Editing Pikachu (SSBM)
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REMEMBER: Nintendo's official stance is that Pikachu, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she". | |||
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'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Ikue Ōtani reprises her role as Pikachu in ''Melee'' with new voice clips. | Announced at [[E3]] 2001, '''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[Pokémon]] and [[starter]] character in ''[[Super Smash Bros. Melee]]''. Ikue Ōtani reprises her role as Pikachu in ''Melee'' with new voice clips. | ||
Pikachu ranks 9th on the current tier list, in the B+ tier. This is a | Pikachu ranks 9th on the current tier list, in the B+ tier. This is a significant drop from its previous ranking in ''Smash 64'' where it was ranked 1st and is its lowest placement in the series. Pikachu boasts great speed and an array of KO options, owning the strongest up smash in the game and a quick semi-spike in its up-air. It also has a very long, safe, and versatile recovery. However, Pikachu is held back by very short range, with its best finishers having hitboxes very close to its body. This is further exacerbated with its subpar options out of its [[dash dance]], difficulty in dealing with [[shield|shielding]] opponents, and a short wavedash. Thus, Pikachu must rely on mixups and crossups to [[approach]] and find openings. | ||
==Attributes== | ==Attributes== | ||
In general character archetypes, Pikachu generally stands as a small fighter with good speed; Pikachu has medium [[falling speed]], great dashing speed (fourth highest in the game), high traction and below average [[air speed]]. Its average falling speed and high traction gives it a short [[wavedash]]; average falling speed, however, also gives Pikachu decent [[SHFFL]] potential. Due to its small size, Pikachu is also rather resistant to [[shield stabbing]]. | In general character archetypes, Pikachu generally stands as a small fighter with good speed; Pikachu has medium [[falling speed]], great dashing speed (fourth highest in the game), high traction and below average [[air speed]]. Its average falling speed and high traction gives it a short [[wavedash]]; average falling speed, however, also gives Pikachu decent [[SHFFL]] potential. Due to its small size, Pikachu is also rather resistant to [[shield stabbing]]. | ||
Pikachu's main strength is its fantastic edgeguarding game. Its up and down aerials are quick and can easily [[gimp]] recovering opponents, as the former acts as a semi-spike when sweetspotted and the latter has decent horizontal knockback, and its forward and down tilts can intercept recovery attempts close to the ledge. Additionally, Pikachu's back throw can easily send opponents off the edge, allowing it to easily set up edgeguards, even at lower percentages. Pikachu, on the other hand, is very resilient to edgeguarding; [[Skull Bash]] can give it significant horizontal distance, and [[Quick Attack]] moves very quickly, grants good distance, and has very unpredictable paths. Most characters do not have options to cover all of these recovery methods at once, and must thus rely on hard reads, rather than reactions, to properly edgeguard Pikachu. | Pikachu's main strength is its fantastic edgeguarding game. Its up and down aerials are quick and can easily [[gimp]] recovering opponents, as the former acts as a semi-spike when sweetspotted and the latter has decent horizontal knockback, and its forward and down tilts can intercept recovery attempts close to the ledge. Additionally, Pikachu's back throw can easily send opponents off the edge, allowing it to easily set up edgeguards, even at lower percentages. Pikachu, on the other hand, is very resilient to edgeguarding; [[Skull Bash]] can give it significant horizontal distance, and [[Quick Attack]] moves very quickly, grants good distance, and has very unpredictable paths. Most characters do not have options to cover all of these recovery methods at once, and must thus rely on hard reads, rather than reactions, to properly edgeguard Pikachu. | ||
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Pikachu's other strength is its solid punish game; although Pikachu is fast and light, it still possesses several ways to combo and KO opponents. Pikachu's jab is quick and weak, giving it some of the most consistent [[jab reset]] followups in the game. Its forward, neutral, and up aerials are quick and can be used for aerial strings or juggling. Pikachu's [[forward smash|forward]] and [[up smash]]es are among the most powerful in the game; its up smash, in fact, is ''the'' most powerful of its kind at realistic KO percentages, and can be used as a powerful [[tech]] chasing tool at all percentages, threatening further up smashes on fast-fallers at lower percentages and KOs at medium to high percentages. Pikachu's grab game helps facilitate its punishes; its up and down throws can be used to set up combos, and the former can [[chaingrab]] fast-fallers and even set up for its powerful up smash at KO percentages. | Pikachu's other strength is its solid punish game; although Pikachu is fast and light, it still possesses several ways to combo and KO opponents. Pikachu's jab is quick and weak, giving it some of the most consistent [[jab reset]] followups in the game. Its forward, neutral, and up aerials are quick and can be used for aerial strings or juggling. Pikachu's [[forward smash|forward]] and [[up smash]]es are among the most powerful in the game; its up smash, in fact, is ''the'' most powerful of its kind at realistic KO percentages, and can be used as a powerful [[tech]] chasing tool at all percentages, threatening further up smashes on fast-fallers at lower percentages and KOs at medium to high percentages. Pikachu's grab game helps facilitate its punishes; its up and down throws can be used to set up combos, and the former can [[chaingrab]] fast-fallers and even set up for its powerful up smash at KO percentages. | ||
Pikachu also has a very good variety of special attacks, all of which can be seamlessly integrated into gameplay. Its [[Thunder Jolt]] is among the most flexible [[projectile]] | Pikachu also has a very good variety of special attacks, all of which can be seamlessly integrated into gameplay. Its [[Thunder Jolt]] is among the most flexible [[projectile|projectiles]] in the game, due to its ground-hugging properties; with low knockback and decent hitstun as well, it can set up combos on the ground, and can also interrupt some recoveries. Skull Bash, as aforementioned, acts as a horizontal recovery extender, and can double as a situational offensive attack with high power when charged. While Quick Attack has little offensive application, the ability to change its directions and its speed gives Pikachu a long and unpredictable recovery. Thunder, despite its high ending lag, can act as a combo finisher in case Pikachu's vertical finishers fall just short of KOing. | ||
Pikachu's primary flaw, however, is its poor range. Almost all of its best finishers are very close to its body, making it difficult for Pikachu to secure KOs at times, and forcing Pikachu to constantly approach to keep pressure on the opponent. Additionally, Pikachu's relatively flexible grab and throw game is severely hampered by a very short grab range (the shortest in the game). Because of this, Pikachu struggles to combat [[shield]]ing opponents, and must trick opponents by crossing up their shield in order to get an opening out of them. | Pikachu's primary flaw, however, is its poor range. Almost all of its best finishers are very close to its body, making it difficult for Pikachu to secure KOs at times, and forcing Pikachu to constantly approach to keep pressure on the opponent. Additionally, Pikachu's relatively flexible grab and throw game is severely hampered by a very short grab range (the shortest in the game). Because of this, Pikachu struggles to combat [[shield]]ing opponents, and must trick opponents by crossing up their shield in order to get an opening out of them. | ||
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===Attributes=== | ===Attributes=== | ||
*{{ | *{{nerf|Pikachu [[walk]]s slightly slower (1.26 (42) → 1.24).}} | ||
*{{ | *{{buff|Pikachu [[dash]]es faster (1.65 (55) → 1.8).}} | ||
*{{buff|Pikachu's [[traction]] is higher (0. | *{{buff|As with most of the returning veterans, Pikachu's [[traction]] is much higher (0.06 (2) → 0.09), making it easier for it to punish [[out of shield]].}} | ||
*{{nerf|Pikachu's [[air speed]] is | *{{nerf|Pikachu's [[air speed]] is significantly slower (1.125 (37.5) → 0.85), going from the second fastest to below average.}} | ||
*{{nerf|Pikachu's [[air acceleration]] | *{{nerf|Pikachu's [[air acceleration]] has been less than one-third (0.165 (5.5) → 0.05), going from the second highest to average.}} | ||
*{{nerf|Pikachu [[jump]]s drastically lower ( | *{{nerf|As with the returning veterans, Pikachu [[jump]]s drastically lower (39.69405 (1323.135) → 29.441023), hindering its vertical recovery and ability to chase opponents above it.}} | ||
*{{change|As with the returning veterans, Pikachu's [[gravity]] is higher (0.09 (3) → 0.11).}} | |||
*{{change|As with the returning veterans, Pikachu [[Falling speed|falls]] faster (1.56 (52) → 1.9) improving its vertical endurance but making it more susceptible to combos and [[chain grab]]s.}} | |||
*{{change|Pikachu [[Falling speed|falls]] faster (1. | **{{nerf|Pikachu's [[fast fall]]ing speed is also higher (2.49 (83) → 2.7). However, the difference between its falling speed and fast falling speed is much lower (increase: 59.6% → 42.1%), which makes it more predictable when landing and gives it fewer options in the air.}} | ||
**{{nerf| | *{{buff|Pikachu is [[weight|heavier]] (72.414 → 80), which improves its endurance.}} | ||
*{{buff|Pikachu is | |||
*{{nerf|The lower half of Pikachu's tail now has a hurtbox. This makes Pikachu's tail based attacks less disjointed and generally makes Pikachu easier to hit.}} | *{{nerf|The lower half of Pikachu's tail now has a hurtbox. This makes Pikachu's tail based attacks less disjointed and generally makes Pikachu easier to hit.}} | ||
*{{nerf|Pikachu's upper legs and arms are no longer immune to grabs.}} | *{{nerf|Pikachu's upper legs and arms are no longer immune to grabs.}} | ||
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**{{buff|The lower tail has larger hitboxes (2.66u → 3.515u/3.515u), and up tilt has a new hitbox on the middle of Pikachu's tail.}} | **{{buff|The lower tail has larger hitboxes (2.66u → 3.515u/3.515u), and up tilt has a new hitbox on the middle of Pikachu's tail.}} | ||
**{{nerf|Up tilt deals less damage (11% → 7% (lower tail)/6% (upper tail)), noticeably hindering its damage racking potential.}} | **{{nerf|Up tilt deals less damage (11% → 7% (lower tail)/6% (upper tail)), noticeably hindering its damage racking potential.}} | ||
**{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-14 → 7-14).}} | **{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-14 → 7-14).}} | ||
**{{nerf|The upper tail hitbox is much smaller (5u → 3.125u), with the hitbox now failing to fully cover Pikachu's tail.}} | **{{nerf|The upper tail hitbox is much smaller (5u → 3.125u), with the hitbox now failing to fully cover Pikachu's tail.}} | ||
**{{nerf|The universally decreased hitstun and the introduction of [[DI]] have heavily hindered up tilt's combo potential, no longer chaining into itself nearly as reliably.}} | **{{nerf|The universally decreased hitstun and the introduction of [[DI]] have heavily hindered up tilt's combo potential, no longer chaining into itself nearly as reliably.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less ending lag (FAF 26 → 19).}} | **{{buff|Down tilt has less ending lag (FAF 26 → 19).}} | ||
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-13 → 7-9).}} | **{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-13 → 7-9).}} | ||
**{{nerf|Down tilt deals much less damage (12% → 7%), hindering its KO and edgeguarding potential.}} | **{{nerf|Down tilt deals much less damage (12% → 7%), hindering its KO and edgeguarding potential.}} | ||
**{{nerf|Down tilt has smaller hitboxes (2.66u/4.66u → 1.95u/3.12u/3.91u), with the far hitbox also being moved closer to Pikachu (x/z offsets: 3.66/2.17 → 3.91/2).}} | **{{nerf|Down tilt has smaller hitboxes (2.66u/4.66u → 1.95u/3.12u/3.91u), with the far hitbox also being moved closer to Pikachu (x/z offsets: 3.66/2.17 → 3.91/2).}} | ||
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**{{nerf|The clean hit no longer launches opponents behind Pikachu (95° → 85°), hindering its followup potential, which is further exacerbated with the universal decrease to hitstun/introduction of DI.}} | **{{nerf|The clean hit no longer launches opponents behind Pikachu (95° → 85°), hindering its followup potential, which is further exacerbated with the universal decrease to hitstun/introduction of DI.}} | ||
**{{nerf|The clean hit's far hitbox deals less damage (18% → 17%), hindering its KO potential as unlike the near hitboxes, its knockback scaling was unchanged.}} | **{{nerf|The clean hit's far hitbox deals less damage (18% → 17%), hindering its KO potential as unlike the near hitboxes, its knockback scaling was unchanged.}} | ||
**{{nerf|The late hit deals less damage (9% → 7%) and much less knockback (10 (base), 100 (scaling) → 5/48), greatly hindering its safety on hit.}} | **{{nerf|The late hit deals less damage (9% → 7%) and much less knockback (10 (base), 100 (scaling) → 5/48), greatly hindering its safety on hit.}} | ||
**{{nerf|The late hit no longer launches opponents vertically (90° → 40°). When combined with its reduced power, along with the universal decrease to hitstun/introduction of DI, this completely removes its combo potential, with the late hit now being easily punishable on hit, even at higher percents.}} | **{{nerf|The late hit no longer launches opponents vertically (90° → 40°). When combined with its reduced power, along with the universal decrease to hitstun/introduction of DI, this completely removes its combo potential, with the late hit now being easily punishable on hit, even at higher percents.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Pikachu has a new down smash. Instead of being a split kick, it is a multi hit move where Pikachu spins around on the floor generating electricity around it.}} | **{{change|Pikachu has a new down smash. Instead of being a split kick, it is a multi hit move where Pikachu spins around on the floor generating electricity around it.}} | ||
**{{buff|Down smash has less startup (frame 10 → 7) and ending lag (FAF 54 → 51).}} | **{{buff|Down smash has less startup (frame 10 → 7) and ending lag (FAF 54 → 51).}} | ||
**{{buff|Down smash has a longer duration overall (frames 10-13/25-28 → 7-8/10-11/13-14/16-17/19-20/22-23/25).}} | **{{buff|Down smash has a longer duration overall (frames 10-13/25-28 → 7-8/10-11/13-14/16-17/19-20/22-23/25).}} | ||
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===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{nerf|All aerials [[auto-cancel]] later (frame 29 → 35 (neutral), frame 27 → 34 (forward), frame 22 → 50 (back), frame 1 → 18 (up), frame 26 → 39 (down)). When combined with Pikachu's lower short hop, this means that Pikachu can now only auto-cancel up aerial in a short hop (as opposed to all aerials). These issues are further exacerbated with the weakening of [[L-canceling]].}} | *{{nerf|All aerials [[auto-cancel]] later (frame 29 → 35 (neutral), frame 27 → 34 (forward), frame 22 → 50 (back), frame 1 → 18 (up), frame 26 → 39 (down)). When combined with Pikachu's lower short hop, this means that Pikachu can now only auto-cancel up aerial in a short hop (as opposed to all aerials). These issues are further exacerbated with the weakening of [[L-canceling]].}} | ||
**{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Pikachu's aerials.}} | **{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Pikachu's aerials.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Pikachu has a new neutral aerial: a somersault.}} | **{{change|Pikachu has a new neutral aerial: a somersault.}} | ||
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***{{nerf|However, this also gives the move less range, as the hitbox placements were not adjusted in relation to Pikachu.}} | ***{{nerf|However, this also gives the move less range, as the hitbox placements were not adjusted in relation to Pikachu.}} | ||
***{{nerf|This new animation is also longer (36 frames → 39), increasing the amount of time Pikachu cannot grab ledges after performing the move.}} | ***{{nerf|This new animation is also longer (36 frames → 39), increasing the amount of time Pikachu cannot grab ledges after performing the move.}} | ||
**{{nerf|Neutral aerial has more ending lag (FAF 37 → 40).}} | **{{nerf|Neutral aerial has more ending lag (FAF 37 → 40).}} | ||
**{{nerf|Neutral aerial deals less damage (14% (clean)/11% (late) → 12%/9%) with only the clean hit receiving marginal compensation on its base knockback (15 → 18), hindering its KO potential.}} | **{{nerf|Neutral aerial deals less damage (14% (clean)/11% (late) → 12%/9%) with only the clean hit receiving marginal compensation on its base knockback (15 → 18), hindering its KO potential.}} | ||
**{{nerf|The body hitbox is smaller (4.33u → 4.21u).}} | **{{nerf|The body hitbox is smaller (4.33u → 4.21u).}} | ||
**{{buff|Neutral aerial has less landing lag (16 frames → 15).}} | **{{buff|Neutral aerial has less landing lag (16 frames → 15).}} | ||
**{{buff|Neutral aerial has more combo potential due to its lower strength, Pikachu's faster falling speed/lower short hop, combined with jumps now carrying momentum from a dash.}} | **{{buff|Neutral aerial has more combo potential due to its lower strength, Pikachu's faster falling speed/lower short hop, combined with jumps now carrying momentum from a dash.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|Forward aerial has more startup lag (frame 7 → 10).}} | **{{nerf|Forward aerial has more startup lag (frame 7 → 10).}} | ||
**{{nerf|Forward aerial has more landing lag (16 frames → 20). When combined with the reduced effect of L-canceling and the reduction of hitstun, this considerably hinders forward aerial's combo potential.}} | **{{nerf|Forward aerial has more landing lag (16 frames → 20). When combined with the reduced effect of L-canceling and the reduction of hitstun, this considerably hinders forward aerial's combo potential.}} | ||
**{{nerf|Each hit of forward aerial deals less damage (3% → 2%).}} | **{{nerf|Each hit of forward aerial deals less damage (3% → 2%).}} | ||
**{{nerf|Due to hitting four times instead of seven:}} | **{{nerf|Due to hitting four times instead of seven:}} | ||
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***{{nerf|However, this reduces the move's knockback at higher percents, making it less effective at higher percents.}} | ***{{nerf|However, this reduces the move's knockback at higher percents, making it less effective at higher percents.}} | ||
**{{nerf|Up aerial deals much less damage (10% → 4%) which along with the aforementioned change to its knockback, hinders its KO potential.}} | **{{nerf|Up aerial deals much less damage (10% → 4%) which along with the aforementioned change to its knockback, hinders its KO potential.}} | ||
**{{nerf|Up aerial has a shorter duration (frames 3-10 → 3-8).}} | **{{nerf|Up aerial has a shorter duration (frames 3-10 → 3-8).}} | ||
**{{nerf|Up aerial no longer auto-cancels throughout its entire duration now having a rather high 26 frames of landing lag without L-canceling.}} | **{{nerf|Up aerial no longer auto-cancels throughout its entire duration now having a rather high 26 frames of landing lag without L-canceling.}} | ||
**{{nerf|The far hitbox has been moved slightly closer to Pikachu (x/y/z offsets: 3.18/5/-1.66 → 0/0/0 (clean)/1.17/1.17/0 (late)), giving up aerial slightly less range (particularly in front of Pikachu due to its shorter duration).}} | **{{nerf|The far hitbox has been moved slightly closer to Pikachu (x/y/z offsets: 3.18/5/-1.66 → 0/0/0 (clean)/1.17/1.17/0 (late)), giving up aerial slightly less range (particularly in front of Pikachu due to its shorter duration).}} | ||
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*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|Grab has a new grabbox inside of Pikachu, giving it more range inside of Pikachu.}} | **{{buff|Grab has a new grabbox inside of Pikachu, giving it more range inside of Pikachu.}} | ||
**{{buff| | **{{buff|Gran has a longer duration (frame 6 → 7-8 (standing)/11-12 (dash)).}} | ||
**{{nerf|Grab has a smaller grabbox (4.82u → 3.51u), it has a new animation where Pikachu does not jump forward and it now uses a static hitbox which is not positioned as far out (z offset: 7.03). This significantly reduces grab's range (reaching about half as far), now being the shortest in ''Melee''.}} | **{{nerf|Grab has a smaller grabbox (4.82u → 3.51u), it has a new animation where Pikachu does not jump forward and it now uses a static hitbox which is not positioned as far out (z offset: 7.03). This significantly reduces grab's range (reaching about half as far), now being the shortest in ''Melee''.}} | ||
**{{nerf|Grab has more startup lag (frame 6 → 7 (standing)/11 (dash)) and ending lag (FAF 16 → 31 (standing)/41 (dash)), much like with most other returning veterans.}} | **{{nerf|Grab has more startup lag (frame 6 → 7 (standing)/11 (dash)) and ending lag (FAF 16 → 31 (standing)/41 (dash)), much like with most other returning veterans.}} | ||
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**{{nerf|Pikachu will no lo longer auto-snap the ledge if it Quick Attacks into the ledge from above which along with the previous change, removes Quick Attack's use as a powerful ledge stalling option despite the changes to ledge intangibility.}} | **{{nerf|Pikachu will no lo longer auto-snap the ledge if it Quick Attacks into the ledge from above which along with the previous change, removes Quick Attack's use as a powerful ledge stalling option despite the changes to ledge intangibility.}} | ||
*{{b|Thunder|Pokémon}}: | *{{b|Thunder|Pokémon}}: | ||
**{{buff|Thunder has less startup lag (frame 24 → 20).}} | **{{buff|Thunder has less startup lag (frame 24 → 20).}} | ||
**{{buff|Thunder has slightly larger hitboxes (6.66u (thunder bolt)/11.5u (shockwave) → 7.03u/11.71u).}} | **{{buff|Thunder has slightly larger hitboxes (6.66u (thunder bolt)/11.5u (shockwave) → 7.03u/11.71u).}} | ||
**{{buff|The thunder bolt now uses four hitboxes which are greatly spaced apart from each other (rather than 8 hitboxes lumped on top of each other), giving it much more vertical range.}} | **{{buff|The thunder bolt now uses four hitboxes which are greatly spaced apart from each other (rather than 8 hitboxes lumped on top of each other), giving it much more vertical range.}} | ||
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**{{bugfix|Thunder has a new glitch called the ceiling glitch.}} | **{{bugfix|Thunder has a new glitch called the ceiling glitch.}} | ||
***{{buff|This glitch improves Thunder's edgeguarding potential.}} | ***{{buff|This glitch improves Thunder's edgeguarding potential.}} | ||
**{{nerf|Thunder now strikes at a fixed height from a thundercloud (rather than from the top of the stage) hindering its ability to [[Thunderspike]], especially on stages with high vertical blastzones.}} | **{{nerf|Thunder now strikes at a fixed height from a thundercloud (rather than from the top of the stage) hindering its ability to [[Thunderspike]], especially on stages with high vertical blastzones.}} | ||
**{{nerf|The thunder bolt deals less damage (12% → 10%) although its base knockback was compensated (80 → 100).}} | **{{nerf|The thunder bolt deals less damage (12% → 10%) although its base knockback was compensated (80 → 100).}} | ||
**{{nerf|The thunder bolt can now be [[reflect]]ed and [[absorb]]ed.}} | **{{nerf|The thunder bolt can now be [[reflect]]ed and [[absorb]]ed.}} | ||
***{{buff|However, this does improve its utility in doubles.}} | ***{{buff|However, this does improve its utility in doubles.}} | ||
**{{nerf|The thunder bolts hitboxes no longer have an infinite duration, now only lasting 60 frames.}} | **{{nerf|The thunder bolts hitboxes no longer have an infinite duration, now only lasting 60 frames.}} | ||
**{{nerf|The thunder bolts hitboxes now shrink when Pikachu connects the shockwave, and when they get close enough to Pikachu.}} | **{{nerf|The thunder bolts hitboxes now shrink when Pikachu connects the shockwave, and when they get close enough to Pikachu.}} | ||
**{{nerf|The shockwave has a shorter duration (10 frames → 9).}} | **{{nerf|The shockwave has a shorter duration (10 frames → 9).}} | ||
**{{nerf|Pikachu can no longer connect both the thunderbolt and the shockwave.}} | **{{nerf|Pikachu can no longer connect both the thunderbolt and the shockwave.}} | ||
**{{nerf|Thunder has more ending lag when used in the air (FAF 79 → 115), drastically hindering its safety if Pikachu does not land the shockwave (especially considering Pikachu's increased falling speed).}} | **{{nerf|Thunder has more ending lag when used in the air (FAF 79 → 115), drastically hindering its safety if Pikachu does not land the shockwave (especially considering Pikachu's increased falling speed).}} | ||
**{{nerf|The shockwave has more ending lag (FAF 67 → 70).}} | **{{nerf|The shockwave has more ending lag (FAF 67 → 70).}} | ||
**{{nerf|The universally increased [[falling speed]]s have made Thunderspiking less effective and they have made Thunder a less reliable juggling tool when combined with its higher ending lag.}} | **{{nerf|The universally increased [[falling speed]]s have made Thunderspiking less effective and they have made Thunder a less reliable juggling tool when combined with its higher ending lag.}} | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutraldesc=An extremely quick headbutt. Does very minimal damage, and has short range. This attack can be canceled into itself with two frames between possible inputs, so it can be [[Button mashing|mashed]] for a quick series of headbutts. | |neutraldesc=An extremely quick headbutt. Does very minimal damage, and has short range. This attack can be canceled into itself with two frames between possible inputs, so it can be [[Button mashing|mashed]] for a quick series of headbutts. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=9% | |ftiltupdmg=9% | ||
|ftiltsidedmg=8% | |ftiltsidedmg=8% | ||
|ftiltdowndmg=7% | |ftiltdowndmg=7% | ||
|ftiltdesc=Plants itself on its upper paws and kicks its lower paws in front of its body. This move has surprising range, and the hitbox is out for nearly the whole duration of its animation. Can be used as a defensive attack, or for an [[edgeguard]]. It is best used as a counter to [[SHFFL]]ing characters, as it will almost always interrupt their approach. Low damage, low knockback. This attack can be angled up and down. | |ftiltdesc=Plants itself on its upper paws and kicks its lower paws in front of its body. This move has surprising range, and the hitbox is out for nearly the whole duration of its animation. Can be used as a defensive attack, or for an [[edgeguard]]. It is best used as a counter to [[SHFFL]]ing characters, as it will almost always interrupt their approach. Low damage, low knockback. This attack can be angled up and down. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (tail), 6% (tip) | |utiltdmg=7% (tail), 6% (tip) | ||
|utiltdesc=Swings its tail above its body in an arc. This attack is hard to set up, as it has low range. The knockback works well for [[juggling]] and [[combo]]s well however, as it sends opponents upward. Low damage, low knockback. | |utiltdesc=Swings its tail above its body in an arc. This attack is hard to set up, as it has low range. The knockback works well for [[juggling]] and [[combo]]s well however, as it sends opponents upward. Low damage, low knockback. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=7% | |dtiltdmg=7% | ||
|dtiltdesc=Sweeps its tail in front of itself. This move has decent range, low knockback, and low damage. However, it doesn't have a lot of active frames and hits rather low. This can be used as an edgeguard against characters with a linear and/or predictable [[recovery]], though there are better options. | |dtiltdesc=Sweeps its tail in front of itself. This move has decent range, low knockback, and low damage. However, it doesn't have a lot of active frames and hits rather low. This can be used as an edgeguard against characters with a linear and/or predictable [[recovery]], though there are better options. | ||
|dashname= | |dashname= | ||
|dashdmg=8% | |dashdmg=8% | ||
|dashdesc=Jumps forwards, headbutting. While it does have some knockback, it is rather laggy and leaves Pikachu vulnerable (it is particularly easy to [[shield grab]]). | |dashdesc=Jumps forwards, headbutting. While it does have some knockback, it is rather laggy and leaves Pikachu vulnerable (it is particularly easy to [[shield grab]]). | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|21}} (early), {{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|18}} (late) | |fsmashdmg={{ChargedSmashDmgSSBM|21}} (early), {{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|18}} (late) | ||
|fsmashdesc=Rears back, then ejects an attached jolt of electricity in front from its cheeks. A powerful attack that can evade some attacks with the initial animation. Has decent range. The hitbox is [[disjointed]], which makes it a wise choice for [[edgeguarding]]. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | |fsmashdesc=Rears back, then ejects an attached jolt of electricity in front from its cheeks. A powerful attack that can evade some attacks with the initial animation. Has decent range. The hitbox is [[disjointed]], which makes it a wise choice for [[edgeguarding]]. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|17}}-{{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|13}} (mid), {{ChargedSmashDmgSSBM|7}} (late) | |usmashdmg={{ChargedSmashDmgSSBM|17}}-{{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|13}} (mid), {{ChargedSmashDmgSSBM|7}} (late) | ||
|usmashdesc=Does a quick backflip, attacking with its tail. This is the strongest [[up smash]] in the game in terms of knockback, is extremely quick with decent range, and is one of the strongest smash attacks. Pikachu's up smash is extremely versatile, whether it be setting up juggles or going for a quick low percent KO. Is also good for [[shield stabbing]]. Capable of KOing at 35%-55% when fully charged. | |usmashdesc=Does a quick backflip, attacking with its tail. This is the strongest [[up smash]] in the game in terms of knockback, is extremely quick with decent range, and is one of the strongest smash attacks. Pikachu's up smash is extremely versatile, whether it be setting up juggles or going for a quick low percent KO. Is also good for [[shield stabbing]]. Capable of KOing at 35%-55% when fully charged. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|3}} (hit 7) (≈{{ChargedSmashDmgSSBM|13.83}} total) | |dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|3}} (hit 7) (≈{{ChargedSmashDmgSSBM|13.83}} total) | ||
|dsmashdesc=Spins around in place repeatedly, while surrounded with electricity. This is a multi-hit attack that comes out very quickly. Easily used from a successful [[crouch cancel]], and sets up for an aerial at lower percentages. This attack has transcendent priority. | |dsmashdesc=Spins around in place repeatedly, while surrounded with electricity. This is a multi-hit attack that comes out very quickly. Easily used from a successful [[crouch cancel]], and sets up for an aerial at lower percentages. This attack has transcendent priority. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 9% (late) | |nairdmg=12% (clean), 9% (late) | ||
|nairdesc=Curls up in a ball and does somersaults in the air. This is a versatile aerial, as it does decent damage, decent knockback, and comes out very quickly. A generic use-anywhere aerial. | |nairdesc=Curls up in a ball and does somersaults in the air. This is a versatile aerial, as it does decent damage, decent knockback, and comes out very quickly. A generic use-anywhere aerial. | ||
|fairname= | |fairname= | ||
|fairdmg=2% (hits 1-4) (≈7.46% total) | |fairdmg=2% (hits 1-4) (≈7.46% total) | ||
|fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. This has more horizontal range than any of Pikachu's aerials. The move, however, has little knockback. | |fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. This has more horizontal range than any of Pikachu's aerials. The move, however, has little knockback. | ||
|bairname= | |bairname= | ||
|bairdmg=12% (clean), 9% (late), 4% (landing) | |bairdmg=12% (clean), 9% (late), 4% (landing) | ||
|bairdesc=Spins in the air in a manner similar to its down smash, but without electrical effects. Decent range, damage and knockback, however it lags noticeably if missed, especially if Pikachu lands. | |bairdesc=Spins in the air in a manner similar to its down smash, but without electrical effects. Decent range, damage and knockback, however it lags noticeably if missed, especially if Pikachu lands. | ||
|uairname= | |uairname= | ||
|uairdmg=4% | |uairdmg=4% | ||
|uairdesc=Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this can be used to juggle opponents repeatedly. Also, if hit with the tip of the tail at certain points during the arc, this will send opponents far at a nasty [[semi-spike]] angle similar to {{SSBM|Sheik}}'s forward aerial. This trajectory can be achieved even at low percentages. This attack makes edgeguarding a breeze against predictable, linear, and/or slow recoveries. An essential attack for controlling the match. | |uairdesc=Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this can be used to juggle opponents repeatedly. Also, if hit with the tip of the tail at certain points during the arc, this will send opponents far at a nasty [[semi-spike]] angle similar to {{SSBM|Sheik}}'s forward aerial. This trajectory can be achieved even at low percentages. This attack makes edgeguarding a breeze against predictable, linear, and/or slow recoveries. An essential attack for controlling the match. | ||
|dairname= | |dairname= | ||
|dairdmg=12%, 4% (landing) | |dairdmg=12%, 4% (landing) | ||
|dairdesc=Does a barrel roll, like its forward aerial, except it is facing the ground. Unlike the fair, this does one hit in the air, and an extra hit upon landing if the animation is still going when Pikachu lands. The aerial hit does decent damage and has good knockback, more so than the neutral aerial. The hit upon landing has far lower knockback and stun. This attack lags significantly more than the neutral aerial however, and has noticeable startup lag. | |dairdesc=Does a barrel roll, like its forward aerial, except it is facing the ground. Unlike the fair, this does one hit in the air, and an extra hit upon landing if the animation is still going when Pikachu lands. The aerial hit does decent damage and has good knockback, more so than the neutral aerial. The hit upon landing has far lower knockback and stun. This attack lags significantly more than the neutral aerial however, and has noticeable startup lag. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Zaps the opponent. | |pummeldesc=Zaps the opponent. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=2% (hits 1-4), 2% (throw) | |fthrowdmg=2% (hits 1-4), 2% (throw) | ||
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. This throw is multi-hit, and has low knockback. The only use for this throw is to build damage if no other throw setups are available, which is a rare situation. | |fthrowdesc=Places the opponent on its back and shocks them, sending them forward. This throw is multi-hit, and has low knockback. The only use for this throw is to build damage if no other throw setups are available, which is a rare situation. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Does backwards somersaults with the opponent, then flings them behind itself. Has decent knockback, and is best used near an edge so as to get maximum range from the throw. | |bthrowdesc=Does backwards somersaults with the opponent, then flings them behind itself. Has decent knockback, and is best used near an edge so as to get maximum range from the throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% (hit 1), 5% (throw) | |uthrowdmg=5% (hit 1), 5% (throw) | ||
|uthrowdesc=Places the opponent on its head, then headbutts them upward. This throw can [[chaingrab]] [[fastfaller]]s, and at high percentages it is a useful combo move, as it can easily lead into an up smash or up aerial. | |uthrowdesc=Places the opponent on its head, then headbutts them upward. This throw can [[chaingrab]] [[fastfaller]]s, and at high percentages it is a useful combo move, as it can easily lead into an up smash or up aerial. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% (hit 1), 5% (throw) | |dthrowdmg=5% (hit 1), 5% (throw) | ||
|dthrowdesc=Places the opponent on the ground, then jumps on them. This is a good move against lightweights (like {{SSBM|Jigglypuff}}) at low percentages, as it can lead into a up smash for a low percent KO. This throw is more easily [[DI]]ed than the up throw. | |dthrowdesc=Places the opponent on the ground, then jumps on them. This is a good move against lightweights (like {{SSBM|Jigglypuff}}) at low percentages, as it can lead into a up smash for a low percent KO. This throw is more easily [[DI]]ed than the up throw. | ||
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|dsname=Thunder|dspage=Thunder (Pokémon) | |dsname=Thunder|dspage=Thunder (Pokémon) | ||
|dsdmg=10% (bolt), 17% (blast) | |dsdmg=10% (bolt), 17% (blast) | ||
|dsdesc=Shouts "PIKA!", then a large thunderbolt comes down on Pikachu. The move in general is rather laggy, but if the opponent is hit by the shockwave around Pikachu when the thunderbolt lands on it, it deals massive horizontal knockback. If the opponent is hit by the bolt itself, it deals moderate vertical knockback, which can KO off the top screen (referred to as [[Thunderspiking]] - can be set up with an up smash). It is also possible for the bolt to not hit Pikachu, by moving in the air after using the move. This attack has transcendent priority. The bolt can hit up to 4 times (Although it's unlikely), and touching Pikachu | |dsdesc=Shouts "PIKA!", then a large thunderbolt comes down on Pikachu. The move in general is rather laggy, but if the opponent is hit by the shockwave around Pikachu when the thunderbolt lands on it, it deals massive horizontal knockback. If the opponent is hit by the bolt itself, it deals moderate vertical knockback, which can KO off the top screen (referred to as [[Thunderspiking]] - can be set up with an up smash). It is also possible for the bolt to not hit Pikachu, by moving in the air after using the move. This attack has transcendent priority. The bolt can hit up to 4 times (Although it's unlikely), and touching Pikachu himself causes damage for the first half of the attack. | ||
}} | }} | ||
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===[[List of idle poses (SSBM)|Idle poses]]=== | ===[[List of idle poses (SSBM)|Idle poses]]=== | ||
''Note: According to the debug menu in Melee, Pikachu technically doesn't contain any idle poses. Instead, it will perform both its idle poses in one loop (mostly noticeable when Pikachu is currently holding an item). Both these animations become Pikachu's idle poses in | ''Note: According to the debug menu in Melee, Pikachu technically doesn't contain any idle poses. Instead, it will perform both its idle poses in one loop (mostly noticeable when Pikachu is currently holding an item). Both these animations become Pikachu's idle poses in [[Brawl]] and in [[Smash 4]].'' | ||
{{Idle | {{Idle | ||
|desc=Scratches one of its ears. Looks | |desc-1=Scratches one of its ears. | ||
|image=Pikachu Idle Pose Melee.gif | |desc-2=Looks both sides while twitching its ears. | ||
}} | |image-1=Pikachu Idle Pose Melee 1.gif | ||
|image-2=Pikachu Idle Pose Melee 2.gif}} | |||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
:''See also: [[:Category:Pikachu | :''See also: [[:Category:Pikachu professionals (SSBM)]] | ||
''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]] for 2019.'' | |||
*{{Sm|Axe|USA}} - | ====Active==== | ||
*{{Sm| | *{{Sm|Axe|USA}} (#4) - Widely known as the best Pikachu player in the world and of all time. Ranked 3rd on the [[Summer 2019 MPGR]]. Placed 1st at {{Trn|Smash Summit 8}}. | ||
*{{Sm| | *{{Sm|BonkCushy|USA}} - Considered to be the top Pikachu player in New England. Has wins over players such as {{Sm|Phish-it}}. | ||
*{{Sm| | *{{Sm|KL3SHIKUH|USA}} - Best Pikachu player in SoCal with local wins over Westballz and Squid. Currently experiencing hand problems limiting his potential. | ||
*{{Sm| | *{{Sm|Lele|Italy}} - Best Pikachu player in Italy. Has a win over {{Sm|SchlimmShady}}. | ||
*{{Sm|Okameed|UK}} - Best European Pikachu. 9th in UK Power Rankings. | |||
*{{Sm|OkayP.|USA}} - Best Pikachu player in Utah, ranked 2nd on the Utah Power Rankings of winter 2019. Plays Fox as a secondary. OkayP. has a win over {{Sm|S2j}} and many other top 100 players. | |||
*{{Sm|Swift|USA|p=Maryland}} - Best Pikachu in MDVA/Tristate and Zain's training partner. Has a secondary Fox. Has wins over {{Sm|Ginger}} and multiple other top 100 players. | |||
====Inactive==== | |||
*{{Sm|2Framez |USA}} - Ranked 5th on the [[Northeastern Ohio Power Rankings]]. | |||
*{{Sm|Anther|USA}} - Although better known for his Project M Pikachu, Anther has a formidable melee Pikachu and is currently regarded as the Best Midwest Pikachu. | |||
*{{Sm|Philly Billy|USA}} - Notably top Pikachu in Tri-State during the MLG era of Smash. | |||
*{{Sm|PikaChad|USA}} - Formerly the Second best Pikachu behind Axe. Took a set off {{Sm|Wizzrobe}}. | |||
*{{Sm|Rori|USA}} - Won MLG Seattle 2004 with Pikachu/Falco, best Pikachu in Northwest when he was active. | |||
*{{Sm|Rats!|Canada}} - Ranked 3rd on the [[Alberta Power Rankings#Calgary Power Rankings|Calgary Melee Power Rankings]]. Switched to Falco. | |||
*{{Sm|Trix|USA}} - Best Pikachu player in Chicago. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Pikachu was originally a low-mid to low tier character; many professionals thought Pikachu's heavy power, speed, and combo ability [[nerf]] from ''[[Super Smash Bros.]]'' was unmanageable, and that it had lost all of its viability in the transition to ''Melee''. {{Sm|Axe}} proved this thought wrong, however, as he showed how powerful Pikachu was at [[pressure|pressuring]] the enemy, especially at [[edgeguard]]ing (due to Pikachu's notorious {{mvsub|Pikachu|SSBM|up aerial}} [[semi-spike]]). He also showed how powerful Pikachu was up close, despite its problems in approaching the enemy efficiently. Axe, and a handful of other dedicated Pikachu players such as {{Sm|PikaChad}}, 2framez, Tyler Swift and Kimchi eventually brought Pikachu up to the high-mid tiers, where it ranks now in 9th place. | Pikachu was originally a low-mid to low tier character; many professionals thought Pikachu's heavy power, speed, and combo ability [[nerf]] from ''[[Super Smash Bros.]]'' was unmanageable, and that it had lost all of its viability in the transition to ''Melee''. {{Sm|Axe}} proved this thought wrong, however, as he showed how powerful Pikachu was at [[pressure|pressuring]] the enemy, especially at [[edgeguard]]ing (due to Pikachu's notorious {{mvsub|Pikachu|SSBM|up aerial}} [[semi-spike]]). He also showed how powerful Pikachu was up close, despite its problems in approaching the enemy efficiently. Axe, and a handful of other dedicated Pikachu players such as {{Sm|PikaChad}}, 2framez, Tyler Swift and Kimchi eventually brought Pikachu up to the high-mid tiers, where it ranks now in 9th place. | ||
==In 1-P Mode== | ==In [[Solo#1-P Mode|1-P Modes]]== | ||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
In Classic Mode, Pikachu can appear as an ordinary opponent, as an ally or opponent in team battles, alongside {{SSBM|Pichu}}, {{SSBM|Jigglypuff}}, or {{SSBM|Kirby}}, or as a metal opponent. In Pikachu's appearances, it appears on [[Pokémon Stadium]] as a regular opponent, and on {{SSBM|Battlefield}} as a metal opponent. And on team battles, it appears on [[Green Greens]] with Kirby. | In Classic Mode, Pikachu can appear as an ordinary opponent, as an ally or opponent in team battles, alongside {{SSBM|Pichu}}, {{SSBM|Jigglypuff}}, or {{SSBM|Kirby}}, or as a metal opponent. In Pikachu's appearances, it appears on [[Pokémon Stadium]] as a regular opponent, and on {{SSBM|Battlefield}} as a metal opponent. And on team battles, it appears on [[Green Greens]] with Kirby. | ||
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In addition to the normal trophy about Pikachu as a character, there are two trophies about it as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Pikachu on any difficulty: | In addition to the normal trophy about Pikachu as a character, there are two trophies about it as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Pikachu on any difficulty: | ||
:'''Pikachu''' | |||
:''It's safe to say that Pikachu is the most famous and popular of all Pokémon. It has electric pouches in both cheeks; when in danger, it shoots electricity at its enemies. Although Pikachu can evolve into Raichu by exposure to a Thunderstone, many trainers like Pikachu so much that they don't let it evolve.'' | |||
:*Pokémon Red & Blue 09/98 | |||
:'''Pikachu''' [<span style="color:#FF0000">Smash</span>] | |||
:''While its electrical attacks, such as Thunder and Thunder Jolt, are powerful, Pikachu is at its best speeding around the fray and waiting for its chance to strike. You can control the path of Pikachu's two-directional Quick Attack, allowing you to jump twice. Hold down the B Button to charge up Skull Bash.'' | |||
:*B: Thunder Jolt | |||
:*Smash B: Skull Bash | |||
:'''Pikachu''' [<span style="color:#0000FF">Smash</span>] | |||
:''The angle of the Control Stick controls the direction of Pikachu's Quick Attack. Pikachu will move blindingly fast, and it will also cause damage to any character it runs into. Move the Control Stick during Quick Attack and Pikachu will move in up to two directions. Be sure to check out the ceilings on the level when you use Thunder.'' | |||
:*Up & B: Quick Attack | |||
:*Down & B: Thunder | |||
: | |||
<center> | |||
| | <gallery> | ||
Pikachu Trophy Melee.png|Classic | |||
| | Pikachu Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Pikachu Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Pikachu|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Pikachu|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
SSBM Pikachu HQ.jpg|Official artwork of Pikachu. | SSBM Pikachu HQ.jpg|Official artwork of Pikachu. | ||
MewtwoClassicMode.jpg|Posing with {{SSBM|Mewtwo}} on {{SSBM|Final Destination}}. | MewtwoClassicMode.jpg|Posing with {{SSBM|Mewtwo}} on {{SSBM|Final Destination}}. | ||
PichuClassicMode.jpg|Posing with {{SSBM|Pichu}} on [[Green Greens]]. | PichuClassicMode.jpg|Posing with {{SSBM|Pichu}} on [[Green Greens]]. | ||
YoungLinkAdventureMode.jpg|Posing with {{SSBM|Young Link}} and {{SSBM|Kirby}} on Green Greens. | YoungLinkAdventureMode.jpg|Posing with {{SSBM|Young Link}} and {{SSBM|Kirby}} on Green Greens. | ||
FoxAdventureMode.jpg|[[Taunt]]ing with {{SSBM|Ness}} and Kirby on Temple. | FoxAdventureMode.jpg|[[Taunt]]ing with {{SSBM|Ness}} and Kirby on [[Temple]]. | ||
PichuAdventureMode.jpg|Looking at the screen on Pokémon Stadium. | PichuAdventureMode.jpg|Looking at the screen on [[Pokémon Stadium]]. | ||
YoshiAllStarMode.jpg|Jumping towards a giant {{SSBM|Yoshi}} on [[Fourside]]. | YoshiAllStarMode.jpg|Jumping towards a giant {{SSBM|Yoshi}} on [[Fourside]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*''Melee'' is the only game with [[wall jump]]s where Pikachu isn't able to perform one. | *''Melee'' is the only game with [[wall jump]]s where Pikachu isn't able to perform one. | ||
*In the [[character selection screen]] in ''Melee'', Pikachu initially appears in the top section right alongside Mario | *In the [[character selection screen]] in ''Melee'', Pikachu initially appears in the top section right alongside Mario but, when {{SSBM|Luigi}} is unlocked, it relocates to the bottom row. This may be due to the fact that Pikachu is the only starter character to be on the bottom section. | ||
*Pikachu, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, and {{SSBM|Falco}} are the only characters whose portraits on the character select screen match their [[character artwork|official artwork]]. | *Pikachu, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, and {{SSBM|Falco}} are the only characters whose portraits on the character select screen match their [[character artwork|official artwork]]. | ||
==References== | ==References== | ||
Line 583: | Line 500: | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} | ||
{{Pokémon universe}} | {{Pokémon universe}} | ||
[[Category:Pokémon (SSBM)]] | [[Category:Pokémon (SSBM)]] | ||
[[Category:Pikachu (SSBM)| ]] | [[Category:Pikachu (SSBM)| ]] | ||
[[Category:Trophies (SSBM)]] | [[Category:Trophies (SSBM)]] | ||
[[es:Pikachu (SSBM)]] | [[es:Pikachu (SSBM)]] |