable and, when fully charged, it is strong enough to KO middleweights at 125% while near the edge. Despite its offensive potential, its ability to cover an impressive amount of horizontal distance, especially when charged, and its lack of rendering Pikachu [[helpless]] make it more frequently used for [[recovery]]. However, it has high landing lag and is very punishable.
|ssdefdesc=[[bulbapedia:Skull Bash (move)|Crouches and then shoots itself forward to perform a corkscrew battering ram]], similarly to [[Green Missile]] and [[Angelic Missile]]. It is chargeable and, when fully charged, it is strong enough to KO middleweights at 125% while near the edge. Despite its offensive potential, its ability to cover an impressive amount of horizontal distance, especially when charged, and its lack of rendering Pikachu [[helpless]] make it more frequently used for [[recovery]]. However, it has high landing lag and is very punishable.
|ssc1name=Shocking Skull Bash
|ssc1name=Shocking Skull Bash
|ssc1dmg=1% (uncharged loop, 6 hits), 2% (uncharged last hit), ~1.5% (fully charged loop), ~4% (fully charged last hit)
|ssc1dmg=1.2% (loop), 3% (last)
|ssc1desc=Hits multiple times, with the last hit launching the opponent. However, it deals considerably less damage, and doesn’t go as far.
|ssc1desc=Hits multiple times, with the last hit launching the opponent. However, it deals considerably less damage.
|ssc2name=Heavy Skull Bash
|ssc2name=Heavy Skull Bash
|ssc2dmg=15%/10%/8%-0% (uncharged), 32%/21%/10%/4% (fully charged)
|ssc2dmg=15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully charged), 6%-0% (running)
|ssc2desc=Grants slightly less distance, and charging doesn’t increase distance, but charges quicker and travels faster, dealing more damage near its beginning. If used while uncharged to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after using it.
|ssc2desc=Grants less distance, but deals more damage near its beginning. If used while uncharged to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after using it.
|usdefname=Quick Attack
|usdefname=Quick Attack
|usdefdmg=2% (hit 1), 3% (hit 2)
|usdefdmg=2% (hit 1), 3% (hit 2)
|usdefdesc=[[bulbapedia:Quick Attack (move)|Dashes at a blindingly fast speed]] in two directions that can be selected via the [[control stick]]. In addition to being Pikachu's primary recovery option, its speed makes it very useful for [[mindgames]]. Its first dash possesses [[Priority#Moves that cannot rebound|anti-rebounding priority]], which means that it will not suffer ending lag if it collides with an attack that does not have [[Priority#Transcendent priority|transcendent priority]]. Conversely, the second dash has extremely high knockback growth, which allows it to set-up attacks. Although the second dash is optional, its direction must be at least 30° different than the first dash's direction in order to be used. It also renders Pikachu helpless when used in the air, and each dash greatly expands Pikachu's hurtbox.
|usdefdesc=[[bulbapedia:Quick Attack (move)|Dashes at a blindingly fast speed]] in two directions that can be selected via the [[control stick]]. In addition to being Pikachu's primary recovery option, its speed makes it very useful for [[mindgames]]. Its first dash possesses [[Priority#Moves that cannot rebound|anti-rebounding priority]], which means that it will not suffer ending lag if it collides with an attack that does not have [[Priority#Transcendent priority|transcendent priority]]. Conversely, the second dash has extremely high knockback growth, which allows it to set-up attacks. Although the second dash is optional, its direction must be at least 30° different than the first dash's direction in order to be used. It also renders Pikachu helpless when used in the air, and each dash greatly expands Pikachu's hurtbox.
|usc1name=Meteor Quick Attack
|usc1name=Meteor Quick Attack
|usc1dmg=3% (each hit early), 2% (each hit late)
|usc1dmg=1% (hit 1), 2% (hit 2)
|usc1desc=Both dashes have higher knockback at their beginnings and meteor smash aerial opponents, but are slower and cover less distance.
|usc1desc=Both dashes have higher knockback at their beginnings and meteor smash aerial opponents. However, both dashes deal less damage and cover less distance.
|usc2name=Quick Feet
|usc2name=Quick Feet
|usc2dmg=5%
|usc2dmg=5%
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|dsdefdesc=[[bulbapedia:Thunder (move)|Generates a thundercloud to drop a large thunderbolt onto itself]]. It is laggy overall, although the shockwave around Pikachu is strong enough to KO middleweights at 124% while near the edge. The shockwave also grants [[invincibility]] on frames 34-44, which makes it relatively safe against nearby opponents. Although the thunderbolt deals much less damage in comparison, its immediate beginning allows for [[Thunderspiking]]. Due to the thundercloud shortening the thunderbolt's length, however, Thunderspiking is both very difficult to land and less effective compared to how it was in ''Brawl''. As a result, Thunderspiking is only effective against opponents that are very slightly above the thundercloud, or when using it alongside a jump in order to surprise them while they are near the upper [[blast line]]. It also has a meteor smash hitbox near the thundercloud that launches opponents straight down, which allows for a potential KO combo, although landing it in a favorable position to do so can be difficult.
|dsdefdesc=[[bulbapedia:Thunder (move)|Generates a thundercloud to drop a large thunderbolt onto itself]]. It is laggy overall, although the shockwave around Pikachu is strong enough to KO middleweights at 124% while near the edge. The shockwave also grants [[invincibility]] on frames 34-44, which makes it relatively safe against nearby opponents. Although the thunderbolt deals much less damage in comparison, its immediate beginning allows for [[Thunderspiking]]. Due to the thundercloud shortening the thunderbolt's length, however, Thunderspiking is both very difficult to land and less effective compared to how it was in ''Brawl''. As a result, Thunderspiking is only effective against opponents that are very slightly above the thundercloud, or when using it alongside a jump in order to surprise them while they are near the upper [[blast line]]. It also has a meteor smash hitbox near the thundercloud that launches opponents straight down, which allows for a potential KO combo, although landing it in a favorable position to do so can be difficult.
|dsc1name=Thunder Burst
|dsc1name=Thunder Burst
|dsc1dmg=2% (hits 1-2), 15%/12% (discharge)
|dsc1dmg=2% (early), 15%/12% (clean)
|dsc1desc=Instead of dropping a thunderbolt onto itself, Pikachu discharges electricity around itself. It has more knockback, but increased start-up and end lag. Comes out later than Thunder’s thundercloud but sooner than its shockwave.
|dsc1desc=Instead of dropping a thunderbolt onto itself, Pikachu discharges electricity around itself. It has more knockback, but slow start-up lag.
|dsc2name=Distant Thunder
|dsc2name=Distant Thunder
|dsc2dmg=13%/9%/5% (thunderbolt), 6% (shockwave)
|dsc2dmg=13%/9%/5% (thunderbolt), 6% (shockwave)
|dsc2desc=The thunderbolt deals more damage and the thundercloud is generated higher, the latter of which makes Thunderspiking much easier. However, it cannot meteor smash, and the shockwave deals much less damage, although it combines with the late Thunderbolt at close range.
|dsc2desc=The thunderbolt deals more damage and the thundercloud is generated higher, the latter of which makes Thunderspiking much easier. However, it cannot meteor smash, and the shockwave deals much less damage.
|fsname=Volt Tackle
|fsname=Volt Tackle
|fsdmg=1%-6% (collision), 8%-19% (discharge)
|fsdmg=1%-6% (collision), 8%-19% (discharge)

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