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{{ | {{disambig2|Pikachu's appearance in ''Super Smash Bros. Melee''|this Pokémon in other contexts|Pikachu}}{{for|information about Pikachu's [[clone]]|Pichu (SSBM)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Pikachu | |name = Pikachu | ||
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|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = C | ||
|tierPAL = D | |tierPAL = D | ||
|ranking = 9 | |ranking = 9 | ||
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}} | }} | ||
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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". | |||
--> | --> | ||
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. | {{cquote|''A Pokémon that excels at clever fighting.''|cite=Description from ''Melee's'' manual.}} | ||
Announced at [[E3]] 2001, '''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a [[Pokémon]] and [[starter]] character in ''[[Super Smash Bros. Melee]]''. Like {{SSBM|Kirby}} and {{SSBM|Ness}}, Pikachu was [[nerfed]] from the original to ''Melee'', albeit not as strongly. | |||
Pikachu ranks 9th on the current tier list, in the | Pikachu ranks 9th on the current tier list, in the C tier. This is a vast drop from its previous ranking in ''Smash 64'' where it was ranked 1st and is its lowest placement in the series. Pikachu, while nerfed from the original ''SSB'', is still a potent fighter; it has very good speed and plenty of KO options, as it owns 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; coupled with sub-par options in the air and a short wavedash, Pikachu overall has a lackluster neutral game and [[approach]]. | ||
==Attributes== | ==Attributes== | ||
In general character archetypes, Pikachu generally stands as a small fighter with good speed; Pikachu has medium [[falling speed]], | In general character archetypes, Pikachu generally stands as a small fighter with good speed; Pikachu has medium [[falling speed]], very good 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 | Pikachu's main strength is its fantastic edge 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 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 | 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 fastfallers 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]] fastfallers 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]]s 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 | 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]]s 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 or as a KO move off-stage. | ||
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) | 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). | ||
Pikachu | However, Pikachu's approaches are mediocre as well, compounding this difficulty in pressuring the opponent. Pikachu is very mobile, and its [[dash dance]] is good, but it has a short wavedash and lacks safe grounded moves to use out of it. Its only good approaching options on the ground are down tilt, and the disruptive but highly punishable down smash. This forces it to frequently take to the air and perform either telegraphed Thunder Jolts or neutral aerial crossups on the opponent to gain an advantage, but such tactics are very committal, due to those moves' moderately high ending lags, and Pikachu's average falling speed and rather high short hop. All of these attributes make Pikachu's approaches very linear and predictable, and thus saddles it with a lackluster neutral game, allowing characters with stronger neutral game tools to easily gain openings on Pikachu while it struggles to get openings itself. | ||
Additionally, due to its light weight and below average air speed, Pikachu is very easy to juggle, chaingrab, and combo. Pikachu's hardest top tier matchup, {{SSBM|Sheik}}, can chaingrab it from 0% to | Additionally, due to its light weight and below average air speed, Pikachu is very easy to juggle, chaingrab, and combo. Pikachu's hardest top tier matchup, {{SSBM|Sheik}}, can chaingrab it from 0% to 50% in the [[NTSC]] version, perhaps higher if the Pikachu player has poor [[DI]]. Pikachu is also susceptible to several potentially lethal grab setups, such as {{SSBM|Fox}}'s notorious up throw to up aerial, {{SSBM|Marth}}'s forward/down throw to forward smash, and {{SSBM|Captain Falcon}}'s down throw followups. | ||
Overall, Pikachu is a rather challenging character | Overall, Pikachu is a rather challenging character to succeed with, especially against top-tiered characters. While Pikachu has stellar edgeguarding and recovering abilities, and can harshly punish the opponent once it gets its hands on them, it suffers from poor range and a predictable neutral game. Pikachu players should look to make the most out of the few neutral options they have, and constantly seek mix-ups through conditioning opponents; additionally, they should seek counterplay, and try to bait opponents into going off the ledge, where Pikachu is most comfortable. | ||
==Changes from '' | ==Changes from ''Smash 64'' to ''Melee''== | ||
Pikachu was | Given that Pikachu was considered to be the best character in ''SSB'', it was considerably nerfed in the transition to ''Melee'', much like {{SSBM|Ness}} and {{SSBM|Kirby}} were. Unlike the two, however, Pikachu still remains a viable competitive fighting force. Pikachu's overwhelming advantages from the previous game, such as its consistent combos, powerful finishers, and useful specials, were toned down. However, its grabs have gained more utility and some of its attacks have gained power or unorthodox properties that aid them in [[edgeguarding]], helping Pikachu keep its ground at the top of the mid tier next to Samus. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Pikachu received new voice samples that are higher pitched, sound less aggressive and more energetic.}} | *{{change|Pikachu received new voice samples that are higher pitched, sound less aggressive and more energetic.}} | ||
*{{change|Pikachu's taunt was also altered slightly. It no longer taunts facing away from the screen if Pikachu taunts to the right. | *{{change|Pikachu's taunt was also altered slightly. It no longer taunts facing away from the screen if Pikachu taunts to the right.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{ | *{{change|Pikachu is [[weight|heavier]] (72.414 → 80), which improves its endurance, but makes it easier to combo. However, this is compensated for its slightly slower falling speed.}} | ||
*{{ | *{{change|Pikachu is slightly [[Falling speed|floatier]] (52 → 1.9).}} | ||
*{{ | *{{buff|Pikachu [[dash]]es faster (55 → 1.8).}} | ||
*{{nerf| | *{{nerf|Pikachu is more vulnerable to [[combo]]s and [[chaingrab]]s.}} | ||
*{{nerf|Pikachu | *{{nerf|[[Air speed]] is significantly slower (37.5 → 0.85) , going from the second fastest in ''Smash 64'' to below average in ''Melee''.}} | ||
*{{nerf|Pikachu walks slower (0.42 → 1.24).}} | |||
*{{change|Pikachu's [[short hop]] is lower.}} | |||
*{{buff|Forward [[roll]] has less ending lag (frame 36 → 32).}} | |||
*{{buff|Forward [[roll]] has less ending lag ( | |||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Neutral attack has less ending lag (frame 34 → 22) and can now be reset.}} | |||
*{{nerf|Neutral attack has a shorter duration (frames 2-5 → 2-3). Additionally, Pikachu can no longer cancel neutral attack into grab.}} | |||
*{{nerf|Forward tilt (11%/10%/9% → 9%/8%/7%), up tilt (11% → 7%/6%) and down tilt (12% → 7%) deal less damage without full compensation on their knockback.}} | |||
*{{buff|Up tilt has less ending lag (frame 26 → 24).}} | |||
*{{nerf|Up tilt has more startup lag and a shorter duration (frames 5-14 → 7-14). It is harder to combo from due to its increased knockback (10 (base), 100 (scaling) → 40/124), altered angle (87° → 96°/88°) decreased hitstun and cannot chain into itself nearly as reliably. Its hitbox is also slightly less [[disjointed]], hindering its range.}} | |||
*{{buff|Down tilt has less ending lag (frame 26 → 19).}} | |||
*{{nerf|Down tilt has more startup lag and a shorter duration (frames 6-13 → 7-9). It is overall a less effective edgeguarding tool due to its lower damage.}} | |||
*{{buff|Dash attack has less ending lag (frame 58 → 50).}} | |||
*{{nerf|Dash attack has a shorter duration (frames 5-19 → 5-16) and deals less damage (12% → 8%).}} | |||
*{{buff|Forward and up smashes deal much higher damage and knockback, improving their KO potential, with the latter now being the strongest Up-smash in the game}} | |||
*{{change|Up Smash's clean hit no longer does consistent damage (18% → 19%/18%/17%). Forward smash also does not deal consistent damage throughout the whole move (18% → 21%/19%/18%).}} | |||
*{{buff|Forward smash has less startup (frame 21 → 16) and ending lag (frame 62 → 50).}} | |||
*{{nerf|Forward smash has a much shorter duration (frames 21-42 → 16-23) and deals less knockback (20 (base), 100 (scaling) → 25/92 (clean), 25/(95/90) (mid), 25/(95/90/85) (late)) hindering the late hit's KO potential.}} | |||
*{{buff|Up smash has less startup lag with a longer duration (frames 10-18 → 8-17) and has more knockback scaling (100 → 110) on most of its hitboxes.}} | |||
*{{nerf|Up smash's sourspot is weaker (9% → 7%) dealing less knockback (10 (base), 100 (scaling) → 5/48) and its clean hit is now harder to land with the clean hit's sourspot being weaker than the previous up smash. It also has slightly higher ending lag (frame 40 → 41).}} | |||
*{{change|Pikachu has a new down smash. It is a multi hit move that has more combo potential due to it having lower knockback and sending foes at a more vertical angle (361° → 70°).}} | |||
*{{buff|Down smash has less startup (frame 10 → 7) and ending lag (frame 55 → 51).}} | |||
*{{nerf|Down smash is much less reliable due to being a multi hit as opponents can now [[SDI]] out of it. It also deals less damage (16% (front), 13% (back) → 13%) and has much less KO potential as the knockback on the final hit wasn't compensated enough (30 (base), 120 (scaling) → 70/170).}} | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{nerf|All aerials [[auto-cancel]] later (frame | *{{nerf|All aerials [[auto-cancel]] later (frame 28 → 35 (neutral), frame 26 → 34 (forward), frame 21 → 50 (back), frame 1 → 18 (up), frame 26 → 39 (down)). When combined with its lower short hop, this prevents Pikachu from auto-cancelling its aerials in a short hop except for up aerial which is made worse with the weakening of [[L-canceling]].}} | ||
*{{change|Pikachu has a new neutral aerial: a somersault.}} | |||
**{{nerf|Neutral aerial deals less damage (14% (clean), 11% (late) → 12%/9%) without full compensation on the clean hits base knockback (15 → 18) hindering its KO potential and has more ending lag (frame 37 → 40). It also has a smaller hitbox.}} | |||
**{{buff|Neutral aerial has more combo potential.}} | |||
*{{nerf|Forward aerial deals much less damage (21% → 7%), has more startup lag (frame 7 → 10), has less combo potential and no longer has a landing hitbox.}} | |||
*{{change|Pikachu has a new back aerial: a sideways spin.}} | |||
**{{buff|New back aerial has less startup lag and a longer duration (frames 10-21 → 4-37).}} | |||
**{{nerf|New back aerial has heavily increased [[ending lag|ending]] (frame 42 → 60) and [[landing lag]], has less range, and deals less damage (16% (clean)/14% (late) → 12%/9%) without enough compensation on its base knockback (15 → 20).}} | |||
**{{nerf|Neutral aerial deals less damage (14% (clean) | *{{change|Up aerial has much higher base knockback (10 → 100) and can now [[semi-spike]], granting it edgeguarding potential at the cost of some of its juggling potential.}} | ||
*{{buff|Up aerial has less ending lag (frame 34 → 28).}} | |||
*{{nerf|Up aerial has a shorter duration (frames 3-10 → 3-8) and deals much less damage (10% → 4%) and has less knockback scaling (100 → 60). It also no longer auto-cancels throughout its entire duration giving it much more landing lag (4 frames → 26).}} | |||
**{{buff|Neutral aerial has more combo potential | *{{nerf|Down aerial has less combo ability, more startup lag, a shorter duration (frames 8-25 → 14-26) and more ending lag (frame 45 → 48). It also deals less damage (13% → 12%).}} | ||
*{{buff|Down aerial now has a landing hitbox.}} | |||
**{{nerf| | |||
===Throws | ===Grabs and Throws=== | ||
*{{buff|Pikachu has been given a [[pummel]], an [[up throw]] and a [[down throw]], significantly improving its grab game | *{{buff|Pikachu has been given a [[pummel]], an [[up throw]] and a [[down throw]], significantly improving its grab game by giving it more moves that will potentially lead into combos.}} | ||
*[[Grab]] | *{{nerf|[[Grab]] range has been reduced, now being the shortest in ''Melee''. Additionally, Pikachu's grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}} | ||
*{{change|Pikachu's old back throw was moved to forward throw.}} | |||
**{{nerf|Forward deals less damage (12% → 2% (hits 1-4), 2% (throw), 9% (total)) and significantly lower knockback (80 (base), 70 (scaling) → 45/110) no longer being a viable kill option.}} | |||
**{{nerf| | *{{buff|Pikachu's new back throw involves Pikachu rolling backwards allowing it to move closer to the edge to set up edgeguards.}} | ||
*{{nerf|Back throw deals significantly less damage (18% → 9%) and knockback (60 (base), 80 (scaling) → 75/50) no longer being a viable KO option.}} | |||
*{{change|All throws now have electrical properties.}} | *{{change|All throws now have electrical properties.}} | ||
===Special Attacks=== | ===Special Attacks=== | ||
*[[Thunder Jolt]] | *{{buff|[[Thunder Jolt]] has less startup (frame 21 → 18) and ending lag (frame 64 → 58) and the Thunder Jolt will continue to hug and traverse platforms once it passes the edge of the platform.}} | ||
*{{change|Pikachu now has a side [[special move]]: [[Skull Bash]]. This move functions similarly to [[Luigi (SSBM)|Luigi's]] [[Green Missile]], meaning that it is a decent recovery option that boasts good KO ability.}} | |||
*{{buff|[[Quick Attack]] now has hitboxes and has less startup lag.}} | |||
*{{nerf|Quick Attack travels slightly less distance, can no longer be extended by allowing the [[control stick]] to snap back to its neutral position, and has had most of its invincibility frames removed. This means it is much less useful for escaping combos, recovering and maneuvering across platforms.}} | |||
*{{buff|{{b|Thunder|Pokémon}} has less startup lag. Thunder's blast also deals more damage (16% → 17%).}} | |||
*{{bugfix|Thunder has a new glitch called the ceiling glitch.}} | |||
**{{buff|This glitch improves Thunder's edgeguarding potential.}} | |||
*{{nerf|Thunder no longer has infinite vertical range and now strikes at a fixed height from a thundercloud. The thunder bolt also deals less damage (12% → 10%) although its base knockback was compensated (80 → 100) and Thunder has much more ending lag, which when combined with the generally faster [[falling speed]]s in ''Melee'', makes [[Thunderspiking]] more difficult to perform and generally much less effective.}} | |||
*[[Quick Attack]] | |||
==Moveset== | ==Moveset== | ||
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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 | |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 [[lag]] 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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|usname=Quick Attack | |usname=Quick Attack | ||
|usdmg=3% (first warp), 2% (second warp) | |usdmg=3% (first warp), 2% (second warp) | ||
|usdesc=Moves at warp speed in two directions that can be selected via the [[control stick]]. Pikachu's main recovery move, and a quick, unpredictable move at that. The second warp is optional, but if used, the direction must be | |usdesc=Moves at warp speed in two directions that can be selected via the [[control stick]]. Pikachu's main recovery move, and a quick, unpredictable move at that. The second warp is optional, but if used, the direction must be 45 degrees different than the first direction to work. However, new developments suggest that it may be possible to move in the same direction twice - moving up twice can possibly be performed by tilting the Control Stick left, right, or down ever so slightly on frame 22 or 23. The move can be used to warp to the ledge to set up an [[edgehog]], though if not done correctly, Pikachu will be left [[helpless]]. | ||
|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. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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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]]=== | ||
{{Crowd | |||
|char=Pikachu | |||
|game=Melee | |||
|desc-us=Pika-Pika-Pikachu! | |||
|desc-jp=Pi-Ka-Chu! | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Female}} | |||
| | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|char=Pikachu}} | |char=Pikachu}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchup (SSBM)|Matchups]]=== | ||
:''See also: [[:Category:Pikachu | {{SSBMMatchupTable|pikachu=yes}} | ||
In the most recent revision of the character matchup chart, Pikachu has average matchups all around. It counters six characters, soft counters four, and has even matchups with five, but is in return soft countered by five characters, countered by four, and hard countered by one, {{SSBM|Sheik}}. Pikachu was thought to only do well against characters who lacked the tools to overcome its speed and pressure, such as {{SSBM|Bowser}} and {{SSBM|Zelda}}. However, since it is a light character with a poor approach and a perceived poor range, many considered characters with superior mobility, range, or pressure options, such as {{SSBM|Fox}}, {{SSBM|Marth}}, {{SSBM|Falco}}, and the {{SSBM|Ice Climbers}}, advantageous in their matchup against Pikachu. Also, {{SSBM|Mario}} can chain grab him with down throws, as can Sheik. Additionally, it was a widespread thought at the time that Sheik could chaingrab Pikachu until 90%- a disadvantage that was significant enough to consider her Pikachu's decisive hard counter. | |||
However, as Axe rose to dominance and Pikachu up the [[tier list]], opinions on Pikachu's matchups began to change. Appropriate usages of Pikachu's powerful KOing and gimping options can capitalize on several of the top tier characters who were considered its counters. Additionally, with proper DI, Sheik cannot chaingrab Pikachu as easily as once thought. In return, despite its poor grab range, professional smashers discovered Pikachu's up throw chaingrab on fast fallers on [[Final Destination]], which has greatly improved Pikachu players' counterpicking games. His matchup with Falcon is still considered even, while his matchups with Fox and Falco, though still losing ones, has gotten better due to his strong combo game, chain grabbing ability and excellent edge guarding. His matchup with Marth is no longer considered as bad as it once was as Marth's strongest tools, his grab game and edge guarding, don't work on Pikachu as much along with having trouble killing it at high percents. It is no longer considered to have losing matchups against Mario, Dr. Mario nor Luigi at the current moment due to advances in its escape options, combo potential and strong edge guarding. His matchups with Sheik, Peach, Jigglypuff and Ice Climbers are still considered difficult matchups for it. Pikachu's matchup spread is expected by many ''Melee'' players to greatly improve in the next iteration. | |||
===Notable players=== | |||
:''See also: [[:Category:Pikachu professionals (SSBM)]] | |||
====Active==== | |||
*{{Sm|Axe|USA}} - Widely known as the best Pikachu player in the world, Axe is ranked 10th on the [[2018 MPGR]]. | |||
*{{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|BonkCushy|USA}} - Best New England Pikachu. | |||
*{{Sm|Okameed|UK}} - Best European Pikachu. 16th in UK Power Rankings | |||
*{{Sm|Kimchi|USA}} - Best Pikachu Player in Tennessee, ranked 7th on the Tennessee Power Rankings. | |||
*{{Sm|KL3SHIKUH|USA}} - Best Pikachu player in SoCal. | |||
*{{Sm|OkayP.|USA}} - Best Pikachu player in Utah, ranked 3rd on the Utah Power Rankings. | |||
*{{Sm|Trix|USA}} - Best Pikachu player in Chicago, Top 3 Pikachu in the United States. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm|ChuDat|USA}} - Used Pikachu as a secondary in the early years of Melee, He most notably took a set off {{Sm|Cort}} and a game from {{Sm|Azen}} using Pikachu | |||
*{{Sm|PikaChad|USA}} - | *{{Sm|PikaChad|USA}} - Formerly the Second best Pikachu behind Axe. Took a set off {{Sm|Wizzrobe}} | ||
*{{Sm| | *{{Sm|DJ Nintendo|USA}} - Although he was more known for his Fox and Bowser, He also secondaried Pikachu. | ||
*{{Sm| | *{{Sm|Philly Billy|USA}} - Notably top Pikachu in Tri-State during the MLG era of Smash. | ||
*{{Sm|Rori|USA}} - Won MLG Seattle 2004 with Pikachu/Falco, best Pikachu in Northwest when he was active. | |||
===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}}, | 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}}, 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 Mode]]== | ||
==={{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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*'''[[Event 13: Yoshi's Egg]]''': As {{SSBM|Yoshi}}, the player must protect the [[Yoshi's Egg]] item from harm for 55 seconds against a team of {{SSBM|Fox}}, {{SSBM|Donkey Kong}}, and Pikachu on [[Rainbow Cruise]]. | *'''[[Event 13: Yoshi's Egg]]''': As {{SSBM|Yoshi}}, the player must protect the [[Yoshi's Egg]] item from harm for 55 seconds against a team of {{SSBM|Fox}}, {{SSBM|Donkey Kong}}, and Pikachu on [[Rainbow Cruise]]. | ||
*'''[[Event 30: All-Star Match 3]]''': Pikachu is the second opponent fought in this series of staged battles. The player battles it on the Pokémon Stadium, which will transition to the next stage if Pikachu gets defeated. With a timer of four minutes, the player must defeat it along with {{SSBM|Kirby}}, {{SSBM|Ness}} and the {{SSBM|Ice Climbers}}. | *'''[[Event 30: All-Star Match 3]]''': Pikachu is the second opponent fought in this series of staged battles. The player battles it on the Pokémon Stadium, which will transition to the next stage if Pikachu gets defeated. With a timer of four minutes, the player must defeat it along with {{SSBM|Kirby}}, {{SSBM|Ness}} and the {{SSBM|Ice Climbers}}. | ||
*'''[[Event 48: Pikachu and Pichu]]''': The player chooses any character and fights against a team of two | *'''[[Event 48: Pikachu and Pichu]]''': The player chooses any character and fights against a team of two Pichus and one Pikachu on [[Dream Land (SSB)|Dream Land]]. The player's main goal is to KO the two Pichus while avoiding Pikachu, who has infinite lives while the player has two and both Pichus have one. The event is played on {{SSB|Dream Land}}, making it the only ''Melee'' event match set on a [[Past Stage]]. | ||
Pikachu is the only character in the [[Original 12]] from ''[[Smash 64]]'' which does not have an assigned event match. | Pikachu is the only character in the [[Original 12]] from ''[[Smash 64]]'' which does not have an assigned event match. | ||
===[[ | ===[[Congratulations screen#Super Smash Bros. Melee|Ending Images]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Line 513: | Line 290: | ||
</center> | </center> | ||
== | ==Trophy descriptions== | ||
In addition to the normal trophy about Pikachu as a character | 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== | ||
<center> | |||
<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> | ||
</center> | |||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} | ||
{{Pokémon universe}} | {{Pokémon universe}} | ||
[[Category:Pokémon universe]] | |||
[[Category:Pokémon (SSBM)]] | [[Category:Pokémon (SSBM)]] | ||
[[Category:Pikachu (SSBM) | [[Category:Pikachu (SSBM)]] | ||
[[Category:Trophies (SSBM)]] | [[Category:Trophies (SSBM)]] | ||