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| {{ArticleIcons|ssbm=y}} | | {{ArticleIcons|ssbm=y}} |
| {{Disambig2|Pikachu's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Pikachu}}
| | :''This article is about Pikachu's appearance in ''Super Smash Bros. Melee''. For this Pokémon in other contexts, see [[Pikachu]]. For information about Pikachu's [[clone]], see [[Pichu (SSBM)]].'' |
| {{Infobox Character | | {{Infobox Character |
| |name = Pikachu | | |name = Pikachu |
| |image = [[File:Pikachu SSBM.jpg|Pikachu]] | | |image = [[File:Pikachu SSBM.jpg|Pikachu]] |
| |symbol = preBrawl | | |symbol = preBrawl |
| |game = SSBM | | |game = Melee |
| |ssbgame1 = SSB | | |ssbgame1 = SSB |
| |ssbgame2 = SSBB | | |ssbgame2 = Brawl |
| |ssbgame3 = SSB4 | | |ssbgame3 = SSB4 |
| |ssbgame4 = SSBU
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| |availability = [[Starter character|Starter]] | | |availability = [[Starter character|Starter]] |
| |tier = B+ | | |tier = A |
| |tierPAL = D
| | |ranking = 10 |
| |ranking = 9 | |
| |rankingPAL = 10
| |
| }} | | }} |
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| | {{cquote|''A Pokémon that excels at clever fighting.''|cite=Description from ''Melee's'' manual.}} |
| REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
| | 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. |
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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. | |
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| Pikachu ranks 9th on the current tier list, in the B+ tier. This is a noticable drop from its previous ranking in ''Smash 64'' where it was ranked 1st and is technically its worst 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]]ing opponents, and a short wavedash. Thus, Pikachu must rely on mixups and crossups to [[approach]] and find openings. | | Pikachu ranks 10th on the current tier list, in the A tier. 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 strongly held back by a bad 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 poor [[approach]]. |
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| ==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]], very good dashing speed (fourth highest in the game), high traction and below average [[air speed]]. As a result of average falling speed and high traction gives it a short [[wavedash]]; average falling speed, however, gives Pikachu decent [[SHFFL]] potential. Due to its small size, Pikachu is also rather resistant to [[shield stabbing]]. |
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| 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, while being fast, also has plenty of powerful attacks in its arsenal; its [[forward smash|forward]] and [[up smash]]es are among the most powerful in the game (with its up smash being ''the'' most powerful), and it has special moves with KO potential ({{b|Thunder|Pokémon}} and [[Skull Bash]]). In the air, Pikachu also has good options for edgeguarding, due to some moderately fast aerials with special properties (such as its up air, which acts as a semi-spike, and its down, which has decent horizontal knockback); Pikachu itself can be difficult to edgeguard, as [[Quick Attack]] moves very quickly, grants good distance and it can have a very unpredictable path, making Pikachu very resilient to edgeguarding. |
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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 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 it can also interrupt some recoveries. Skull Bash can double as an offensive attack with high power when charged, and in the air, it can act as a decent horizontal recovery option. 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. |
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| 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 in case Pikachu's vertical finishers fall just short of KOing. | | Pikachu's air and [[grab]] games are also rather good; Pikachu has multiple options in the air. Due to a lack of KO potential in the air, Pikachu's aerials have good combo ability. Pikachu's grab game has both low and medium [[knockback]] [[throw]]s, most of which deal good damage; its up and down throw can be used to set up combos, while its back throw can easily send opponents off the edge, allowing Pikachu to begin edgeguarding. |
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| 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, with almost all of its best finishers being too close to its body to allow them to be used safely. While its forward smash has a [[disjointed hitbox]], Pikachu's best KO options are directly next to it, notably Thunder and its up smash. Thunder Jolt cannot KO reliably at any percentage, and Skull Bash is rather predictable, and it requires a charge to pack any sort of power; 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 air options are also poor; none of its aerial attacks can effectively KO except at very high percentages, close to the blast lines. The sole exception is its up aerial; like its ground-based attacks, however, it has high power but low range, hampering its effectiveness. |
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| Pikachu also struggles to approach. Although it is mobile, it has a short wavedash and lacks safe grounded moves to use out of both its wavedash and dash dance. Its best approaching options on the ground are down tilt and the risky down smash. This forces it to frequently fight in 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 the moves' moderately high ending lag, Pikachu's average falling speed, and its 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]] compared to the top-tiered characters, allowing characters with stronger neutral game tools to easily find openings on Pikachu while it struggles to get openings itself. | | Pikachu is also crippled by a poor approach. Due to very long-lasting aerials with moderately high ending lag, an average falling speed and a rather high short hop, Pikachu has a poor SHFFL. Pikachu's ground approach fares no better, as outlined earlier, due to poor range in its attacks; a short and slow wavedash also prevents Pikachu from potentially improving its range via [[wavesmashing]], unlike characters such as {{SSBM|Luigi}} or {{SSBM|Marth}}. Additionally, due to its light weight and below average air speed, Pikachu is very easy to juggle and chainthrow; {{SSBM|Sheik}}, for instance, can easily chaingrab Pikachu from zero-to-death in the [[NTSC]] version. |
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| 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 40% in the [[NTSC]] version if both players execute perfect grabs and [[DI]]. Pikachu is also susceptible to several potentially lethal grab setups, such as {{SSBM|Captain Falcon}}'s down throw followups.
| | ==Changes from ''Smash 64'' to ''Melee''== |
| | | Given that Pikachu was considered to be the best character in Smash 64 due to being ranked 1st in the tier list, as well as having numerous advantages that made it so, when making to the transition to ''Melee'', Pikachu was generally [[nerf]]ed, similar to {{SSBM|Ness}} and {{SSBM|Kirby}} but its nerfs weren't as severe as theirs. Unlike the two, however, Pikachu still remains a viable competitive fighting force. Pikachu's overwhelming advantages from the previous game such as its huge range of its attacks that helps it to combo were weakened, but it was buffed in grab game and its attacks are more powerful, helping it to keep its ground at the 10th position on the tier list. |
| Overall, Pikachu is a rather challenging character that requires an experienced player to succeed. While Pikachu has stellar edgeguarding and recovering abilities, and can harshly punish the opponent once it finds an opening, it suffers from poor range and difficulty in approaching. Pikachu players should look to make full use of their neutral options and constantly seek mix-ups through conditioning opponents.
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| ==Changes from ''[[Super Smash Bros.]]''== | |
| Pikachu was widely considered to be the best character in ''Smash 64'' due to its great mobility, combo potential, air game and unparalleled recovery in [[Quick Attack]], which served not only as the most versatile recovery move in the game but it was also an amazing tool to escape combos and pressure due to its [[intangibility]] on startup. As a result, Pikachu was considerably nerfed in the transition to ''Melee'', with its overwhelming advantages from the previous game, such as its consistent combos, powerful finishers, and useful specials, being significantly toned down. | |
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| As with all returning veterans, Pikachu's combo game has been hindered due to the universally decreased [[hitstun]], making its lower knockback moves less effective, and the introduction of [[DI]] has decreased the consistency of its combos. However, some of Pikachu's moves have also seen direct changes that nerfed their combo potential. One example of this is Pikachu's up tilt, which deals more knockback at lower percents but noticeably less damage. As a result, it is a much worse combo move outside of very low percents, no longer being to chain into itself multiple times for a high amount of damage.
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| In general, Pikachu's damage output has been made much lower, with not only its aforementioned up tilt but also all of its aerials and throws receiving a damage nerf. Pikachu has also lost multiple KO options; its throws, back aerial, and down smash, which were all formerly solid KO options, all cannot KO reliably anymore. As a result, Pikachu has to work a lot harder in order to build up damage, and it has to rely more heavily on edgeguarding and landing smash attacks to secure KOs, with the latter's reliability being character-dependent due to Pikachu's lack of universal KO setups. Pikachu's range is also worse; aside from the aforementioned back aerial, the hitboxes on several of Pikachu's other moves have been toned down in size, including its grab, which now has the worst range in the game. This makes it easier for opponents to wall out Pikachu, particularly with shielding, and it means that Pikachu requires more precision in order to approach its opponents and win the neutral.
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| Pikachu's aerial game has also taken a hit. Its aerial mobility (both its air speed and air acceleration) is significantly worse, going from among the best to being rather mediocre, and its [[double jump]] has been made much lower. This worsens its recovery, and hinders its ability to both juggle and escape aerial pressure. Aside from the aforementioned range nerfs, all of Pikachu's aerials are weaker and have lost their extremely lenient [[auto-cancel]] windows (with the weakening of [[L-canceling]] further exacerbating this) which hinders Pikachu's ability to both space and combo with its aerials. Back aerial, in particular, has changed into a weak (albeit slightly quicker) sideways spin with little KO potential and significantly higher ending lag, going from Pikachu's second best aerial to a practically useless move.
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| Pikachu's specials are also less potent overall, with only [[Thunder Jolt]] being slightly buffed due to its lower lag. While [[Quick Attack]] is faster and now has a hitbox, it no longer gives intangibility, covers considerably less distance, can no longer be extended, and can no longer auto-snap the ledge during its teleport, making it now a noticeably worse tool for both recovery and escaping pressure. Combined with Pikachu's worse aerial mobility, Pikachu's recovery and edgeguarding potential are not as effective as they were in ''Smash 64''. {{b|Thunder|Pokémon}} has also been significantly nerfed, as it no longer has infinite vertical range; this, along with the universally increased falling speeds, has considerably hindered [[Thunderspiking]]. Thunder is also hindered by DI, which not only makes setups into Thunder less consistent, but also makes it easier to avoid being KOed off the upper blast zone if the Thunder connects.
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| However, Pikachu has seen some buffs. Pikachu's new up throw has added utility, as it can easily lead to combos, chain grabs, and KO setups into up smash on fast-fallers. Pikachu's new back throw is also superior at setting up edgeguards despite it being immensely weaker. Pikachu's new side special, [[Skull Bash]], gives Pikachu a new recovery option and can lead to early KOs if Pikachu charges it. Pikachu's forward and up smash are both faster and stronger with the latter in particular now being the strongest up smash in the game although both moves have seen nerfs in other areas. Pikachu's up aerial has also seen some notable changes giving it even more utility than it already had. While it is weaker, has less range, and has much higher landing lag, it now has a different set of hitboxes with different properties with its clean hit being an excellent juggling tool while its later hits are very effective at edgeguarding. Lastly, Pikachu is heavier and falls faster which noticeably improves its endurance (although these traits also make Pikachu more vulnerable to combos and chain grabs).
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| Overall, Pikachu is considerably less effective with many of its strengths being toned down and its weaknesses being far more plentiful and noticeable. However, Pikachu still retains many of the strengths it had including its solid mobility and its great recovery/edgeguarding potential. Pikachu is now a more well rounded character with clear strengths and weaknesses rather than being a "master of all," as Pikachu still has the tools it needs in order to overcome its opponents, but has to work a lot harder in order to win. As a result, while Pikachu was one of the most severely nerfed characters from ''Smash 64'' to ''Melee'', Pikachu is still a potent high tier character who can hold its own against much of the cast. While Pikachu's tournament representation is rather small, it has still seen consistent success in tournaments and is still very much a viable character in competitive play.
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| ===Aesthetics=== | | ===Aesthetics=== |
| *{{change|The graphical upgrades of the Nintendo GameCube give Pikachu a more proportionate build. Its appearance more closely resembles [http://archive.thegia.com/n64/pokesta2/art2/pikachu.jpg official artwork of it] for ''{{iw|bulbapedia|Pokémon Stadium}}''. It is slightly thinner and has a larger head.}}
| | *{{change|Pikachu received new voice samples that are higher pitched 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.}} |
| *{{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 red and green party hats are replaced by a red hat based on [[bulbapedia:Red (game)|Red]] the protagonist of [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'' and ''Blue'']] and a green cowboy hat}}
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| ===Attributes=== | | ===Attributes=== |
| *{{buff|Pikachu [[walk]]s faster (1.12 (33.6) → 1.24).}} | | *{{buff|Pikachu runs faster.}} |
| *{{nerf|Pikachu [[dash]]es slightly slower (1.833 (55) → 1.8).}} | | *{{nerf|Generally more vulnerable to [[combo]]s and [[chaingrab]]s.}} |
| *{{buff|Pikachu's [[traction]] is higher (0.0667 (2) → 0.09), making it easier for it to punish [[out of shield]].}}
| | *{{nerf|The [[range]] of its attacks in general has been decreased.}} |
| *{{nerf|Pikachu's [[air speed]] is much slower (1.25 (37.5) → 0.85), going from the 2nd fastest to below average.}} | | *{{nerf|[[Air speed]] is significantly slower, going from the second fastest in ''Smash 64'' to below average in ''Melee''.}} |
| *{{nerf|Pikachu's [[air acceleration]] is drastically lower (0.1467 (4.4) → 0.05), going from the 2nd highest to average.}} | |
| *{{nerf|Pikachu [[jump]]s drastically lower (44.1 (1323) → 32.04), hindering its vertical recovery and ability to chase opponents above it.}}
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| **{{change|Pikachu's [[short hop]] is also extremely lower (28.008 (840.24) → 14), improves its ability to hit opponents low on the ground with short hop aerials, as well as its ability to quickly land and continue aerial pressure, but also hinders its ability to [[auto-cancel]] its aerials and performing two aerials in a short hop.}}
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| *{{change|Pikachu's [[gravity]] is higher (0.1 (3) → 0.11).}}
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| *{{change|Pikachu [[Falling speed|falls]] faster (1.733 (52) → 1.9), improving its vertical endurance but making it more susceptible to combos and [[chain grab]]s.}}
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| **{{nerf|However, Pikachu's [[fast fall]]ing speed is slightly slower (2.767 (83) → 2.7). 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.}}
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| *{{buff|Pikachu is significantly [[weight|heavier]] (72.413793 (1.16) → 80), which improves its endurance.}}
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| *{{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.}}
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| *{{nerf|Pikachu's upper legs and arms are no longer immune to grabs.}}
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| *{{buff|Forward [[roll]] has less ending lag (FAF 36 → 32).}}
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| ===Ground Attacks=== | | ===Ground Attacks=== |
| *[[Neutral attack]]:
| | *{{buff|Neutral attack can now be reset.}} |
| **{{buff|Neutral attack has less ending lag (FAF 34 → 22).}}
| | *{{buff|Neutral attack is faster.}} |
| **{{buff|Neutral attack transitions into itself earlier (frame 10 → 5), allowing it to chain into itself when the opponent is at 0%.}}
| | *{{buff|Forward smash is stronger; going from among the more average-powered forward smashes in ''Smash 64'' to being the fourth most powerful forward smash in ''Melee''.}} |
| **{{change|Neutral attack has increased base knockback (4 → 7) and it launches opponents at a lower angle (361° → 0°).}}
| | *{{buff|Up smash is significantly more powerful; it is the most powerful up smash in the game and is overall the second most powerful smash attack in ''Melee''.}} |
| **{{nerf|Neutral attack has a shorter duration (frames 2-5 → 2-3).}}
| | *{{buff|New down smash has more combo potential due to it having lower knockback and sending foes at a vertical-diagonal angle.}} |
| **{{nerf|The removal of [[jab grab]]bing significantly hinders the utility of Pikachu's neutral attack.}}
| | *{{nerf|Up tilt is harder to combo from due to its knockback and the increased falling speeds in ''Melee'', and cannot chain into itself nearly as reliably. Its hitbox is also slightly less [[disjointed]].}} |
| *[[Forward tilt]]:
| | *{{nerf|Up smash sourspot is much less useful.}} |
| **{{nerf|Forward tilt deals less damage (11%/10%/9% → 9%/8%/7%), hindering its KO potential despite its increased base knockback (8 (angled up)/6 (non angled/down) → 10 (all)).}}
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| *[[Up tilt]]:
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| **{{buff|Up tilt has less ending lag (FAF 26 → 24).}}
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| **{{buff|Up tilt sends opponents at a more favorable angle (87° → 96° (lower tail)/88° (upper tail)).}}
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| **{{buff|Up tilt deals more knockback (10 (base), 100 (scaling) → (40/45)/124), improving its combo potential and safety at lower percents, while also improving its KO potential despite its lower damage.}}
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| ***{{nerf|However, this also hinders its combo potential at mid percents.}}
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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.}}
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| **{{nerf|Up tilt deals less damage (11% → 7% (lower tail)/6% (upper tail)), noticeably hindering its damage racking potential.}}
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| **{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-14 → 7-14).}}
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| **{{nerf|The upper tail hitbox is much smaller (5u → 3.125u), with the hitbox now failing to fully cover Pikachu's tail.}}
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| **{{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.}}
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| *[[Down tilt]]:
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| **{{buff|Down tilt has less ending lag (FAF 26 → 19).}}
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| **{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-13 → 7-9).}}
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| **{{nerf|Down tilt deals much less damage (12% → 7%), hindering its KO and edgeguarding potential.}}
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| **{{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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| *[[Dash attack]]:
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| **{{buff|Dash attack has less ending lag (FAF 58 → 50).}}
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| **{{nerf|Dash attack has a shorter duration (frames 5-19 → 5-16).}}
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| **{{nerf|Dash attack deals less damage (12% → 8%), hindering its KO potential.}}
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| *[[Forward smash]]:
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| **{{buff|Forward smash has less startup (frame 21 → 16) and ending lag (FAF 62 → 50).}}
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| **{{buff|Forward smash no longer does consistent damage (18% (clean/late) → 21% (clean)/19% (mid)/18% (late)) with the clean and mid hits dealing more damage, improving their KO potential.}}
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| **{{buff|The near and middle hitboxes are positioned further outwards (z offset: 6.66/14.16 → 8.98/15.23).}}
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| ***{{buff|Addditionally, the early and mid hit's near hitbox is larger (2.66u (clean)/4u (late) → 2.89u/4.3u).}}
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| ***{{nerf|However, the mid hit's far hitbox is marginally smaller (4.33u → 4.3u).}}
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| **{{buff|Forward smash now has [[transcendent priority]], instead of anti-rebounding priority, improving its ability to deal with damaging ground moves.}}
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| ***{{nerf|However, this also removes its ability to cancel out projectiles.}}
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| **{{nerf|Forward smash has a much shorter duration (frames 21-24 (clean)/25-42 (late) → 16-18/19-21/22-23).}}
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| **{{nerf|Forward smash deals less knockback (20 (base), 100 (scaling) → 25/92 (clean), 25/(95/90) (mid), 22/(95/90/85) (late)). This hinders the far mid hit's and the entire late hit's KO potential.}}
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| **{{nerf|The late hit's far hitbox is positioned closer to Pikachu (z offset: 25 → 21.48) and it does not become active as soon (5 frames → 7). This significantly reduces forward smash's range, especially considering the late hit's drastically shorter duration.}}
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| *[[Up smash]]:
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| **{{buff|Up smash's clean hit's near hitbox deals more damage (18% → 19%) and has increased knockback scaling (100 → 110), significantly improving its KO potential (now being the strongest up smash in the game).}}
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| ***{{buff|Addditionally, the move now has a middle hitbox, which does not deal more damage but still has higher knockback scaling.}}
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| **{{buff|Up smash has less startup lag with a longer duration (frames 10-18 → 8-17).}}
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| **{{buff|Up smash now has a mid hit for its 4th-6th active frames which deals more damage (9% → 13%) and knockback (10 (base), 90 (scaling) → 30/110) compared to the previous late hit.}}
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| **{{nerf|Up smash has more ending lag (FAF 40 → 41).}}
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| **{{nerf|Up smash has smaller hitboxes (2.66u/5.16u → 1.95u/3.12u/4.69u (clean), 3.33u/5.16u → 1.95u/2.73u/3.15u (mid/late)).}}
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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.}}
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| **{{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.}}
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| **{{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.}}
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| **{{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]]:
| |
| **{{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 a longer duration overall (frames 10-13/25-28 → 7-8/10-11/13-14/16-17/19-20/22-23/25).}}
| |
| **{{buff|The final hit has a much larger hitbox (4.5u/4.5u/3u → 9.76u).}}
| |
| **{{change|The loop hits have altered hitbox sizes (4.5u/4.5u/3u → 4.69u/4.69u/2.43u) and positions, to allow the move to chain into itself from both sides.}}
| |
| **{{change|The final hit launches opponents vertically (361° → 70°), improving its combo potential, but hindering its edgeguarding potential.}}
| |
| **{{nerf|Due to now being a multi hit attack, Down smash is much less reliable, as opponents can now easily [[SDI]] out of it, or even just fall out of it automatically in some scenarios.}}
| |
| **{{nerf|Compared to the previous front hit, down smash deals less damage overall (16% → 2% (hits 1-6)/3% (hit 7)/13% (total)) without full compensation on the final hit's knockback (30 (base), 120 (scaling) → 70/170), greatly hindering its KO potential.}}
| |
|
| |
|
| ===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]].}} | | *{{buff|New neutral aerial is more powerful and has faster [[start-up]].}} |
| **{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Pikachu's aerials.}}
| | *{{buff|New back aerial has faster start-up and a longer duration.}} |
| *[[Neutral aerial]]:
| | *{{buff|Up aerial can now [[semi-spike]], making it a slightly more effective [[edgeguard]]er.}} |
| **{{change|Pikachu has a new neutral aerial: a somersault.}}
| | *{{buff|Up aerial has less lag.}} |
| ***{{buff|This new animation makes Pikachu harder to hit.}}
| | *{{buff|New neutral aerial is faster and is more capable of edge-guarding.}} |
| ***{{nerf|However, this also gives the move less range, as the hitbox placements were not adjusted in relation to Pikachu.}}
| | *{{nerf|Forward aerial's damage output is lower by more than half of the amount, and other aerials can no longer be used right after it.}} |
| ***{{nerf|This new animation is also longer (36 frames → 39), increasing the amount of time Pikachu cannot grab ledges after performing the move.}}
| | *{{nerf|New back aerial has heavily increased [[ending lag]] and [[landing lag]].}} |
| **{{nerf|Neutral aerial has more ending lag (FAF 37 → 40).}}
| | *{{nerf|Down aerial has less combo ability and is more laggy.}} |
| **{{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).}}
| |
| **{{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.}}
| |
| *[[Forward aerial]]:
| |
| **{{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|Each hit of forward aerial deals less damage (3% → 2%).}}
| |
| **{{nerf|Due to hitting four times instead of seven:}}
| |
| ***{{nerf|It has a shorter duration (frames 7-8/10-11/13-14/16-17/19-20/22-23/25-26 → 10-12/14-16/18-20/22-24), increasing its ending lag.}}
| |
| ***{{nerf|Its maximum damage potential is much lower, especially since each hit deals less damage (21% → 7%).}}
| |
| **{{nerf|The far hitbox is smaller (6.5u → 6.29u).}}
| |
| **{{nerf|Forward aerial no longer has a landing hitbox.}}
| |
| *[[Back aerial]]:
| |
| **{{change|Pikachu has a new back aerial: a sideways spin.}}
| |
| ***{{buff|This new animation makes Pikachu harder to hit.}}
| |
| ***{{nerf|However, this also gives the move much less range.}}
| |
| ***{{nerf|This new animation is also longer (41 frames → 59), increasing the amount of time Pikachu cannot grab ledges after performing the move.}}
| |
| **{{buff|Back aerial has less startup lag with a longer duration (frames 10-21 → 4-37).}}
| |
| **{{buff|Back aerial now has a landing hit.}}
| |
| **{{nerf|Back aerial has more ending lag (FAF 42 → 60).}}
| |
| **{{nerf|Back aerial has much more landing lag (16 frames → 30).}}
| |
| **{{nerf|Back aerial has smaller hitboxes (5.66u/5u (clean)/5.16u/4.5u (late) → 3.52u/3.52u (both)) and its foot hitbox is no longer horizontally displaced (x offset: 3.33 (clean)/1.33 (late) → 0 (both)), significantly reducing its range.}}
| |
| **{{nerf|Back aerial deals less damage (16% (clean)/14% (late) → 12%/9%) without full compensation on its base knockback (15 (clean)/0 (late) → 20 (both)). This hinders its KO potential, no longer being one of the strongest back aerials.}}
| |
| *[[Up aerial]]:
| |
| **{{buff|Up aerial has less ending lag (FAF 34 → 28).}}
| |
| **{{buff|Up aerial has larger hitboxes (3u/4.66u → 3.91u/4.69u).}}
| |
| **{{buff|Up aerial now has a clean hit, a mid hit and a late hit each with different properties which gives the move more utility.}}
| |
| **{{change|Up aerial's angles have been altered (361° → 80° (clean)/0° (mid)/130° (late)).}}
| |
| ***{{buff|This grants the clean hit juggling potential and improves the mid hit's edgeguarding potential.}}
| |
| ***{{nerf|However this also makes the late hit less consistent at edgeguarding and greatly hinders the clean hit's edgeguarding potential.}}
| |
| **{{change|Up aerial has altered knockback (10 (base), 100 (scaling) → (100/60/80)/60).}}
| |
| ***{{buff|This makes the move deal much more knockback at low percents and improves its followup potential.}}
| |
| ***{{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 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|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).}}
| |
| *[[Down aerial]]:
| |
| **{{nerf|Down aerial has more startup lag with a shorter duration (frames 8-25 → 14-26).}}
| |
| **{{nerf|Down aerial has a longer total duration (FAF 45 → 48) and a longer animation (44 frames → 57).}}
| |
| **{{nerf|Down aerial's main hit deals less damage (13% → 12%).}}
| |
| **{{nerf|The weakening of L-canceling has noticeably harmed down aerial's combo potential and has made down aerial much more punishable in general (unless Pikachu [[ledge-canceling|edge cancels]] it), due to its very high landing lag (which was unchanged).}}
| |
| **{{buff|Down aerial now has a landing hitbox. It deals 4% with low set knockback (30 (set), 100 (scaling)) and at low percents, Pikachu can land both the main hit and the landing hit to deal more damage (13% → 15%).}}
| |
| ***{{buff|The landing hit's low set knockback can be used to give Pikachu consistent followups at all percents if Pikachu edge cancels the down aerial.}}
| |
| ***{{nerf|The landing hit's low set knockback makes the move very punishable even on hit (especially if Pikachu does not L-cancel).}}
| |
|
| |
|
| ===Throws/other attacks=== | | ===Grabs and Throws=== |
| *{{buff|Pikachu has been given a [[pummel]], an [[up throw]] and a [[down throw]], significantly improving its grab game, as both throws can be used to combo and chain grab.}} | | *{{buff|Pikachu has been given an [[up throw]] and a [[down throw]], significantly improving its grab game by giving it more moves that will potentially lead into combos.}} |
| *[[Grab]]s:
| | *{{nerf|[[Grab]] range reduced to being the shortest in ''Melee''.}} |
| **{{buff|Grab has a new grabbox inside of Pikachu, giving it more range inside of Pikachu.}}
| | *{{change|Back throw moved to forward throw.}} |
| **{{buff|Grab has a longer duration (frame 6 → 7-8 (standing)/11-12 (dash)).}}
| | *{{change|All throws have electrical properties.}} |
| **{{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.}}
| |
| *{{change|All throws now have electrical properties.}} | |
| *[[Forward throw]]:
| |
| **{{change|Pikachu has a new forward throw, which is heavily based on its previous back throw.}}
| |
| **{{buff|Forward throw now has a hitbox from frames 10-25, which occurs 4 times and deals 2% each time (for a total of around 7%). This allows the throw to hit bystanders and it improves the throw's damage racking potential (at least on paper).}}
| |
| **{{nerf|Forward throw's throw deals much less damage (12% → 2% (throw)/9% (total)) and its knockback was not fully compensated (80 (base), 70 (scaling) → 45/110), significantly hindering its KO potential.}}
| |
| **{{nerf|Pikachu releases opponents from forward throw later (frame 20 → 29) but it also has more ending lag (FAF 30 → 44). This makes the throw much easier to DI (especially since its multi hits deal hitlag), as well as giving it more ending lag despite this.}}
| |
| *[[Back throw]]:
| |
| **{{buff|Pikachu has a new back throw where it rolls backwards. This moves Pikachu closer to the edge, which can set up edgeguards.}}
| |
| **{{buff|Pikachu releases opponents from back throw earlier (frame 34 → 30), making it harder to DI.}}
| |
| **{{change|Back throw's angle has been slightly altered (45° → 135°).}}
| |
| **{{change|Back throw is now weight dependent.}}
| |
| **{{nerf|Back throw deals much less damage (18% → 9%) and knockback (60 (base), 80 (scaling) → 75/50), drastically hindering its KO potential.}}
| |
| **{{nerf|Back throw has more ending lag (FAF 43 → 50).}}
| |
| *[[Edge attack]]s:
| |
| **{{buff|Fast edge attack deals more damage (6% → 8%).}}
| |
| **{{nerf|Fast edge attack has more startup lag with a shorter duration (frames 20-25 → 22-24).}}
| |
| **{{nerf|Fast edge attack has less intangibility (frames 1-21 → 1-19), going from ending while the hitboxes are active, to now ending a couple of frames before the hitboxes become active.}}
| |
| **{{nerf|Fast edge attack has more ending lag (FAF 50 → 54).}}
| |
| **{{buff|Slow edge attack has less startup lag with a longer duration (frames 70-73 → 54-59).}}
| |
| **{{buff|Slow edge attack has less ending lag (FAF 90 → 70).}}
| |
| **{{nerf|Slow edge attack has less intangibility (frames 1-69 → 1-51).}}
| |
| **{{nerf|Edge attacks have less set knockback (100 → 90).}}
| |
|
| |
|
| ===Special Attacks=== | | ===Special Attacks=== |
| *[[Thunder Jolt]]:
| | *{{buff|It now has a new [[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 a moderately high attack.}} |
| **{{buff|Thunder Jolt has less startup (frame 21 → 18) and ending lag (FAF 64 → 58).}}
| | *{{buff|[[Thunder Jolt]] will continue to hug and traverse platforms once it passes the edge of the platform.}} |
| **{{buff|Thunder Jolt has a larger hitbox (3.33u → 4u) and grounded Thunder Jolt has gained an additional hitbox, increasing its range.}}
| | *{{buff|[[Skull Bash]] gives Pikachu an additional horizontal [[recovery]] option.}} |
| **{{buff|The Thunder Jolt will continue to hug and traverse platforms once it passes the edge of the platform.}}
| | *{{buff|[[Quick Attack]] now does damage, and has faster startup.}} |
| **{{buff|Pikachu can now move freely in the air while using Thunder Jolt.}}
| | *{{buff|[[Thunder]] falls faster and a new glitch called ceiling glitch helps with edge-guarding.}} |
| **{{nerf|Thunder Jolt has a shorter duration (119 frames → 99).}}
| | *{{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 also much less useful for escaping combos and maneuvering across platforms.}} |
| *[[Skull Bash]]:
| | *{{nerf|{{b|Thunder|Pokémon}} no longer has infinite vertical range and now strikes at a fixed height from a thundercloud. It is also much slower and more laggy, which when combined with the generally faster [[falling speed]]s in ''Melee'', makes [[Thunderspiking]] more difficult to perform and generally much less effective.}} |
| **{{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 if charged.}}
| |
| *[[Quick Attack]]: | |
| **{{buff|Quick Attack now has hitboxes allowing it to be used offensively (although the hitboxes are extremely weak).}}
| |
| **{{buff|Quick Attack has less startup lag (frame 21 → 13).}}
| |
| **{{buff|Quick Attack has much less landing lag once Pikachu enters free fall (20 frames → 4), making it less risky for Pikachu to Quick Attack onto the stage while recovering.}}
| |
| ***{{nerf|However, Quick Attack has more landing lag if Pikachu lands before it enters free fall (20 frames → 24).}}
| |
| **{{change|If the control stick is not held when Pikachu performs the first Quick Attack, Pikachu will now always face the direction where it initiated the Quick Attack.}}
| |
| **{{nerf|Quick Attack has more ending lag when finished on the ground (45 frames → 50).}}
| |
| **{{nerf|Quick Attack travels slightly less distance and can no longer be extended by allowing the [[control stick]] to snap back to its neutral position hindering its recovery potential.}}
| |
| **{{nerf|Quick Attack no longer has intangibility on startup, removing its use as a versatile combo breaker and as a defensive [[Out of Shield]] option.}}
| |
| **{{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}}:
| |
| **{{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|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|This change also gives the thunder bolt a much longer duration when Pikachu lands the shockwave (3 frames → 31).}}
| |
| ***{{nerf|However, this also gives the thunder bolt blindspots between its hitboxes.}}
| |
| **{{buff|The shockwave deals more damage (16% → 17%), improving its KO potential.}}
| |
| **{{bugfix|Thunder has a new glitch called the ceiling glitch.}}
| |
| ***{{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|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.}}
| |
| ***{{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 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|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|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 decreased hitstun combined with the introduction of DI has not only made Thunder harder to combo into but DI in particular also makes it easier to prevent the thunderbolt from causing a Thunderspike.}}
| |
|
| |
|
| ==Moveset== | | ==Moveset== |
Line 270: |
Line 84: |
| |game=SSBM | | |game=SSBM |
| |neutralcount=1 | | |neutralcount=1 |
| |neutralname=Headbutt ({{ja|ずつき|Zutsuki}}) | | |neutralname= |
| |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 ({{ja|りょうあしげり|Ryo Ashi Geri}}, ''Double Foot Kick'') | | |neutral1dmg=1-2% |
| | |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 attack can be angled up and down as well. 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. |
| |utiltname=Tail Smack ({{ja|しっぽアタック|Shippo Atakku}}, ''Tail Attack'') | | |utiltname= |
| |utiltdmg=7% (tail), 6% (tip) | | |utiltdmg=7% |
| |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 ({{ja|あしばらい|Ashibarai}}, ''Foot Sweep'') | | |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 [[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=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'') | | |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=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'') | | |fsmashname= |
| |fsmashdmg={{ChargedSmashDmgSSBM|21}} (early), {{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|18}} (late) | | |fsmashdmg={{ChargedSmashDmgSSBM|21}} |
| |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 ({{ja|しっぽサマーソルト|Shippo Sāmasoruto}}) | | |usmashname= |
| |usmashdmg={{ChargedSmashDmgSSBM|17}}-{{ChargedSmashDmgSSBM|19}} (clean), {{ChargedSmashDmgSSBM|13}} (mid), {{ChargedSmashDmgSSBM|7}} (late) | | |usmashdmg={{ChargedSmashDmgSSBM|17}} |
| |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 backflip. 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 ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'') | | |dsmashname= |
| |dsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-6), {{ChargedSmashDmgSSBM|3}} (hit 7) (≈{{ChargedSmashDmgSSBM|13.83}} total) | | |dsmashdmg={{ChargedSmashDmgSSBM|14}} |
| |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. Hits 7 times. This attack has transcendent priority. |
| |nairname=Pika Roll ({{ja|ピカチュウスピン|Pikachū Supin}}, ''Pikachu Spin'') | | |nairname= |
| |nairdmg=12% (clean), 9% (late) | | |nairdmg=12% |
| |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 ({{ja|でんげきドリル|Dengeki Doriru}}) | | |fairname= |
| |fairdmg=2% (hits 1-4) (≈7.46% total) | | |fairdmg=8% if all hits connect |
| |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. This has multiple hits with minimal damage. This has more horizontal range than any of Pikachu's aerials. The move, however, has little knockback. Hits 4 times. |
| |bairname=Glider ({{ja|グライダー|Guraidā}}) | | |bairname= |
| |bairdmg=12% (clean), 9% (late), 4% (landing) | | |bairdmg=12% |
| |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 a manner similar to its down smash. Decent range, damage and knockback, however it lags noticeably if missed, especially if Pikachu lands. |
| |uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}}) | | |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=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}}) | | |dairname= |
| |dairdmg=12%, 4% (landing) | | |dairdmg=12% |
| |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 ({{ja|つかみ|Tsukami}}) | | |grabname= |
| |grabdesc=Pikachu grabs the opponent with both hands. It has the shortest grab range in the game. | | |grabdesc= |
| |pummelname=Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}}, ''Grab Electric Shock'') | | |pummelname= |
| |pummeldmg=3% | | |pummeldmg=3% per pummel |
| |pummeldesc=Zaps the opponent. | | |pummeldesc=Zaps the opponent. |
| |fthrowname=Electrocution ({{ja|でんきなげ|Denki Nage}}, ''Electric Throw'') | | |fthrowname= |
| |fthrowdmg=2% (hits 1-4), 2% (throw) | | |fthrowdmg=9% |
| |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. Hits 6 times. |
| |bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'') | | |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=Electric Skull ({{ja|でんきトス|Denki Tosu}}, ''Electric Toss'') | | |uthrowname= |
| |uthrowdmg=5% (hit 1), 5% (throw) | | |uthrowdmg=10% |
| |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 ({{ja|でんきプレス|Denki Puresu}}, ''Electric Press'') | | |dthrowname= |
| |dthrowdmg=5% (hit 1), 5% (throw) | | |dthrowdmg=10% |
| |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. |
| |floorfname= | | |floorbname= |
| |floorfdmg=6% | | |floorbdmg=6% (can just barely hit for 3%) |
| |floorfdesc=Gets up and headbutts both sides of itself. | | |floorbdesc=Whirls around, tail extended. |
| |floorbname= | | |floorfname= |
| |floorbdmg=6% | | |floorfdmg=6% (can just barely hit for 3%) |
| |floorbdesc=Gets up and kicks both sides of itself. | | |floorfdesc=Whirls around, tail extended. |
| |edgefname= | | |edgefname= |
| |edgefdmg=8% | | |edgefdmg=8% |
| |edgefdesc=Quickly does a cartwheel and attacks with its foot. | | |edgefdesc=Quickly does a cartwheel onto the stage. |
| |edgesname= | | |edgesname= |
| |edgesdmg=6% | | |edgesdmg=6% |
| |edgesdesc=Slowly climbs up and whips its tail. | | |edgesdesc=Slowly climbs up and whips its tail. |
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Line 159: |
| |nsdesc=Pikachu's main [[projectile]]. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the [[edge]], and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to [[gimp]] certain recoveries. | | |nsdesc=Pikachu's main [[projectile]]. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the [[edge]], and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to [[gimp]] certain recoveries. |
| |ssname=Skull Bash | | |ssname=Skull Bash |
| |ssdmg=4-29% | | |ssdmg=4% (uncharged) - 29% (fully charged) |
| |ssdesc=Charges and, when the [[B button]] is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pikachu's recovery, though it does have some lag. On the ground, the attack has rather high lag and is easy to shield grab (similar to dash attack). Performing the move like a [[smash attack]] causes the move the finish charging sooner. | | |ssdesc=Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pikachu's recovery, though it does have some lag. On the ground, the attack has rather high lag and is easy to shield grab (similar to dash attack). |
| |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 at least 38 degrees different than the first direction to work. However, it is possible to move in the same direction twice - moving up twice can possibly be performed by pointing the Control Stick at precise co-ordinates<ref>https://www.reddit.com/r/SSBM/comments/79c8ke/pikachus_double_upwards_qa_precise_inputs_and/</ref> for the 2nd warp. The speed Pikachu gets for both warps is based on how strongly the Control Stick is tilted when deciding warp direction. In other words, Pikachu can do shorter warps by tilting stick less. 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]]. | | |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=17% (shockwave around Pikachu), 10% (bolt) |
| |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 himself causes damage for the first half of the attack. |
| }} | | }} |
| | ===Taunt=== |
| | Pikachu does a dance, exclaiming "Pika-Pika!" |
|
| |
|
| ===Stats=== | | ===Victory Theme=== |
| '''NTSC''' | | An excerpt from the main theme of ''Pokémon''. |
| {{Attributes
| | <gallery> |
| |cast = 26
| | PokemonThemeMelee.ogg |
| |weight = 80
| | </gallery> |
| |rweight = 20-21
| |
| |dash = 1.8
| |
| |rdash = 5-7
| |
| |run = 1.8
| |
| |rrun = 3-5
| |
| |walk = 1.24
| |
| |rwalk = 4-5
| |
| |trac = 0.09
| |
| |rtrac = 5-6
| |
| |airfric = 0.01
| |
| |rairfric = 15-20
| |
| |air = 0.85
| |
| |rair = 17-18
| |
| |baseaccel = 0.02
| |
| |rbaseaccel = 2-23
| |
| |addaccel = 0.03
| |
| |raddaccel = 13-19
| |
| |gravity = 0.11
| |
| |rgravity = 8-11
| |
| |fall = 1.9
| |
| |rfall = 12-14
| |
| |ff = 2.7
| |
| |rff = 9
| |
| |jumpsquat = 3
| |
| |rjumpsquat = 1-7
| |
| |jumpheight = 32.04
| |
| |rjumpheight = 13-14
| |
| |shorthop = 14
| |
| |rshorthop = 10-11
| |
| |djump = 29.44
| |
| |rdjump = 6-7
| |
| |ellag = 4
| |
| |rellag = 2-23
| |
| }}
| |
|
| |
|
| '''PAL'''
| | ==In [[Competitive play]]== |
| {{Attributes
| | ===[[Character matchup (SSBM)|Matchups]]=== |
| |cast = 26
| | {{SSBMMatchupTable|pikachu=yes}} |
| |weight = 80
| | In the most recent revision of the character matchup chart, Pikachu has mediocre 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. 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. |
| |rweight = 20-21
| |
| |dash = 1.8
| |
| |rdash = 5-7
| |
| |run = 1.8
| |
| |rrun = 3-5
| |
| |walk = 1.24 | |
| |rwalk = 4-5
| |
| |trac = 0.09
| |
| |rtrac = 5-6 | |
| |airfric = 0.01
| |
| |rairfric = 15-20 | |
| |air = 0.85
| |
| |rair = 15-17 | |
| |baseaccel = 0.02 | |
| |rbaseaccel = 2-23 | |
| |addaccel = 0.03 | |
| |raddaccel = 13-19 | |
| |gravity = 0.11 | |
| |rgravity = 8-11
| |
| |fall = 1.9
| |
| |rfall = 12-14
| |
| |ff = 2.7
| |
| |rff = 9
| |
| |jumpsquat = 3
| |
| |rjumpsquat = 1-7
| |
| |jumpheight = 32.04
| |
| |rjumpheight = 13-14
| |
| |shorthop = 14
| |
| |rshorthop = 10-11
| |
| |djump = 29.44
| |
| |rdjump = 6-7
| |
| |ellag = 4
| |
| |rellag = 2-23
| |
| }}
| |
|
| |
|
| ===[[Announcer]] call===
| | 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 fastfallers on [[Final Destination]], which has greatly improved Pikachu players' counterpicking games. Pikachu's matchup spread is expected by many ''Melee'' players to greatly improve in the next iteration. |
| [[File: Pikachu Announcer SSBM.wav]] | |
|
| |
|
| ===[[Taunt]]=== | | ===Notable players=== |
| {{Taunt/SSBM|char=Pikachu|desc=Waves at the camera, yelling "Pika, Pika!" The taunt has IASA frames, as it can be interrupted by any attack when Pikachu starts the second wave.}} | | :''See also: [[:Category:Pikachu professionals (SSBM)]] |
| | ====Active==== |
| | *{{Sm|Axe|USA}} |
| | *{{Sm|PikaChad|USA}} |
| | ====Inactive==== |
| | *{{Sm|Anther|USA}} |
| | *{{Sm|Philly Billy|USA}} |
|
| |
|
| ===[[List of idle poses (SSBM)|Idle poses]]=== | | ===Tier placement and history=== |
| ''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 later games.'' | | 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 10th place. |
| {{Idle | |
| |desc=Scratches one of its ears. Looks to both sides while twitching its ears. | |
| |image=Pikachu Idle Pose Melee.gif | |
| }}
| |
|
| |
|
| ===[[Crowd cheer]]=== | | ==In single-player modes== |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1"
| |
| |-
| |
| !{{{name|}}}
| |
| !Cheer (International)
| |
| !Cheer (Japanese)
| |
| |-
| |
| ! scope="row"|Cheer
| |
| |[[File:Pikachu Cheer International SSBM.ogg|center]]||[[File:Pikachu Cheer Japanese SSBM.ogg|center]]
| |
| |-
| |
| ! scope="row"|Description
| |
| |Pika - Pika - Pikachu! || Pi - ka - chu!
| |
| |}
| |
|
| |
|
| ===[[Victory pose]]s=== | | ===In {{SSBM|Classic Mode}}=== |
| {{Victory/SSBM | | In Classic Mode, Pikachu can appear in one-on-one matches, team battles as an ally or alongside {{SSBM|Pichu}}, {{SSBM|Kirby}} or {{SSBM|Jigglypuff}}, in a multi-character fight, and as a metal opponent in the mode's penultimate stage. Pikachu's stage is [[Pokémon Stadium]]; when fought with Kirby in the team battle, it will appear on [[Green Greens]] instead. |
| |victory-theme=PokemonThemeMelee.ogg | |
| |victory-desc=An excerpt from the main theme of ''Pokémon''. | |
| |desc-1=Jumps up and somersaults, then spins around once before happily facing the camera, saying "Pika Pikaaaaaa!"
| |
| |desc-2=Twitches its ears, then scratches its right ear.
| |
| |desc-3=Lies sideways on the ground, sleeping.
| |
| |char=Pikachu}}
| |
|
| |
|
| ==In [[competitive play]]== | | ===In [[Adventure Mode]]=== |
| ===Most historically significant players===
| |
| :''See also: [[:Category:Pikachu players (SSBM)]]''
| |
| <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
| |
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|
| *{{Sm|Axe|USA}} - The undisputed best Pikachu player in the world and of all time, having been a consistent top 10 player since 2014 playing primarily Pikachu, peaking as high as being ranked 4th on the [[2019 MPGR]], and is currently ranked 10th on the [[2022 SSBMRank]]. Axe has defeated nearly every other top player with Pikachu, and has innumerable top 8 placements at majors and supermajors, with his most noteworthy result being winning {{Trn|Smash Summit 8}}.
| | Pikachu appears in Stage 7 of the Adventure Mode. In its stage, the player must fight eight separate Pikachu's on [[Pokémon Stadium]] similar to the Classic Mode's team battle; if {{SSBM|Jigglypuff}} and {{SSBM|Pichu}} are unlocked, they can also appear in the team. In this stage, the only [[item]]s to spawn are [[Poké Ball]]s. |
| *{{Sm|OkayP.|USA}} - One of the best Pikachu players in the world, with several top 64 placements at majors, including 33rd at [[GameTyrant Expo 2017]], 33rd at {{Trn|Riptide}}, 17th at {{Trn|Double Down 2022}}, and 49th at {{Trn|GENESIS 9}}. OkayP. is ranked 2nd on the [[Utah Power Rankings]] of winter 2019 and has wins over many top 100 players.
| |
| *{{Sm|PikaChad|USA}} - Was the second best Pikachu behind Axe up until he became inactive after 2014. PikaChad was ranked 76th on the [[2013 SSBMRank]] and [[2014 SSBMRank]], being the only non-Axe Pikachu player to have ever been ranked on SSBMRank/MPGR up until Swift in 2022. His most notable results include placing 33rd at the first {{Trn|GENESIS}}, 13th at {{Trn|CEO 2014}}, and 49th at [[EVO 2013]] and [[EVO 2014]].
| |
| *{{Sm|Rori|USA}} - While he primarily played {{SSBM|Falco}}, he was known as the first big Pikachu innovator, and was ranked 12th on the [[RetroSSBMRank#2001-2003|2001-2003 RetroSSBMRank]] and 8th on the [[RetroSSBMRank#2004|2004 SSBMRank]] with a Pikachu secondary, being the only player who used Pikachu in any notable capacity that was ranked on RetroSSBMRank up until Axe was ranked on the [[RetroSSBMRank#2012|2012 iteration]]. Rori's 9th placing at [[Tournament Go 5]] with solo Pikachu would also be the highest placing of a Pikachu player at a major for 7 years, until being surpassed by Axe placing 5th at [[Apex 2010]].
| |
| *{{Sm|Swift|USA|p=Maryland}} - Currently considered the second best Pikachu in the world after Axe, and is the first non-Axe Pikachu to get ranked on SSBMRank/MPGR since PikaChad in 2014, being ranked 40th on the 2022 SSBMRank. Swift has wins over {{Sm|Ginger}} and many other top 100 players.
| |
|
| |
|
| ===Tier placement and history=== | | ===In [[All-Star Mode]]=== |
| 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 All-Star Mode, Pikachu and its allies are fought on Pokémon Stadium. |
| ==={{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.
| |
|
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|
| ===[[Adventure Mode]]=== | | ===In [[Event Matches]]=== |
| Pikachu appears in Stage 7 of the Adventure Mode. In its stage, the player must fight eight separate Pikachu's on [[Pokémon Stadium]] similar to the Classic Mode's team battle; if {{SSBM|Jigglypuff}} and {{SSBM|Pichu}} are unlocked, they can also appear in the team. In this stage, the only [[item]]s to spawn are [[Poké Ball]]s. | | Pikachu appears in multiple Event Matches: |
| | | *'''[[Event 7: Pokémon Battle]]''': In this event match, the player faces off against Pikachu on Pokémon Stadium; both the player and Pikachu have two lives. However, ordinary attacks do not harm it. Players must use Pokémon that appear from Pokéballs on the stage to damage and KO Pikachu. |
| ===[[All-Star Mode]]===
| | *'''[[Event 30: All-Star Match 3]]''': Pikachu is the second opponent fought in this series of staged battles. The selected character battles it on the Pokémon Stadium stage with a stock of 2 while Pikachu has 1. With a timer of four minutes, the player must defeat it and the other three characters one-by-one with the overall time and damage: {{SSBM|Kirby}}, {{SSBM|Ness}} and the {{SSBM|Ice Climbers}}. |
| Pikachu and its allies are fought on [[Pokémon Stadium]].
| | *'''[[Event 48: Pikachu and Pichu]]''': In this match, the player must fight against a team of two Pichu and one Pikachu. The goal is for the player to KO the two Pichu in the shortest time possible; Pikachu has infinite lives, while the player has two and the Pichu have one. The stage used in {{SSB|Dream Land}}, making the event the only one in the game to take place on a Past Stage. |
|
| |
|
| ===[[Event Matches]]=== | | ===Ending images=== |
| Pikachu appears in multiple event matches:
| | <center><gallery> |
| | File:PikachuClassicMode.jpg|Classic Mode |
| | File:PikachuAdventureMode.jpg|Adventure Mode |
| | File:PikachuAllStarMode.jpg|All-Star Mode |
| | </gallery></center> |
|
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| *'''[[Event 7: Pokémon Battle]]''': The player chooses any character and must defeat Pikachu in a two-stock match on [[Pokémon Stadium]]. The only way to damage and KO Pikachu is to use the Pokémon that appear from Poké Balls on the stage, as regular attacks will not harm it.
| | ==Trophy descriptions== |
| *'''[[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]].
| | In addition to the normal trophy about Pikachu as a character, there are two trophies about it as a fighter, unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star Mode]]s respectively with Pikachu on any difficulty: |
| *'''[[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}}.
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| *'''[[Event 48: Pikachu and Pichu]]''': The player chooses any character and fights against a team of two Pichu and one Pikachu on {{SSB|Dream Land}}. The player's main goal is to KO the two Pichu while avoiding Pikachu, who has infinite lives while the player has two and both Pichu have one. The event is played on Dream Land, making it the only ''Melee'' event match set on a [[Past Stage]].
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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''' ''(Smash Red)'': |
| | :''While its electrical attacks, such as 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]])'' |
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| ===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
| | :'''Pikachu''' ''(Smash Blue)'': |
| | :''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: {{b|Thunder|Pokémon}})'' |
| <center> | | <center> |
| <gallery> | | <gallery> |
| PikachuClassicMode.jpg|Classic Mode
| | File:Pikachu Trophy Melee.png|Classic |
| PikachuAdventureMode.jpg|Adventure Mode
| | File:Pikachu Trophy (Smash).png|Adventure |
| PikachuAllStarMode.jpg|All-Star Mode
| | File:Pikachu Trophy (Smash 2).png|All-Star |
| </gallery> | | </gallery> |
| </center> | | </center> |
|
| |
| ==[[Trophies]]==
| |
| In addition to the normal trophy about Pikachu as a character unlocked by completing {{SSBM|Classic Mode}} as Pikachu on any difficulty, there are two trophies about it as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Pikachu on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Pikachu:
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| {{Trophy/Fighter
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| |name=Pikachu
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| |image=Pikachu Trophy Melee.png
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| |mode=Classic
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| |desc=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.
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| |gamelist={{Trophy games|game1=Pokémon Red & Blue|release1=9/98}}
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| |game=Melee
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| }}
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| {{clrl}}
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|
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| {{Trophy/Fighter
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| |name=Pikachu
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| |image=Pikachu Trophy (Smash).png
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| |mode=Adventure
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| |desc=While its electric 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.
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| |gamelist=:B: Thunder Jolt
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| :Smash B: Skull Bash
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| |game=Melee
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| }}
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| {{clrl}}
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|
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| {{Trophy/Fighter
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| |name=Pikachu
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| |image=Pikachu Trophy (Smash 2).png
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| |mode=All Star
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| |desc=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 the 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.
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| |gamelist=:Up & B: Quick Attack
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| :Down & B: Thunder
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| |game=Melee
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| }}
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| {{clrl}}
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| ==[[Alternate costume (SSBM)#Pikachu|Alternate costumes]]== | | ==[[Alternate costume (SSBM)#Pikachu|Alternate costumes]]== |
| {|style="margin:1em auto 1em auto;text-align:center"
| | [[File:Pikachu Palette (SSBM).png|frame|center|Pikachu's alternate costumes in ''Melee'']] |
| |-
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| |colspan=4|[[File:Pikachu Palette (SSBM).png]]
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| |- | |
| |{{Head|Pikachu|g=SSBM|s=25px}} | |
| |{{Head|Pikachu|g=SSBM|s=25px|cl=Red}}
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| |{{Head|Pikachu|g=SSBM|s=25px|cl=Blue}}
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| |{{Head|Pikachu|g=SSBM|s=25px|cl=Green}}
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| |}
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| | |
| ==Gallery==
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| <gallery>
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| SSBM Pikachu HQ.jpg|Official artwork of Pikachu.
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| SSBMWebsitePikachu1.jpg|With various [[Poké Ball]] Pokémon on [[Pokémon Stadium]].
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| Thunder Melee.jpg|Using {{b|Thunder|Pokémon}} on {{SSBM|Donkey Kong}} and {{SSBM|Samus}} on Pokémon Stadium.
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| QAMelee.jpg|Using [[Quick Attack]] on [[Corneria]].
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| SSBMWebsitePikachu4.jpg|Using its [[back aerial]] on {{SSBM|Captain Falcon}} on [[Temple]].
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| SkullBashMelee.jpg|Using [[Skull Bash]] on {{SSBM|Mario}} on Pokémon Stadium.
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| Pikachu-character-super-smash-bros-melee.jpg|Using [[Thunder Jolt]] on {{SSBM|Bowser}} on Corneria.
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| MewtwoClassicMode.jpg|Posing with {{SSBM|Mewtwo}} on {{SSBM|Final Destination}}.
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| PichuClassicMode.jpg|Posing with {{SSBM|Pichu}} on [[Green Greens]].
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| YoungLinkAdventureMode.jpg|Posing with {{SSBM|Young Link}} and {{SSBM|Kirby}} on Green Greens.
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| FoxAdventureMode.jpg|[[Taunt]]ing with {{SSBM|Ness}} and Kirby on Temple.
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| PichuAdventureMode.jpg|Looking at the screen on Pokémon Stadium.
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| YoshiAllStarMode.jpg|Jumping towards a giant {{SSBM|Yoshi}} on [[Fourside]].
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| </gallery>
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| ==Trivia== | | ==Trivia== |
| *''Melee'' is the only game with [[wall jump]]s where Pikachu isn't able to perform one. | | *Pikachu can cancel its taunt into any attack or into its shield after the 60th [[frame]] (immediately after it starts its second wave). This can be used to trick opponents. |
| *In the [[character selection screen]] in ''Melee'', Pikachu initially appears in the top section right alongside Mario. However, 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 appear on the bottom section.
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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]].
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| *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.
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| ==External links==
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| *[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0925/index.html Pikachu's page at Smabura-Ken]
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| *[[smashwiki:26TP/Pikachu|Translation]]
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| ==References==
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| {{reflist}}
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| {{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)]]
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| [[es:Pikachu (SSBM)]]
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