Editing Pikachu (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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 2: Line 2:
{{Disambig2|Pikachu's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pikachu}}
{{Disambig2|Pikachu's appearance in ''Super Smash Bros. 4''|the character in other contexts|Pikachu}}
{{Infobox Character
{{Infobox Character
|name = Pikachu
|name         = Pikachu
|image = [[File:Pikachu SSB4.png|250px]]
|image       = [[Image:Pikachu SSB4.png|250px|Pikachu]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSB
|ssbgame1     = SSB
|ssbgame2 = SSBM
|ssbgame2     = SSBM
|ssbgame3 = SSBB
|ssbgame3     = SSBB
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = B
|tier = B
|ranking = 15
|ranking = 15
}}
}}
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> It was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Ikue Ōtani reprises her role as Pikachu's voice actress, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> It was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Ikue Ōtani reprises her role as Pikachu's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


Pikachu is ranked 15th out of 54 on the [[tier list]], placing it in the B tier. This is a slight drop from its placement in ''Brawl'', where it was ranked 8th out of 38. Pikachu boasts fast overall speed, an excellent approach, good neutral and combo games, and an excellent recovery. However, it is burdened with poor endurance and very unimpressive KO potential. As a result, Pikachu has a high learning curve and minimal high-level representation compared to other high-tier characters, but it has nonetheless achieved notable tournament results, mostly thanks to {{Sm|ESAM}}.
Pikachu is currently ranked 15th out of 55 on the [[tier list]], placing it in the B tier. This is a slight drop from its placement in ''Brawl'', where it was ranked 8th out of 38. Pikachu boasts fast overall speed, an excellent approach, good neutral and combo games, and an excellent recovery. However, it is burdened with poor endurance and very unimpressive KO potential. As a result, Pikachu has a high learning curve and minimal high-level representation compared to other high-tier characters, but it has nonetheless achieved notable tournament results, mostly thanks to {{Sm|ESAM}}.


The competitive community's overall opinion of Pikachu has been volatile since ''SSB4''{{'}}s release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM, including his brief period of retirement having added to the "mystery" of Pikachu's potential, it was seen as a top 3 character by players like {{Sm|ZeRo}} and ESAM himself. Incidentally, this perception was further cemented after ZeRo and ESAM competed against each other in an extremely close Winners' Finals set at [[Super Smash Con]].
The competitive community's overall opinion of Pikachu has been volatile since ''SSB4''{{'}}s release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM, including his brief period of retirement having added to the "mystery" of Pikachu's potential, it was seen as a top 3 character by players like {{Sm|ZeRo}} and ESAM himself. Incidentally, this perception was further cemented after ZeRo and ESAM competed against each other in an extremely close Winners' Finals set at [[Super Smash Con]].
Line 28: Line 27:
Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is one of its KOing options. When combined with their low damage outputs and knockback, this grants Pikachu a formidable combo game. Up aerial can combo into itself or any other aerial and is useful for juggling. Up tilt can repeatedly chain into itself at low percents, while its low knockback growth allows it to combo into aerials at high percents. Down tilt has a chance to [[trip]] opponents, leaving them open to a dash attack or a [[grab]]. Pikachu's grab game is also integral to its combo game. Its forward throw can lead into a dash attack or a dashing up smash, while down throw launches opponents directly overhead, which can allow for aerial combos and [[juggling|juggles]]. At very high percents, both up and down throws are capable of chaining into [[Thunder]], which can KO if its meteor hitbox connects. In addition, Pikachu is notorious for utilizing [[Lock#Jab lock|jab locks]] more than nearly any other character, as it is able to effectively rack up damage out of forward throw, forward tilt, neutral aerial, and down aerial. By extension, it can potentially KO an opponent using back aerial's landing hitbox to set up a reset, and can guarantee a charged up smash if it hits a jab lock out of down tilt.
Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is one of its KOing options. When combined with their low damage outputs and knockback, this grants Pikachu a formidable combo game. Up aerial can combo into itself or any other aerial and is useful for juggling. Up tilt can repeatedly chain into itself at low percents, while its low knockback growth allows it to combo into aerials at high percents. Down tilt has a chance to [[trip]] opponents, leaving them open to a dash attack or a [[grab]]. Pikachu's grab game is also integral to its combo game. Its forward throw can lead into a dash attack or a dashing up smash, while down throw launches opponents directly overhead, which can allow for aerial combos and [[juggling|juggles]]. At very high percents, both up and down throws are capable of chaining into [[Thunder]], which can KO if its meteor hitbox connects. In addition, Pikachu is notorious for utilizing [[Lock#Jab lock|jab locks]] more than nearly any other character, as it is able to effectively rack up damage out of forward throw, forward tilt, neutral aerial, and down aerial. By extension, it can potentially KO an opponent using back aerial's landing hitbox to set up a reset, and can guarantee a charged up smash if it hits a jab lock out of down tilt.


Pikachu also possesses a superb [[recovery]] and, by extension, [[edge-guarding]] potential. Like in ''Brawl'', Pikachu is able to wall jump, while it has two special moves that round out its recovery. [[Skull Bash]], although linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu [[helpless]]. Quick Attack is extremely fast and can be angled in two consecutive directions, which make it a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position while off-stage.  Altogether, these traits grant Pikachu the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself. Its edge-guarding game is further enhanced by its ground attacks and its aerials. Neutral attack consistently hits recovering characters during their 2 frames of edge snap vulnerability, launching them at a low angle with low [[hitstun]] that can open certain characters' recoveries to Pikachu's other edge-guarding options. Its forward and back aerials use the [[Autolink angle|auto-link angle]], which can be used in two unique ways. Forward aerial can launch opponents downward without a special collision, but much less reliably. Back aerial has multiple hitboxes with very low knockback and moderately low hitstun, so if it trades with a recovering opponent, the opponent will be spiked. Down aerial is Pikachu's most disjointed move downward, and will beat or trade with most up specials, excepting extremely disjointed ones such as those of [[Mario]] and [[Bayonetta]]. Neutral aerial's clean hitbox is slightly disjointed and useful for covering the edge. Each of Pikachu's smash attacks reach slightly below the edge, which allows Pikachu to KO opponents even if they hang on the edge.
Pikachu also possesses a superb [[recovery]] and, by extension, [[edge-guarding]] potential. Like in ''Brawl'', Pikachu is able to wall jump, while it has two special moves that round out its recovery. [[Skull Bash]], although linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu [[helpless]]. Quick Attack is extremely fast and can be angled in two consecutive directions, which make it a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position while off-stage.  Altogether, these traits grant Pikachu the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself. Its edge-guarding game is further enhanced by its ground attacks and its aerials. Neutral attack consistently hits recovering characters during their 2 frames of edge snap vulnerability, launching them at a low angle with low hitstun that can open certain characters' recoveries to Pikachu's other edge-guarding options. Its forward and back aerials use the [[Autolink angle|auto-link angle]], which can be used in two unique ways. Forward aerial can launch opponents downward without a special collision, but much less reliably. Back aerial has multiple hitboxes with very low knockback and moderately low hitstun, so if it trades with a recovering opponent, the opponent will be spiked. Down aerial is Pikachu's most disjointed move downward, and will beat or trade with most up specials, excepting extremely disjointed ones such as those of [[Mario]] and [[Bayonetta]]. Neutral aerial's clean hitbox is slightly disjointed and useful for covering the edge. Each of Pikachu's smash attacks reach slightly below the edge, which allows Pikachu to KO opponents even if they hang on the edge.


However, Pikachu has noticeable flaws, the most glaring of which is its endurance. While its small size, light weight, and average falling speed make it difficult to combo, these attributes and its above average gravity make it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's unimpressive KO ability commonly results in skilled opponents being able to survive up to very high percents, while it in turn cannot reliably take advantage of the mechanic due to its light weight. While its impressive recovery somewhat mitigates its endurance issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer off-stage or angle it the wrong way and miss the edge entirely while attempting to recover, causing Pikachu to fall helplessly and inadvertently [[self-destruct]].
However, Pikachu has noticeable flaws, the most glaring of which is its endurance. While its small size, light weight, and average falling speed make it difficult to combo, these attributes and its above average gravity make it susceptible to KOs. The [[rage]] mechanic further exacerbates this problem, since Pikachu's unimpressive KO ability commonly results in skilled opponents being able to survive up to very high percents, while it in turn cannot reliably take advantage of the mechanic due to its light weight. While its impressive recovery somewhat mitigates its endurance issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer off-stage or angle it the wrong way and miss the edge entirely while attempting to recover, causing Pikachu to fall helplessly and inadvertently [[self-destruct]].
Line 40: Line 39:
Overall, Pikachu is a viable character courtesy of its mobility, frame data, combo game, recovery and edge-guarding potential. While it has a high learning curve, largely due to the skill required for proper use of Quick Attack and its heavy reliance on reads to score KOs, its strengths generally make up for its weaknesses. While Pikachu has low tournament representation, the efforts of a few dedicated mains, such as {{Sm|ESAM}}, have resulted in it achieving strong tournament results. In spite of this, some players are critical of its high-tier ranking, as ESAM has been the only notable Pikachu main that has consistently achieved impressive placings.
Overall, Pikachu is a viable character courtesy of its mobility, frame data, combo game, recovery and edge-guarding potential. While it has a high learning curve, largely due to the skill required for proper use of Quick Attack and its heavy reliance on reads to score KOs, its strengths generally make up for its weaknesses. While Pikachu has low tournament representation, the efforts of a few dedicated mains, such as {{Sm|ESAM}}, have resulted in it achieving strong tournament results. In spite of this, some players are critical of its high-tier ranking, as ESAM has been the only notable Pikachu main that has consistently achieved impressive placings.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''Brawl''==
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4'' with its direct changes nerfing it overall. The changes to [[hitstun canceling]] grant it a few notable KO set-ups from its throws with up throw ({{b|Thunder|Pokémon}}) working at higher percents (although it is very difficult to perform). Some of Pikachu's moves also have increased KO potential including its up and forward smashes. As many of its moves deal electric damage, it benefits from the increased shieldstun and the weakening of [[SDI]] has also benefited Pikachu's multi hit moves. Pikachu's frame data has seen relatively few changes giving Pikachu greater frame data relative to the cast and most of its moves with altered frame data either saw only an extra frame or two added onto or cut off of its startup lag/duration or ending lag.
Pikachu received a mix of buffs and nerfs in the transition to ''SSB4''. The changes to [[hitstun]] canceling grant it a few notable KO set-ups from its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from ''Melee''. Pikachu has also gained access to a new technique know as the Quick Attack edge-cancel, which gives Quick Attack new mobility options when used on edges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.


However, Pikachu has also received significant nerfs. Quick Attack canceling can no longer be used on the ground unless used off of a slope, making it less flexible as an approach option, forcing Pikachu to use its Quick Attack edge-cancel technique. Pikachu's grab game, one of its greatest strengths in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback worsening its combo potential, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl'' and Pikachu also has worse [[lock]]ing potential not only due to the three hit lock limit but also because Quick Attack has lost its locking potential in exchange for combo potential and Pikachu's up aerial has much higher knockback making it less reliable at leading into a [[footstool]]. Pikachu's damage output has noticeably been reduced hindering its overall racking ability. Pikachu's overall range is also worse further exacerbating its already poor range especially when relative to the cast. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. While some of Pikachu's moves have greater KO potential, others have reduced KO potential most notably down smash, neutral aerial and [[Thunder]]. Thunder has significantly less range and power making [[thunderspiking]] both harder and far less effective although Thunder has a new meteor smash hitbox on its Thundercloud which can lead into the shockwave. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely and the removal of [[momentum canceling]] has also further worsened Pikachu's already poor endurance.
However, Pikachu has also received significant nerfs. Quick Attack canceling can no longer be used on the ground, making it less flexible as an approach option, and its new Quick Attack edge-cancel technique does not fully compensate for this. Pikachu's grab game, a pivotal part behind its success in ''Brawl'', has been heavily nerfed: its overall grab range is shorter, its up and down throws deal less damage, with the latter's increased knockback growth worsening its combo potential at high percents, and the removal of [[chain grab]]bing removed its forward and down throws' highly damaging chain grabs. While the changes to hitstun canceling have given it new combos, they are nonetheless inferior to its chain grabbing combos in ''Brawl''. When coupled with the reduced damage output on the majority of its moveset, Pikachu's damage racking ability has ultimately worsened as a result. Although the new edge mechanics supplement Pikachu's already impressive [[recovery]], they also hinder its edge-guarding potential, especially since the majority of its fellow veterans have improved recoveries. Lastly, the introduction to [[rage]] is a mixed bag: although it alleviates Pikachu's unimpressive KO potential, Pikachu's unimpressive endurance makes it difficult for it to utilize rage safely.


Overall, while Pikachu retains most of its strengths, a majority of them were toned down while its weaknesses were further exacerbated. While Pikachu overall benefits from the changes to ''Smash 4''{{'}}s mechanics, it does not benefit from them as much as many of the other returning veterans. As a result, Pikachu is a less effective character although its strength relative to the cast is not much lower as the characters ranked above it in ''Brawl'' saw a similar treatment to either a lesser or greater extent.
Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Players consider it to be either better or worse than it was in ''Brawl'', while others may fall in between and view it as a capable character that should not be ranked so highly in ''SSB4''{{'}}s high-level play. Despite having a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.
 
Although Pikachu was universally agreed upon as being a high-tier character in ''Brawl'', its tier status in ''SSB4'' has been polarizing in comparison. Much like in ''Brawl'', Pikachu had a rather small playerbase in competitive play because of its very high learning curve and requiring a degree of technical skill in order to fully thrive, Pikachu is still considered a notable force in the metagame, thanks to players such as {{Sm|ESAM}}. However, Pikachu's current ranking on the tier list is still debatable among the ''SSB4'' competitive community, owing to its below average representation in comparison to other high-tier characters.


===Aesthetics===
===Aesthetics===
*{{change|Pikachu's design has changed. It has thicker arms; a thinner torso; slightly larger cheek spots; a slightly smaller nose; and slightly thinner ears. Additionally, the black portions of Pikachu's ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu's design has changed. It has thicker arms; a thinner torso; slightly larger cheek spots; a slightly smaller nose; and slightly thinner ears. Additionally, the black portions of Pikachu's ears are more subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Pikachu having a sleeker design, and the yellow, red, and brown portions of its fur being significantly more vibrant. Altogether, these changes make Pikachu appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Pikachu has regained its party hat [[alternate costume]]. It has also received three new alternate costumes. The first costume is based on {{s|bulbapedia|Ethan}}'s hat in [[bulbapedia:Pokémon HeartGold and SoulSilver Versions|''Pokémon HeartGold'' and ''SoulSilver Versions'']]. The second costume is based on Pikachu's [[bulbapedia:Shiny Pokémon|shiny coloration]] and the {{s|bulbapedia|Choice Band}}. Lastly, the third costume is based on Pikachu's official artwork coloration, and {{s|bulbapedia|Calem}}'s [[bulbapedia:Clothing|Red Outdoors Cap and Wide-Frame Glasses]].}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves, winces while being grabbed and while hanging on an edge, and sports swirly eyes while [[stun]]ned.}}
*{{change|Pikachu is more expressive. It now smiles more often or sports a stern look during certain moves; winces with one eye closed while being grabbed and while hanging on an edge; and sports swirly eyes while [[stun]]ned.}}
*{{change|[[Walk]]'s animation has slightly changed. Pikachu now walks in a more slanted motion.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
*{{change|Down [[taunt]]'s animation has slightly changed. Pikachu now keeps its eyes open, instead of closing them.}}
*{{change|Pikachu's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{change|[[Walk]]'s animation has slightly changed. Pikachu now walks in a more slanted motion.}}
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55). This slightly improves its vertical endurance, but makes it slightly more susceptible to combos.}}
*{{change|Pikachu's [[gravity]] is higher (0.087 → 0.095).}}
*{{change|Pikachu's [[gravity]] is higher (0.087 → 0.095). This slightly improves its mobility, but slightly hinders its horizontal endurance.}}
**{{nerf|As a result, its [[jump]]s are lower.}}
*{{nerf|[[Jump]] is lower.}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 27).}}
*{{nerf|Rolls have a shorter duration (frame 4-19 → 4-14).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 50 → 31).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|[[Spot dodge]] has a shorter duration (frames 2-20 → 2-15) and has more ending lag (FAF 23 → 25).}}
*{{nerf|Pikachu's [[ledge]] grab is much longer (8 frames → 20); now matching the rest of the cast. This means that Pikachu now has 12 extra frames of lag before it can perform any of its ledge options.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|Neutral attack deals less damage (2% → 1.4% (near)/1.2% (mid)/1% (far)), significantly hindering its damage racking ability.}}
**{{nerf|Neutral attack deals less damage (2% → 1.4% (near)/1.2% (mid)/1% (far)) and has increased knockback (4 (base), 30 (scaling) → (10/9/8)/45), significantly hindering its damage racking ability. It also no longer has a bonus [[trip]] chance.}}
*{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential.}}
**{{buff|Neutral attack has slightly improved [[Lock#Jab lock|jab lock]] potential as it now has set knockback against grounded opponents giving it consistent jab lock potential at all percents.}}
*{{change|Neutral attack now pushes the opponent away, instead of keeping them in place. This improves its spacing ability, but hinders its damage racking ability.}}
*[[Forward tilt]]:
*{{nerf|Forward tilt has increased start-up lag (frame 5 → 6) and a shorter duration (frames 5-10 → 6-8).}}
**{{nerf|Forward tilt has increased startup lag with a shorter duration (frames 5-10 → 6-8), and less range (4u/3.5u/3u → 3.5u/3u/2.5u).}}
*{{buff|Forward tilt has increased range.}}
*[[Up tilt]]:
*{{buff|Due to consisting of one hitbox instead of three, up tilt now deals consistent damage (7% (near)/6% (mid)/5% (far) → 5%). It also has decreased knockback growth (124 → 120). These changes improve its combo potential at low to medium percentages.}}
**{{change|Up tilt deals consistent damage throughout its hitboxes (7% (near)/6% (mid)/5% (far) → 5%) and has decreased knockback scaling (124 → 120). These changes improve its combo potential but hinder its KO potential.}}
*{{nerf|Up tilt has increased ending lag (frame 24 → 27).}}
**{{nerf|Up tilt has increased ending lag (FAF 24 → 27), and the body hitbox is smaller (4.32u → 2u).}}
*{{buff|Down tilt deals 1% less damage (7% → 6%), improving its set-up potential.}}
*[[Down tilt]]:
*{{nerf|Down tilt has decreased range and a shorter duration (frames 7-9 → 7-8).}}
**{{change|Down tilt deals 1% less damage (7% → 6%), improving its combo potential, but hindering its gimping potential.}}
*{{change|Due to having a clean hitbox and a late hitbox instead of a consistent hitbox, dash attack no longer deals consistent damage (7% → 10% (clean)/6% (late)).}}
**{{nerf|Down tilt has decreased range and a shorter duration (frames 7-9 → 7-8).}}
*{{buff|Clean dash attack has more knockback compared to the previous hitbox (40 (base)/70 (growth) → 70/90), granting it KO potential. Dash attack also has increased range.}}
*[[Dash attack]]:
*{{nerf|Dash attack has increased start-up lag (frame 5 → 6).}}
**{{change|Due to having a clean hitbox and a late hitbox instead of a consistent hitbox, dash attack no longer deals consistent damage (7% → 10% (clean)/6% (late)).}}
*{{buff|Clean forward smash deals 1% more damage (17% → 18%), improving its KO potential. Its also has a larger hitbox.}}
**{{buff|Clean dash attack has more knockback compared to the previous hitbox (40 (base), 70 (scaling) → 70/90 (clean), 100/50 (late)), granting it KO potential.}}
*{{nerf|Early and late forward smash deal less damage (20% (early)/14% (late) → 15%/12%) and have decreased ranges.}}
**{{nerf|Dash attack has slightly increased startup lag with a shorter duration (frames 5-16 → 6-9 (clean), 10-16 (late)) and less range.}}
*{{buff|Forward smash hits twice and has decreased ending lag (frame 50 → 49).}}
*[[Forward smash]]:
*{{buff|Clean up smash has altered knockback (40 (base)/90 (growth) → 50/89), improving its KO potential.}}
**{{buff|Mid forward smash deals 1% more damage (17% → 18%) and more knockback (50 (base), 70 (scaling) → 60/75), improving its KO potential. The late hit has higher knockback scaling (60 → 102) and its angle was altered (70° → 45°), significantly improving its KO potential despite dealing less damage (14% → 12%). It also has decreased ending lag (FAF 50 → 49).}}
*{{buff|Late up smash has increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents.}}
**{{nerf|Early forward smash deals less damage (20% → 15%), and its knockback wasn't fully compensated (70 (base), 60 (scaling) → 50/73). Forward smash also has less range.}}
*{{nerf|Up smash has increased start-up (frame 9 → 10) and ending lag (frame 44 → 45).}}
*[[Up smash]]:
*{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}}
**{{buff|Clean up smash deals more knockback (40 (base), 90 (scaling) → 50/89), improving its KO potential. Late up smash also has significantly increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents while also drastically increasing its KO ability.}}
*{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%). It also has increased start-up (frame 6 → 8) and ending lag (frame 55 → 66).}}
**{{nerf|Up smash has slightly increased startup (frame 9 → 10) and ending lag (FAF 44 → 45).}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from.}}
**{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve down smash's shield pressuring potential.}}
*[[Down smash]]:
**{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from combined with the multi hit's lower SDI multiplier (1.2x → 0.8x). The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] also significantly improve its shield pressuring potential.}}
**{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%), and the final hit has less base knockback (70 → 55) and launches opponents at a lower angle (70° → 50°), hindering its KO potential and removing its ability to lead into {{b|Thunder|Pokémon}}. It also has increased startup lag (frame 6 → 8), more ending lag (FAF 55 → 66), and less range (5.76u (loop hits)/12u (final hit) → 4u/10u).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{nerf|Neutral aerial deals less damage (12% (clean)/6% (late) → 8.5%/5.5%). It also has decreased range and a shorter duration (frames 3-25 → 3-20).}}
**{{nerf|Neutral aerial deals less damage (12% (clean)/6% (late) → 8.5%/5.5%), and the clean hit's knockback was not fully compensated (22 (base), 100 (scaling) → 30/104), hindering its KO and edgeguarding potential. It also has a shorter duration (frames 3-25 → 3-20).}}
*{{buff|Neutral aerial has decreased ending lag (frame 40 → 39).}}
**{{buff|Neutral aerial has decreased ending lag (FAF 40 → 39) and the late hit has more range (4u → 4.5u).}}
*{{nerf|Forward aerial's loop hits deal less damage (2% → 1.7%), which decreases its overall damage output by 1.2% (11% → 9.8%). It also has increased ending lag (frame 40 → 42).}}
**{{change|Late neutral aerial has an altered angle (361° → 45°).}}
*{{buff|Due to its loop hits' angles being altered (361° → 74°/280°), forward aerial is now an [[unconventional meteor smash]]. Additionally, its last hit has altered knockback (70 (base)/90 (growth) → 50/150), improving its spacing ability and edge-guarding potential. Lastly, it auto-cancels earlier (frame 35> → 32>).}}
*[[Forward aerial]]:
*{{buff|The weakening of SDI makes forward aerial significantly more difficult to escape from.}}
**{{nerf|Forward aerial's loop hits deal less damage (2% → 1.7%), which decreases its overall damage output (11% → 9.8%). It also has increased ending lag (FAF 40 → 42).}}
*{{nerf|Back aerial's loop and last hits deal less damage (1% (loop)/4% (last) → 0.8%/3%), which decreases its overall damage output by 2.4% (11% → 8.6%). Its last hit also has a shorter duration (frames 32-37 → 32-33).}}
**{{buff|Due to the loop hits having altered hitbox placements and angles (74° → 74°/280°), forward aerial is now an [[unconventional meteor smash]], and when coupled with the weakening of SDI, the hits connect together better and it is much more difficult to escape from them. Additionally, its last hit has increased knockback (70 (base), 90 (scaling) → 50/150), improving its edgeguarding potential. Lastly, it autocancels earlier (frame 35 → 32).}}
*{{buff|Back aerial has decreased ending lag (frame 60 → 59) and auto-cancels earlier (frame 50> → 48>).}}
**{{change|The last hit of forward aerial has an altered angle (50° → 48°).}}
*{{buff|Back aerial now uses the [[Autolink angle|auto-link angle]]. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
*[[Back aerial]]:
*{{nerf|Up aerial deals less damage (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)), has increased start-up lag (frame 3 → 4), and deals slightly less [[shield damage]].}}
**{{nerf|Back aerial's loop and last hits deal less damage (1% (loop)/4% (last) → 0.8%/3%), which decreases its overall damage output by 2.4% (11% → 8.6%). Its last hit also has a shorter duration (frames 32-37 → 32-33).}}
*{{buff|Up aerial has decreased ending lag (frame 28 → 27) and its angle has been altered (80° → 68°), improving its combo and juggling potentials. Clean up aerial also has increased knockback (40 (base)/60 (growth) → 50/113), granting it KO potential at very high percents.}}
**{{buff|Back aerial has decreased ending lag (FAF 60 → 59) and autocancels earlier (frame 50 → 48). It also uses the [[autolink angle]], and when coupled with the weakening of SDI, it is significantly more difficult to escape from back aerial. Finally, the last hit (120 (scaling) → 180) and the landing hit have increased knockback (10 (base), 100 (scaling) → 50/80).}}
*{{change|Down aerial's first hit has increased knockback growth (80 → 84). This improves its spacing potential, but makes it more difficult to connect with its second hit.}}
*[[Up aerial]]:
*{{buff|Down aerial's second hit deals slightly more [[shield damage]] and has increased range.}}
**{{nerf|Up aerial has increased startup lag with a shorter duration (frames 3-8 → 4-8) and has less range (4.8u/5.76u/4.5u → 4u/5u/4u). It also deals less damage (6%/5% (clean)/5%/4% (late) → 5% (clean)/4% (late)).}}
**{{change|Up aerial's angle has been altered (80° → 68°). Up aerial also has increased knockback (50/40/30 (base)/60 (scaling) → 50/113 (clean), 40/80 (late)), granting the clean hit KO potential at very high percents but significantly hindering up aerial's combo potential at higher percents.}}
**{{buff|Up aerial has decreased ending lag (FAF 28 → 27).}}
*[[Down aerial]]:
**{{change|Down aerial's first hit has increased knockback scaling (80 → 84). This improves its edgeguarding and KO potential, but makes it more difficult to connect with its second hit.}}
**{{nerf|Down aerial and its landing hit have less range.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have decreased ranges.}}
*{{nerf|All grabs have decreased ranges.}}
*{{buff|All grabs have decreased ending lag (FAF 30 → 28 (standing), FAF 39 → 35 (dash), FAF 36 → 33 (pivot)). Dash and pivot grabs also have decreased start-up lag (frame 9 → 8 (dash), frame 10 → 9 (pivot)).}}
*{{buff|All grabs have decreased ending lag (frame 30 → 28 (standing), frame 39 → 35 (dash), frame 36 → 33 (pivot)). Dash and pivot grabs also have decreased start-up lag (frame 9 → 8 (dash), frame 10 → 9 (pivot)).}}
*[[Pummel]]:
*{{nerf|Pummel deals 0.1% less damage (2% → 1.9%).}}
**{{nerf|Pummel deals 0.1% less damage (2% → 1.9%).}}
*{{buff|Pummel's hitbox is larger.}}
**{{buff|Pummel's hitbox is larger.}}
*{{nerf|The removal of [[chain grab]]bing significantly hinders forward throw's damage racking potential.}}
*[[Forward throw]]:
*{{buff|Up throw deals 6% less damage (10% → 4%), although its knockback was somewhat compensated. When coupled the changes to hitstun canceling, these changes grant it combo potential into Thunder at high percents.}}
**{{nerf|Forward throw has more base knockback (45 → 55) and when coupled with the removal of [[chain grab]]bing, this significantly hinders forward throw's damage racking potential.}}
*{{nerf|Down throw deals 2% less damage (10% → 8%), although its knockback growth was compensated (38 → 100). When coupled with the removal of chain grabbing, these changes significantly hinder its damage racking potential.}}
*[[Up throw]]:
*{{nerf|Front floor attack has decreased knockback.}}
**{{nerf|Up throw deals much less damage (5% (hit and throw) → 1% (hit), 3% (throw), 10% → 4% (total)).}}
*{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}}
**{{buff|Up throw's knockback was significantly increased (90 (base), 45 (scaling) → 48/150), now granting it KO potential at very high percents. When coupled the changes to hitstun canceling, these changes also grant it combo potential into Thunder at high percents.}}
*[[Down throw]]:
**{{nerf|Down throw deals 2% less damage (5% → 3% (hit), 10% → 8% (total)) and has much higher knockback scaling (38 → 100). When coupled with the removal of chain grabbing, these changes significantly hinder its damage racking potential, despite the changes to hitstun cancelling still granting it combo potential at low to mid percents.}}
*[[Floor attack]]:
**{{nerf|Front floor attack has decreased knockback.}}
**{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has more startup lag (frame 22 → 23) and sends opponents at a less favorable angle (361° → 45°).}}


===Special moves===
===Special moves===
*[[Thunder Jolt]]:
*{{nerf|Aerial [[Thunder Jolt]] deals 4.2% less damage (9% → 4.8%).}}
**{{change|Grounded Thunder Jolt now has a clean hit, a mid hit and a late hit rather than a sweetspot and a sourspot (6% (sweetspot)/5% (sourspot) → 6% (clean), 5% (mid), 4% (late)).}}
*{{nerf|[[Skull Bash]] deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), although uncharged Skull Bash's knockback was somewhat compensated (15 (base)/90 (growth) 40/62). Skull Bash also has increased ending lag (frame 91 97).}}
**{{nerf|Aerial Thunder Jolt deals less damage (9% → 5%/4%/3%).}}
*{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potentials.}}
**{{nerf|Thunder Jolt deals less knockback (40/16 (base), 40 (scaling) → (25/13)/20).}}
*{{buff|[[Quick Attack]]'s first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]]. Its second hit also has increased knockback, improving its combo potential.}}
*[[Skull Bash]]:
*{{nerf|Quick Attack covers less overall distance. Its second hit also has increased start-up (frame 30 → 43) and ending lag (frame 9 29).}}
**{{buff|Partially and fully charged Skull Bash cover more distance, improving their recovery potential. Additionally, much like in ''Melee'', inputting the move like a smash attack will make the move start off slightly charged, reducing the time to fully charge the move.}}
*{{buff|Quick Attack has a new [[technique]], Quick Attack edge-canceling. It functions very similarly to [[Quick Attack cancel]]ing.}}
**{{nerf|Skull Bash deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), and knockback scaling (80 → 62). Skull Bash also has increased landing lag (38 frames 44) and the removal of [[momentum canceling]] hinders its utility.}}
*{{nerf|Quick Attack canceling can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}}
**{{nerf|Pikachu no longer halts its momentum when landing with Skull Bash. This makes it easier to punish and prevents Pikachu from auto-snapping the ledge shortly after it lands with Skull Bash.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack and Thunder's shield pressuring potentials.}}
*[[Quick Attack]]:
*{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlPp_CzbQ Pic of the Day: April 3, 2014]</ref> It also has decreased ending lag (frame 79 75). Altogether, these changes improve its combo potential.}}
**{{buff|Quick Attack's first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
*{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%), has decreased vertical range and is more difficult to land, hindering its edge-guarding potential. Its shockwave also has a shorter duration (frames 43-74 34-36) and its new meteor smash hitbox makes [[Thunderspiking]] very difficult to perform, hindering its KO potential.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack's shield pressuring potential.}}
*{{buff|Thunder's shockwave has increased [[invincibility]] frames (frames 43-50 → 34-44).}}
**{{change|Quick Attack's hits have had their damage swapped (3% (hit 1)/2% (hit 2) 2%/3%).}}
*{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}
**{{change|Quick Attack's knockback (5 (base), 40 (scaling) → 20/(50 (hit 1)/150 (hit 2)) and angle (0° → 70°) have been altered granting it combo potential but removing its ability to lock.}}
*{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
**{{nerf|Quick Attack covers less overall distance.}}
**{{nerf|[[Quick Attack cancel]]ing can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}}
*{{b|Thunder|Pokémon}}:
**{{buff|{{b|Thunder|Pokémon}} has received a hitbox near its thundercloud that deals 6% and is a meteor smash which can lead into the shockwave. The shockwave also has increased [[intangibility]] when landed on the ground (8 frames → 10).}}
**{{buff|Pikachu can now land both the thunderbolt and the shockwave like it could in ''Smash 64''.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Thunder's shield pressuring potential.}}
**{{nerf|The grounded version of the shockwave has more ending lag (FAF 38 42).}}
**{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%) and deals less knockback (100 (base), 50 (scaling), → 74/60 (thunderbolt), 100/60 → 70/66 (shockwave)).}}
**{{nerf|Thunder has less range both in terms of the height of the thunderbolt and the hitboxes (7u (thunderbolt)/14.4u (shockwave) 4u/13u) which when combined with its new meteor smash hitbox and the thunderbolt's significantly reduced range and power, makes [[Thunderspiking]] very difficult to perform and much less effective in general.}}
***{{buff|The thunderbolt's reduced range allows Pikachu to hit itself sooner reducing the shockwave's startup lag.}}
**{{nerf|The removal of [[edge momentum shifting]] slightly hinders its utility.}}
*[[Volt Tackle]]:
**{{buff|Volt Tackle is now accompanied by a small, whitish violet spark of electricity that is analogous to a cursor. This makes it easier to aim. It also has a longer duration.}}
**{{nerf|[[Volt Tackle]] deals less damage (13% (collision)/25% (discharge) → 1%-6%/8%-19%) and has decreased knockback, significantly hindering its KO potential. It is also slower.}}


==Update history==
==Update history==
Line 172: Line 129:


''' {{GameIcon|ssb4}} [[1.0.6]]'''
''' {{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Edge grab is much slower (8 frames → 20), now matching the rest of the cast.}}
*{{nerf|Edge grab's animation standardized. This makes it slower.}}


''' {{GameIcon|ssb4}} [[1.1.0]]'''
''' {{GameIcon|ssb4}} [[1.1.0]]'''
Line 183: Line 140:
==Moveset==
==Moveset==
*Pikachu can [[Crawling|crawl]] and [[wall jump]].
*Pikachu can [[Crawling|crawl]] and [[wall jump]].
''For a gallery of Pikachu's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=1
|neutralcount=1
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
|neutralname=&nbsp;
|neutral1dmg=1.4% (near), 1.2% (mid), 1% (far)
|neutral1dmg=1.4% (near), 1.2% (mid), 1% (far)
|neutraldesc=A [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]]. Due to it hitting on frame 2 and having very minimal ending lag, it is fairly [[spam]]mable if the [[Attack button (disambiguation)|attack button]] is held. It is very useful for [[Lock#Jab lock|jab locking]], but can also potentially [[Tripping|trip]] opponents. However, its damage output and knockback are very low.
|neutraldesc=A [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]]. Due to it hitting on frame 2 and having very minimal ending lag, it is fairly [[spam]]mable if the [[Attack button (disambiguation)|attack button]] is held. It is very useful for [[Lock#Jab lock|jab locking]], but can also potentially [[Tripping|trip]] opponents. However, its damage output and knockback are very low.
|ftiltname=Double-Footed Kick ({{ja|りょうあしげり|Ryō Ashigeri}})
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
Line 196: Line 152:
|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=A double-footed side kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, whereas it has a chance to trip opponents when angled downward.
|ftiltdesc=A double-footed side kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, whereas it has a chance to trip opponents when angled downward.
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|utiltname=&nbsp;
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=Flicks its tail in an overhead arcing motion. Its fast speed and low knockback make it a very useful combo starter, as it can combo into itself and aerials beginning at 0% and up to medium percents.
|utiltdesc=Flicks its tail in an overhead arcing motion. Its fast speed and low knockback make it a very useful combo starter, as it can combo into itself and aerials beginning at 0% and up to medium percents.
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashi Barai}}, ''Foot Sweep'')
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Lays in a prone position and spins around to swing its tail forward. It can set up a jab lock and potentially trip opponents, even at high percents.
|dtiltdesc=Lays in a prone position and spins around to swing its tail forward. It can set up a jab lock and potentially trip opponents, even at high percents.
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashname=&nbsp;
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A battering ram. Its clean hitbox's respectable damage output and high knockback growth enable it to function as a situational KOing option, as it KOs middleweights at 166% while near the edge. However, it has 33 frames of ending lag, and its late hitbox has virtually no KO potential.
|dashdesc=A battering ram. Its clean hitbox's respectable damage output and high knockback growth enable it to function as a situational KOing option, as it KOs middleweights at 166% while near the edge. However, it has 33 frames of ending lag, and its late hitbox has virtually no KO potential.
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|18}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdesc=Rears back and then leans forward to discharge a bolt of electricity from its cheeks. It is Pikachu's strongest smash attack, as its clean hitbox is strong enough to KO middleweights at 107% while near the edge. It consists of three hitboxes: its clean hitbox is located at the inner portion of the bolt, its early hitbox is located at Pikachu's cheeks, and its late hitbox is located at the tip of the bolt. Although its late hitbox deals the least amount of damage, it actually KOs earlier than its early hitbox, thanks to its much higher knockback growth. Its late hitbox KOs middleweights at 127% while near the edge, whereas its early hitbox KOs them at 141%. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Pikachu's smash attacks. It also has 26 frames of ending lag.
|fsmashdesc=Rears back and then leans forward to discharge a bolt of electricity from its cheeks. It is Pikachu's strongest smash attack, as its clean hitbox is strong enough to KO middleweights at 107% while near the edge. It consists of three hitboxes: its clean hitbox is located at the inner portion of the bolt, its early hitbox is located at Pikachu's cheeks, and its late hitbox is located at the tip of the bolt. Although its late hitbox deals the least amount of damage, it actually KOs earlier than its early hitbox, thanks to its much higher knockback growth. Its late hitbox KOs middleweights at 127% while near the edge, whereas its early hitbox KOs them at 141%. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Pikachu's smash attacks. It also has 26 frames of ending lag.
|usmashname=Tail Somersault ({{ja|しっぽサマーソルト|Shippo Sāmasoruto}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|13}} (clean tail), {{ChargedSmashDmgSSB4|14}} (clean body), {{ChargedSmashDmgSSB4|11}} (mid), {{ChargedSmashDmgSSB4|7}} (late)
|usmashdesc=Backflips to strike with its tail. Despite involving its tail, its body hitbox actually deals slightly more damage than its tail's clean hitbox, similarly to how {{SSB4|Mewtwo}}'s tail-based attacks function. Its clean body hitbox KOs middleweights at 126%, whereas its tail's clean hitbox KOs them at 135%. Due to coming out on frame 10, it has the lowest amount of start-up lag out of Pikachu's smash attacks. However, it has 27 frames of ending lag, while its mid and late hitboxes have virtually no KO potential.
|usmashdesc=Backflips to strike with its tail. Despite involving its tail, its body hitbox actually deals slightly more damage than its tail's clean hitbox, similarly to how {{SSB4|Mewtwo}}'s tail-based attacks function. Its clean body hitbox KOs middleweights at 126%, whereas its tail's clean hitbox KOs them at 135%. Due to coming out on frame 10, it has the lowest amount of start-up lag out of Pikachu's smash attacks. However, it has 27 frames of ending lag, while its mid and late hitboxes have virtually no KO potential.
|dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6)
|dsmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-5), {{ChargedSmashDmgSSB4|3}} (hit 6)
|dsmashdesc=Discharges electricity while performing a modified [[wikipedia:Float (b-boy move)#Spinning floats|spinning float]], a variation of the float breakdancing move. It hits multiple times and is useful for punishing rolls. Due to it hitting on frame 8, it also has the lowest amount of start-up lag out of Pikachu's smash attacks. Although its last hit has extremely high knockback growth, this is offset by said hit's very low damage output, and it does not KO middleweights until 164% while near the edge. It also has 42 frames of ending lag, which is the highest amount out of its smash attacks.
|dsmashdesc=Discharges electricity while performing a modified [[wikipedia:Float (b-boy move)#Spinning floats|spinning float]], a variation of the float breakdancing move. It hits multiple times and is useful for punishing rolls. Due to it hitting on frame 8, it also has the lowest amount of start-up lag out of Pikachu's smash attacks. Although its last hit has extremely high knockback growth, this is offset by said hit's very low damage output, and it does not KO middleweights until 164% while near the edge. It also has 42 frames of ending lag, which is the highest amount out of its smash attacks.
|nairname=Pikachu Spin ({{ja|ピカチュウスピン|Pikachū Supin}})
|nairname=&nbsp;
|nairdmg=8.5% (clean), 5.5% (late)
|nairdmg=8.5% (clean), 5.5% (late)
|nairdesc=A somersaulting tackle. Due to it hitting on frame 3, it is Pikachu's fastest aerial. When coupled with its clean hitbox's very high knockback growth, it is a useful edge-guarding option, as it KOs middleweights at 135% while near the left/right [[blast line]]s. However, it can also function as a situational on-stage KOing option, as it KOs middleweights at 170% while near the edge. It can be auto-canceled when performed alongside a non-fast-fallen short hop, but has a noticeable amount of landing lag otherwise.
|nairdesc=A somersaulting tackle. Due to it hitting on frame 3, it is Pikachu's fastest aerial. When coupled with its clean hitbox's very high knockback growth, it is a useful edge-guarding option, as it KOs middleweights at 135% while near the left/right [[blast line]]s. However, it can also function as a situational on-stage KOing option, as it KOs middleweights at 170% while near the edge. It can be auto-canceled when performed alongside a non-fast-fallen short hop, but has a noticeable amount of landing lag otherwise.
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairname=&nbsp;
|fairdmg=1.7% (hits 1-4), 3% (hit 5)
|fairdmg=1.7% (hits 1-4), 3% (hit 5)
|fairdesc=An electrified, corkscrew battering ram. It is a useful edge-guarding option, as its loop hits have minor [[meteor smash]] potential thanks to them launching at 280°, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 131% while near the left/right blast lines. It also has the lowest amount of landing lag out of Pikachu's aerials, which enables it to be used as a set-up into a grounded move alongside a fast-fallen short hop. However, due to it hitting on frame 10, it has the second highest amount of start-up lag out of Pikachu's aerials.
|fairdesc=An electrified, corkscrew battering ram. It is a useful edge-guarding option, as its loop hits have minor [[meteor smash]] potential thanks to them launching at 280°, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 131% while near the left/right blast lines. It also has the lowest amount of landing lag out of Pikachu's aerial, which enables it to be used as a set-up into a grounded move alongside a fast-fallen short hop. However, due to it hitting on frame 10, it has the second highest amount of start-up lag out of Pikachu's aerials.
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairname=&nbsp;
|bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing)
|bairdmg=0.8% (hits 1-7), 3% (hit 8), 4% (landing)
|bairdesc=A series of belly turns, a technique used in {{s|wikipedia|parachuting}}. It hits multiple times and its last hit has extremely high knockback growth, which enables it to KO middleweights at 130% while near the left/right blast lines. Due to it coming out on frame 4, it is tied with up aerial for the second lowest amount of start-up lag out of Pikachu's aerials. However, it has 25 frames of ending lag, and the second highest amount of landing lag out of Pikachu's aerials.
|bairdesc=A series of belly turns, a technique used in {{s|wikipedia|parachuting}}. It hits multiple times and its last hit has extremely high knockback growth, which enables it to KO middleweights at 130% while near the left/right blast lines. Due to it coming out on frame 4, it is tied with up aerial for the second lowest amount of start-up lag out of Pikachu's aerials. However, it has 25 frames of ending lag, and the second highest amount of landing lag out of Pikachu's aerials.
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairname=&nbsp;
|uairdmg=5%/4% (clean), 4% (late)
|uairdmg=5%/4% (clean), 4% (late)
|uairdesc=Somersaults to flicks its tail in an overhead arcing motion. Due to it hitting on frame 4, it is tied with back aerial for the second  lowest amount of start-up lag out of Pikachu's aerials. It also has 18 frames of ending lag, which is the lowest amount out of Pikachu's aerials. These traits collectively make it capable of combos into itself or into a neutral aerial. It can be auto-canceled when performed alongside a fast-fallen short hop, although it has high landing lag otherwise. It is also Pikachu's least damaging aerial.
|uairdesc=Somersaults to flicks its tail in an overhead arcing motion. Due to it hitting on frame 4, it is tied with back aerial for the second  lowest amount of start-up lag out of Pikachu's aerials. It also has 18 frames of ending lag, which is the lowest amount out of Pikachu's aerials. These traits collectively make it capable of combos into itself or into a neutral aerial. It can be auto-canceled when performed alongside a fast-fallen short hop, although it has high landing lag otherwise. It is also Pikachu's least damaging aerial.
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairname=&nbsp;
|dairdmg=12% (attack), 4% (landing)
|dairdmg=12% (attack), 4% (landing)
|dairdesc=An electrified, corkscrew battering ram. It is Pikachu's most damaging aerial, and is capable of KOing middleweights at 143% while near the left/right blast lines. Although its landing hit deals much less damage, it has much higher base knockback and knockback growth, which makes it capable of warding off approaches. It can also be auto-canceled from a short hop. Due to it hitting on frame 14, it has the highest amount of start-up lag out of Pikachu's aerials. It has 40 frames of landing lag, which is also the highest amount out of Pikachu's aerials.
|dairdesc=An electrified, corkscrew battering ram. It is Pikachu's most damaging aerial, and is capable of KOing middleweights at 143% while near the left/right blast lines. Although its landing hit deals much less damage, it has much higher base knockback and knockback growth, which makes it capable of warding off approaches. It can also be auto-canceled from a short hop. Due to it hitting on frame 14, it has the highest amount of start-up lag out of Pikachu's aerials. It has 40 frames of landing lag, which is also the highest amount out of Pikachu's aerials.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Pikachu's grabs have minimal start-up and ending lag, but are short-ranged.
|grabdesc=Reaches out. Pikachu's grabs have minimal start-up and ending lag, but are short-ranged.
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}})
|pummelname=&nbsp;
|pummeldmg=1.9%
|pummeldmg=1.9%
|pummeldesc=Shocks the opponent. A fairly fast pummel.
|pummeldesc=Shocks the opponent. A fairly fast pummel.
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=2% (hits 1-4), 2% (throw)
|fthrowdmg=2% (hits 1-4), 2% (throw)
|fthrowdesc=Places the opponent on its back and zaps them. It is Pikachu's most damaging throw and has respectable combo potential, as it can combo into a dashing up smash at low percents, and a dash attack or a dashing neutral aerial at low to medium percents.
|fthrowdesc=Places the opponent on its back and zaps them. It is Pikachu's most damaging throw and has respectable combo potential, as it can combo into a dashing up smash at low percents, and a dash attack or a dashing neutral aerial at low to medium percents.
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowname=&nbsp;
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Rolls backward repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Pikachu's second most damaging throw, and has the highest base knockback out of its throws. However, it has the lowest knockback growth out of Pikachu's throws, which makes it very ineffective at KOing. As such, it is best used to set up an edge-guard. It appears almost identical to the ''Pokémon'' anime's depiction of [[bulbapedia:Submission (move)|Submission]].
|bthrowdesc=Rolls backward repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Pikachu's second most damaging throw, and has the highest base knockback out of its throws. However, it has the lowest knockback growth out of Pikachu's throws, which makes it very ineffective at KOing. As such, it is best used to set up an edge-guard. It appears almost identical to the ''Pokémon'' anime's depiction of [[bulbapedia:Submission (move)|Submission]].
|uthrowname=Heading ({{ja|ヘディング|Hedingu}})
|uthrowname=&nbsp;
|uthrowdmg=1% (hit 1), 3% (throw)
|uthrowdmg=1% (hit 1), 3% (throw)
|uthrowdesc=Places the opponent on its head and then headbutts them upward. It can combo into Thunder at high percents, but DI can make this difficult. Although it has extremely high knockback growth, and the highest amount out of Pikachu's throws, this is offset by its throw hitbox's very low damage output. It is also Pikachu's least damaging throw.
|uthrowdesc=Places the opponent on its head and then headbutts them upward. It can combo into Thunder at high percents, but DI can make this difficult. Although it has extremely high knockback growth, and the highest amount out of Pikachu's throws, this is offset by its throw hitbox's very low damage output. It is also Pikachu's least damaging throw.
|dthrowname=Hip Press ({{ja|ヒッププレス|Hippu Puresu}})
|dthrowname=&nbsp;
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdmg=3% (hit 1), 5% (throw)
|dthrowdesc=Places the opponent on the ground and then performs a [[wikipedia:Professional wrestling attacks#Senton|senton]]. It can combo into any aerial at low percents, and into Thunder at high percents, similarly to up throw. However, DI can make the latter combo difficult. Although it has very high knockback growth, this is offset by its throw hitbox's low damage output.
|dthrowdesc=Places the opponent on the ground and then performs a [[wikipedia:Professional wrestling attacks#Senton|senton]]. It can combo into any aerial at low percents, and into Thunder at high percents, similarly to up throw. However, DI can make the latter combo difficult. Although it has very high knockback growth, this is offset by its throw hitbox's low damage output.
Line 260: Line 216:
|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%
Line 292: Line 248:
|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)
|fsdesc=Performs [[bulbapedia:Volt Tackle (move)|Volt Tackle]], its evolutionary line's {{s|bulbapedia|signature move}}. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the sphere to discharge electricity, which deals significantly more damage and has more knockback. Unlike in ''Brawl'', Volt Tackle now emits a small, whitish violet spark of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.
|fsdesc=Performs [[bulbapedia:Volt Tackle (move)|Volt Tackle]], its evolutionary line's {{s|bulbapedia|signature move}}. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the sphere to discharge electricity, which deals significantly more damage and has more knockback. Unlike in ''Brawl'', Volt Tackle now emits a small, whitish violet spark of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 1.8
|rdash = 5-8
|run = 1.85325
|rrun = 15
|walk = 1.24
|rwalk = 12
|trac = 0.0596
|rtrac = 25
|airfric = 0.0075
|rairfric = 43-48
|air = 0.9118
|rair = 48
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.09
|raddaccel = 5-7
|gravity = 0.095
|rgravity = 21
|fall = 1.55
|rfall = 30
|ff = 2.48
|rff = 29
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 35.5
|rjumpheight = 17
|shorthop = 17.123371
|rshorthop = 20
|djump = 35.5
|rdjump = 19-21
}}
====[[Announcer]] call====
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pikachu English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


====[[On-screen appearance]]====
====[[On-screen appearance]]====
Line 383: Line 296:
|char=Pikachu}}
|char=Pikachu}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 399: Line 312:
|set10=1321
|set10=1321
}}
}}
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Pikachu players (SSB4)]]''
===Notable players===
====Active====
*{{Sm|Captain L|Canada}} - The best Pikachu player in Canada. Ranked 3rd on the [[British Columbia Power Rankings]]. He has a win over ESAM in a Pikachu mirror match.
*{{Sm|ESAM|USA}} - The best Pikachu player in the world. Ranked 18th on the [[Panda Global Rankings|Panda Global Rankings v3]], and 1st on the [[Florida Power Rankings|South Florida Power Rankings]].
*{{Sm|Kishiru|Japan}} - Placed 13th at [[Umebura 27]]. Wins on {{Sm|Kuro}}, {{Sm|Umeki}}, and {{Sm|Shu}}.
*{{Sm|NCJacobT|USA}}
*{{Sm|Nero|USA}} - The best Pikachu player in the Midwest. Ranked 15th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]], and 7th on the [[Michigan Power Rankings]].
*{{Sm|PikaPika!|USA}}
*{{Sm|Rideae|USA}} - The second best Pikachu player in Florida. Ranked 3rd on the Tampa Power Rankings. He has wins over {{Sm|Nairo}}, {{Sm|Tweek}}, {{Sm|Marss}}, and {{Sm|Fatality}}.
*{{Sm|Scourgemom|USA}} - Consistently achieves top 8 placings at [[Mega Smash Mondays]].
*{{Sm|Z|USA}}


*{{Sm|Captain L|Canada}} - The best Pikachu player in Canada and one of the best in the world. He notably placed 2nd at {{Trn|Arcane Tournaments 2018}} where he scored his best wins in his career, being {{Sm|MkLeo}} and {{Sm|Mr.R}}. He also notably placed 9th at {{Trn|CEO 2018}} and 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|Smash 'N' Splash 4}}. He is ranked 79th on the [[PGR 100]] as the second player to primarily play Pikachu.
====Inactive====
*{{Sm|ESAM|USA}} - The best Pikachu player of all-time. He was the closest any Pikachu player came to winning a major, placing 2nd at {{Trn|Super Smash Con 2015}} and {{Trn|The Big House 8}}. Additionally, he made multiple top 8s at other majors as solo-Pikachu such as 3rd at {{Trn|UGC Smash Open}}, 5th at {{Trn|DreamHack Atlanta 2018}}, and 7th at {{Trn|EVO 2015}}. He is the highest ranking Pikachu in the world, ranking 17th on the [[PGR 100]].
*{{Sm|NAKAT|USA}}
*{{Sm|Kishiru|Japan}} - The best Pikachu player in Japan. He placed 13th at {{Trn|Sumabato Smash 4 Final}} and made top 24s at many Umebura tournaments, placing 13th at {{Trn|Umebura 27}} and 17th at both {{Trn|Umebura 32}} and {{Trn|Umebura 33}}. He notably defeated {{Sm|Kameme}} at {{Trn|Umebura 34}}. Ranked 58th on the [[JAPAN Power Rankings]].
*{{Sm|Shimitake|Japan}}
*{{Sm|Nero|USA}} - The best Pikachu player in the Midwest. Known more for his regional performances, placing 7th at {{Trn|Midwest Mayhem 5}}, 13th {{Trn|Showdown: Battle Royale}}, and defeating players such as {{Sm|Ned}} and {{Sm|tyroy}} at other Midwest events. In terms of majors, he has a few notable top 64s under his belt with 33rd at {{Trn|Frostbite 2018}} defeating {{Sm|K9sbruce}} and 49th at {{Trn|The Big House 7}}.
*{{Sm|Rideae|USA}} - One of the best Pikachu players in the United States. During 2017, he took sets over {{Sm|Nairo}} during his 17th place finish at {{Trn|Super Smash Con 2017}} and {{Sm|Tweek}} during his 25th place finish at {{Trn|CEO 2017}}. In 2018, he very solid placements around his region of Florida, placing 13th at {{Trn|CEO 2018}} and 17th at {{Trn|DreamHack Atlanta 2018}}.
*{{Sm|Z|USA}} - One of the best Pikachu players in the United States, residing in Las Vegas where he is considered a top 10 player there. He made top 64 at many majors during the lifespan of ''Smash 4'', placing 17th at {{Trn|IBP Masters Showdown}} defeating {{Sm|AC}}, 25th at {{Trn|Paragon Orlando 2015}}, and 33rd at {{Trn|EVO 2018}}.


===Tier placement and history===
===Tier placement and history===
Line 416: Line 334:
The debate over Pikachu's tier placement would become even more prevalent due to ESAM's results eventually declining due to the strengths of other well-regarded characters, as well as Pikachu's unfavorable matchups against {{SSB4|Mario}} and {{SSB4|Ness}} becoming more apparent. These criticisms were further exacerbated by Pikachu's representation still remaining fairly minimal for a high-tier character, and altogether resulted in its ranking on the first tier list being met with widespread disapproval. As expected, Pikachu's tier placement saw a noticeable drop on the second tier list, where it was ranked 12th. Despite ESAM placing at 3rd at [[UGC Smash Open]], Pikachu's tier placement saw another drop, now being ranked 15th on the third tier list. Pikachu's results, while rare, have remained pretty strong nonetheless, which has allowed it to hold on the 15th placing on the fourth and current tier list.
The debate over Pikachu's tier placement would become even more prevalent due to ESAM's results eventually declining due to the strengths of other well-regarded characters, as well as Pikachu's unfavorable matchups against {{SSB4|Mario}} and {{SSB4|Ness}} becoming more apparent. These criticisms were further exacerbated by Pikachu's representation still remaining fairly minimal for a high-tier character, and altogether resulted in its ranking on the first tier list being met with widespread disapproval. As expected, Pikachu's tier placement saw a noticeable drop on the second tier list, where it was ranked 12th. Despite ESAM placing at 3rd at [[UGC Smash Open]], Pikachu's tier placement saw another drop, now being ranked 15th on the third tier list. Pikachu's results, while rare, have remained pretty strong nonetheless, which has allowed it to hold on the 15th placing on the fourth and current tier list.


==In Solo Modes==
==Trophies==
===[[All-Star Mode]]===
:'''Pikachu'''
In All-Star Mode, Pikachu is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version alongside {{SSB4|Ness}}, {{SSB4|Jigglypuff}}, {{SSB4|Sheik}}, {{SSB4|Ganondorf}}, {{SSB4|Mewtwo}}, {{SSB4|Charizard}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}.
::{{flag|ntsc}} ''Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.''
 
::{{flag|pal}} ''Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition (10/1999)}}
 
:'''Pikachu (Alt.)'''
::{{flag|ntsc}} ''Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.''
 
::{{flag|pal}} ''Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition (10/1999)}}
 
:'''Volt Tackle'''
::{{flag|ntsc}} ''Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!''
 
::{{flag|pal}} ''For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use little ball of light that flies ahead of Pikachu as a guide if it seems out of control!''
 
<center>
<gallery>
PikachuTrophy3DS.png|Classic (3DS)
PikachuAllStarTrophy3DS.png|Alt. (3DS)
PikachuTrophyWiiU.png|Classic (Wii U)
PikachuAltTrophyWiiU.png|Alt. (Wii U)
VoltTackleTrophyWiiU.png|[[Volt Tackle]]
</gallery>
</center>


==={{GameIcon|SSB4-U}}[[Event Match]]es===
==In [[Event Match]]es==
====Solo Events====
===Solo Events===
* '''[[All-Star Battle: Regulars]]''': Pikachu is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
* '''[[All-Star Battle: Regulars]]''': Pikachu is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]''
* '''[[Fire-Type Frenzy]]''': As {{SSB4|Charizard}}, the player must defeat Pikachu, {{SSB4|Greninja}}, and {{SSB4|Lucario}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear.
* '''[[Fire-Type Frenzy]]''': As {{SSB4|Charizard}}, the player must defeat Pikachu, {{SSB4|Greninja}}, and {{SSB4|Lucario}}. [[Fire Bar]]s, [[Fire Flower]]s, and [[Superspicy Curry]] are the only [[item]]s that appear.
Line 427: Line 371:
* '''[[When Lightning Strikes]]''': A small Pikachu and must defeat three giant Pikachu.
* '''[[When Lightning Strikes]]''': A small Pikachu and must defeat three giant Pikachu.
* '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant Pikachu, a giant {{SSB4|Pac-Man}}, and the [[Yellow Devil]] in a [[Stamina Mode|Stamina Battle]].
* '''[[Yellow Devils]]''': As {{SSB4|Mega Man}}, the player must defeat a giant Pikachu, a giant {{SSB4|Pac-Man}}, and the [[Yellow Devil]] in a [[Stamina Mode|Stamina Battle]].
====Co-op Events====
 
===Co-op Events===
* '''[[Pokémon Multi Battle!]]''': Pikachu and Charizard must defeat a team of Lucario and Greninja, and then a team of Pikachu and Charizard each appearing after one opponent is defeated.
* '''[[Pokémon Multi Battle!]]''': Pikachu and Charizard must defeat a team of Lucario and Greninja, and then a team of Pikachu and Charizard each appearing after one opponent is defeated.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Pikachu.png|Classic Mode
SSB4-3DS Congratulations All-Star Pikachu.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Pikachu.png|Classic Mode
SSB4-Wii U Congratulations All-Star Pikachu.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Pikachu's default trophy is obtained by clearing Classic Mode as Pikachu. Its alternate trophy is obtained by clearing All-Star Mode as Pikachu in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Volt Tackle trophy is obtained only in the Wii U version by clearing All-Star Mode as Pikachu.
{{Trophy/Fighter
|name=Pikachu
|image-3ds=PikachuTrophy3DS.png
|image-wiiu=PikachuTrophyWiiU.png
|mode=Classic
|desc-ntsc=Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.
|desc-pal=Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition|release2=10/1999}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GB|game2=Pokémon Yellow|release2=06/2000}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Pikachu (Alt.)
|image-3ds=PikachuAltTrophy3DS.png
|image-wiiu=PikachuAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
|desc-wiiu-ntsc=Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and makes Pikachu invincible for a split second.
|desc-pal=Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GB|game2=Pokémon Yellow: Special Pikachu Edition|release2=10/1999}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GB|game2=Pokémon Yellow|release2=06/2000}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Volt Tackle
|image=VoltTackleTrophyWiiU.png
|desc-ntsc=Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!
|desc-pal=For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use the little ball of light that flies just ahead of Pikachu as a guide if it seems out of control!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Pikachu|Alternate costumes]]==
==[[Alternate costume (SSB4)#Pikachu|Alternate costumes]]==
Line 519: Line 414:


==Trivia==
==Trivia==
*''SSB4'' is the first installment where Pikachu's teeth are visible. They can be seen when it is being [[grab]]bed by an opponent, or when it is hanging on an edge facing left.
*''SSB4'' is the first installment where Pikachu's teeth are visible. They can be seen when it is being [[grab]]bed by an opponent, or when it is hanging on an edge.
*When Pikachu is [[stun]]ned, its eyes appear as swirls. This is a reference to the ''Pokémon'' anime, in which Pokémon typically display the same expression after {{s|bulbapedia|fainting}}.
*When Pikachu is [[stun]]ned, its eyes appear as swirls. This is a reference to the ''Pokémon'' anime, in which Pokémon typically display the same expression after {{s|bulbapedia|fainting}}.
**It is also the second character to have this unique detail. The first was [[Kirby]] [[Kirby (SSB)|in ''SSB'']].
**It is also the second character to have this unique detail. The first was [[Kirby]] [[Kirby (SSB)|in ''SSB'']].
*When Pikachu is put to [[sleep]], its mouth can be seen animating with its snore.
*Pikachu knows five official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to [[bulbapedia:Skull Bash (move)|Skull Bash]], [[bulbapedia:Thunder (move)|Thunder]] and [[bulbapedia:Volt Tackle (move)|Volt Tackle]], it can also use [[bulbapedia:Thunder Wave (move)|Thunder Wave]] and [[bulbapedia:Thunder Shock (move)|Thunder Shock]] as [[Character customization|custom moves]].
*Pikachu knows six official Pokémon {{s|bulbapedia|move}}s in ''SSB4'', all of which it can learn legally in the ''Pokémon'' {{s|bulbapedia|core series}}. In addition to {{iw|bulbapedia|Skull Bash|move}}, {{iw|bulbapedia|Quick Attack|move}}, {{iw|bulbapedia|Thunder|move}} and {{iw|bulbapedia|Volt Tackle|move}}, it can also use {{iw|bulbapedia|Thunder Wave|move}} and {{iw|bulbapedia|Thunder Shock|move}} as [[Character customization|custom moves]].
**One of its custom moves, Quick Feet, has the [[bulbapedia:Quick Feet (ability)|same name]] of an {{s|bulbapedia|Ability}} instead of a move, similarly to [[Victini]]'s [[Poké Ball]] effect. However, Pikachu cannot legitimately have Quick Feet as an Ability.
**One of its custom moves, Quick Feet, has the [[bulbapedia:Quick Feet (ability)|same name]] of an {{s|bulbapedia|ability}} instead of a move, similarly to [[Victini]]'s [[Poké Ball]] effect. However, Pikachu cannot legitimately have Quick Feet as an Ability.
*Pikachu's official art for ''SSB4'' is almost identical to its official art for ''SSB''. The only difference is that it is standing erect in its ''SSB4'' art instead of slightly slouching to the side.
*Pikachu's pose in its official artwork for ''SSB4'' is based on its [[bulbapedia:File:Spr_1y_025.png|front sprite]] from ''Pokémon Yellow'', albeit completely facing the screen.
 
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Pikachu (SSB4)| ]]
 
[[Category:Pikachu (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Pikachu (SSB4)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: