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'''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 | '''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 | 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]]. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. 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'' 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. | ||
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 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. | ||
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*{{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 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 | *{{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|[[Walk]]'s animation has slightly changed. Pikachu now walks in a more slanted motion.}} | *{{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.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{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|[[Jump]] is lower.}} | |||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 27).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 27).}} | ||
*{{nerf|Rolls have a shorter duration (frame 4-19 → 4-14).}} | *{{nerf|Rolls have a shorter duration (frame 4-19 → 4-14).}} | ||
*{{buff| | *{{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|Air dodge has a shorter duration (frames 4-29 → 2-25).}} | ||
*{{nerf|[[ | *{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-15) and has more ending lag (FAF 23 → 25).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{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).}} | **{{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 (FAF 40 → 39) and the late hit has more range (4u → 4.5u).}} | **{{buff|Neutral aerial has decreased ending lag (FAF 40 → 39), the clean hit has a longer duration (frame 3 → 3-5) and the late hit has more range (4u → 4.5u).}} | ||
**{{change|Late neutral aerial has an altered angle (361° → 45°).}} | **{{change|Late neutral aerial has an altered angle (361° → 45°).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
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**{{nerf|Front floor attack has decreased knockback.}} | **{{nerf|Front floor attack has decreased knockback.}} | ||
**{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}} | **{{buff|Back floor attack has increased knockback and range. It also has decreased start-up lag.}} | ||
===Special moves=== | ===Special moves=== | ||
*[[Thunder Jolt]]: | *[[Thunder Jolt]]: | ||
**{{nerf|Aerial Thunder Jolt deals 4.2% less damage (9% → 4.8%).}} | |||
**{{nerf|Aerial Thunder Jolt deals less damage (9% → | |||
*[[Skull Bash]]: | *[[Skull Bash]]: | ||
**{{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|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.}} | ||
**{{nerf|Skull Bash deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), and knockback scaling | **{{nerf|Skull Bash deals less damage (7% (uncharged)/25% (fully charged) → 6%/22%), and uncharged Skull Bash's deals less knockback (15 (base), 90 (scaling) → 40/62). Skull Bash also has increased ending lag (FAF 91 → 97) and the removal of [[momentum canceling]] hinders its utility.}} | ||
*[[Quick Attack]]: | *[[Quick Attack]]: | ||
**{{buff|Quick Attack's first hit now has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}} | **{{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.}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack's shield pressuring potential.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Quick Attack's shield pressuring potential.}} | ||
**{{change|Quick Attack's | **{{change|Quick Attack's angle has been altered (0° → 70°) granting it combo potential but removing its ability to lock.}} | ||
**{{nerf|Quick Attack covers less overall distance. Its second hit also has increased startup (frame 30 → 43) and ending lag (FAF 9 → 29).}} | |||
**{{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..}} | ||
**{{nerf|[[Quick Attack cancel]]ing can no longer be used on flat surfaces, significantly hindering Pikachu's approach and air game.}} | |||
*{{b|Thunder|Pokémon}}: | *{{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. | **{{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. It also has decreased ending lag (FAF 79 → 75) and the shockwave has increased [[intangibility]] (8 frames → 10).}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Thunder's shield pressuring potential.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Thunder's shield pressuring potential.}} | ||
**{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%), has less knockback (100 (base), 50 (scaling), → 74/60 (thunderbolt), 100/60 → 70/66 (shockwave)), and has less range (7u (thunderbolt)/14.4u (shockwave) → 4u/13u), making it more difficult to land and hindering its edge-guarding and KO potential. Its new meteor smash hitbox also makes [[Thunderspiking]] very difficult to perform combined with the thunderbolt's significantly reduced range and power. The removal of [[edge momentum shifting]] also slightly hinders its utility.}} | |||
**{{nerf|Thunder deals less damage (10% (thunderbolt)/17% (shockwave) → 8%/15%) | |||
*[[Volt Tackle]]: | *[[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.}} | **{{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.}} | ||
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''' {{GameIcon|ssb4}} [[1.0.6]]''' | ''' {{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Edge grab | *{{nerf|Edge grab's animation standardized. This makes it slower.}} | ||
''' {{GameIcon|ssb4}} [[1.1.0]]''' | ''' {{GameIcon|ssb4}} [[1.1.0]]''' | ||
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==Moveset== | ==Moveset== | ||
*Pikachu can [[Crawling|crawl]] and [[wall jump]]. | *Pikachu can [[Crawling|crawl]] and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=10% | |ftiltupdmg=10% | ||
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|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= | |utiltname= | ||
|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= | |dtiltname= | ||
|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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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= | |nairname= | ||
|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= | |fairname= | ||
|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 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. | ||
|bairname= | |bairname= | ||
|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= | |uairname= | ||
|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= | |dairname= | ||
|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= | |grabname= | ||
|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= | |pummelname= | ||
|pummeldmg=1.9% | |pummeldmg=1.9% | ||
|pummeldesc=Shocks the opponent. A fairly fast pummel. | |pummeldesc=Shocks the opponent. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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. | ||
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|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. | ||
}} | }} | ||
====[[On-screen appearance]]==== | ====[[On-screen appearance]]==== | ||
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|char=Pikachu}} | |char=Pikachu}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1321 | |set10=1321 | ||
}} | }} | ||
'' | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Captain L|Canada}} (#79) - The best Pikachu player in Canada. Ranked 3rd on the [[British Columbia Power Rankings]] and 36th on the [[Panda Global Rankings|Panda Global Rankings v5]]. He has wins over top players such as {{Sm|MkLeo}}, {{Sm|Tweek}}, {{Sm|Mr. R}}, and ESAM. | |||
*{{Sm|DM888|USA}} - Ranked 10th on the [[New England Power Rankings]]. Placed 1st at the [[New England Arcadian II]] and has wins on {{Sm|Koolaid}}, {{Sm|MattyG}}, {{Sm|Pugwest}}, {{Sm|Raffi-X}} and {{Sm|Marss}}. | |||
*{{Sm|ESAM|USA}} (#17) - Widely considered to be the best Pikachu player in the world. Ranked 21st on the [[Panda Global Rankings|Panda Global Rankings v5]], and 1st on the [[Florida Power Rankings|South Florida Power Rankings]]. | |||
*{{Sm|Kishiru|Japan}} - Placed 13th at [[Umebura 27]]. Wins on {{Sm|Ally}}, {{Sm|Kuro}}, {{Sm|Umeki}}, and {{Sm|Shu}}. | |||
*{{Sm|NCJacobT|USA}} - Plays many characters including Pikachu. Placed 25th at [[2GGC: ARMS Saga]] using Pikachu. | |||
*{{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}} - Placed 13th at [[Get On My Level 2016]] and 49th at [[Pound 2016]]. | |||
*{{Sm|Rideae|USA}} - The 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}} - Placed 33rd at [[GameTyrant Expo 2017]], [[Smash Masters League: Battle for Vegas]], and [[Switchfest]]. | |||
*{{Sm|Zace|USA}} - Ranked #5 on the Utah Power Rankings, wins over {{Sm|BestNess}}, {{Sm|VaLoR}}, and {{Sm|Diablo}}. | |||
====Inactive==== | |||
*{{Sm| | *{{Sm|Cosmos|USA}} - Switched to maining {{SSB4|Corrin}} in 2016. | ||
*{{Sm| | *{{Sm|NAKAT|USA}} | ||
*{{Sm|Shimitake|Japan}} | |||
*{{Sm| | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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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. | ||
== | ==Trophies== | ||
:'''Pikachu''' | |||
::{{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) | |||
PikachuAltTrophy3DS.png|Alt. (3DS) | |||
PikachuTrophyWiiU.png|Classic (Wii U) | |||
PikachuAltTrophyWiiU.png|Alt. (Wii U) | |||
VoltTackleTrophyWiiU.png|[[Volt Tackle]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===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. | ||
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* '''[[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=== | |||
* '''[[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. | ||
==[[Alternate costume (SSB4)#Pikachu|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Pikachu|Alternate costumes]]== | ||
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*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'']]. | ||
*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 [[bulbapedia:Skull Bash (move)|Skull Bash]], [[bulbapedia:Quick Attack (move)|Quick Attack]], [[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 | **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| | *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 | |||
==References== | ==References== |