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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== | ||
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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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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Pikachu a more proportionate build | *{{change|The graphical upgrades of the Nintendo GameCube give Pikachu a more proportionate build. It is slightly thinner and a larger head.}} | ||
*{{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.}} | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname=Headbutt | |neutralname=Headbutt | ||
|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=Pika Kick | |ftiltname=Pika Kick | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=9% | |ftiltupdmg=9% | ||
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|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=Tail Smack | |utiltname=Tail Smack | ||
|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=Tail Sweep | |dtiltname=Tail Sweep | ||
|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=Running Headbutt | |dashname=Running Headbutt | ||
|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=Thundershock | |fsmashname=Thundershock | ||
|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=Tail Somersault | |usmashname=Tail Somersault | ||
|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=Electric Flower | |dsmashname=Electric Flower | ||
|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=Pika Roll | |nairname=Pika Roll | ||
|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=Electric Drill | |fairname=Electric Drill | ||
|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=Glider | |bairname=Glider | ||
|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=Tail Chop | |uairname=Tail Chop | ||
|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=Electric Screw | |dairname=Electric Screw | ||
|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=Grab | |grabname=Grab | ||
|grabdesc= | |grabdesc= | ||
|pummelname=Electric Shock | |pummelname=Electric Shock | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Zaps the opponent. | |pummeldesc=Zaps the opponent. | ||
|fthrowname=Electrocution | |fthrowname=Electrocution | ||
|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=Submission | |bthrowname=Submission | ||
|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=Electric Skull | |uthrowname=Electric Skull | ||
|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=Electric Slam | |dthrowname=Electric Slam | ||
|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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|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 itself causes damage for the first half of the attack. | |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 itself 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]]=== | ||
{{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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Tier placement and history=== | ||
:''See also: [[:Category:Pikachu | Pikachu was originally a low-mid to low tier character; many professionals thought Pikachu's heavy power, speed, and combo ability [[nerf]]s 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. | ||
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}} | |||
===Notable players=== | |||
:''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.'' | |||
=== | ====Active==== | ||
*{{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|BonkCushy|USA}} - Considered to be the top Pikachu player in New England. Has wins over players such as {{Sm|Phish-it}}. | |||
*{{Sm|KL3SHIKUH|USA}} - Best Pikachu player in SoCal with local wins over Westballz and Squid. Currently experiencing hand problems limiting his potential. | |||
*{{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. | |||
==In 1-P Mode== | ==In 1-P Mode== | ||
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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> | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
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: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
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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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*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]]. | ||
*If Pikachu grabs a Bunny Hood or is hit by Lip's Stick while using an alternate costume, its hat will disappear temporarily in place of that item's effect. | *If Pikachu grabs a Bunny Hood or is hit by Lip's Stick while using an alternate costume, its hat will disappear temporarily in place of that item's effect. | ||
==References== | ==References== | ||
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{{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)]] |