Editing Pikachu (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Pikachu
|name = Pikachu
|image = {{tabber|title1=Normal|content1=[[File:Pikachu SSBU.png|x250px]]|title2=Pikachu Libre|content2=[[File:Pikachu-Alt7 SSBU.png|x250px]]}}
|image = {{tabber|title1=Normal|tab1=[[File:Pikachu SSBU.png|x250px]]|title2=Pikachu Libre|tab2=[[File:Pikachu-Alt7 SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
|ranking = 17
}}
}}
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'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed on June 12th, 2018. Pikachu is classified as [[Fighter number|Fighter #08]].
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->


'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, it was confirmed on June 12th, 2018. Pikachu is classified as [[Fighter number|Fighter #08]].
As in ''[[Smash 4]]'', {{s|wikipedia|Ikue Ōtani}}'s portrayals of Pikachu from ''[[Melee]]'' and ''[[Brawl]]'' were repurposed for ''Ultimate''.
 
As in ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Ikue Ōtani}}'s portrayals of Pikachu from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' were repurposed for ''Ultimate''.
 
Pikachu is ranked 17th out of 82 on the current [[tier list]], placing it in the A tier. This is a notable improvement from its 15th out of 54 placement in ''SSB4''. Pikachu's strengths come from its overall great mobility all around. Its most prominent strengths are in its [[Neutral game|neutral]] and [[edgeguarding]] game, due to the fast [[startup]], low endlag of all its [[aerial attack]]s, and its ability to recover far from the stage thanks to [[Skull Bash]] and [[Quick Attack]]. All of its aerials also [[Auto-canceling|auto-cancel]] on a [[short hop]], which grants it utility for [[out of shield]] [[Punishment|punishes]] and potential [[zero-to-death]] [[combo]]s. Despite its poor [[range]], Pikachu also possesses a strong [[grab]] game: its [[Back throw|back]] and [[forward throw]]s allow it to set up combos leading to edgeguards while its [[down throw]] is a valuable combo starter. Pikachu possesses a strong, far-travelling [[projectile]] in [[Thunder Jolt]], which is used to help Pikachu's approach and edgeguards. Finally, Pikachu has arguably one of the best disadvantage states in the game due to its extremely small hurtbox, frame 2 air dodge, and the aforementioned low startup on its aerials, making it very difficult to combo and allowing Pikachu to reset into [[neutral]] with relative ease.
 
However, Pikachu has some notable weaknesses. Due to being one of the [[weight|lightest]] [[fighter]]s in the game, its survivability is hindered against characters with strong finishers. Pikachu also struggles to [[KO]] effectively due to none of its aerials having the ability to KO onstage, while most of its KO moves are either only effective at high percents or have notable downsides such as sourspots or high ending lag. Lastly, its poor range and lack of [[disjoint]]s gives it few options to [[approach]] aside from Thunder Jolt; its reliance on the projectile provide it with a noticeable disadvantage against characters who can properly deal with it.
 
Overall, Pikachu's strengths outweigh its weaknesses. Even before the release of ''Ultimate'', many players saw Pikachu as a top tier character, and its strengths have been proven by strong performances from players such as {{Sm|ESAM}} and {{Sm|ShinyMark}}. However, Pikachu's playerbase is rather small while its overall results are mediocre compared to other top tiers, with both ESAM and ShinyMark seeing high highs but mediocre lows. As such, Pikachu's status as a top tier character has been subject to debate, with opinions on the character varying wildly depending on region.


==Attributes==
==Attributes==
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Pikachu is a small lightweight, tied with Kirby, Olimar, Sephiroth and Mewtwo for the seventh lightest fighter. It has overall good mobility, possessing fast walking and dashing speeds, high jumps, is tied for the ninth-highest air acceleration and has the fourth-highest traction, but slightly above average falling speed and gravity and below-average airspeed. Due to its fast mobility, a good projectile in Thunder Jolt, good frame data and some of the fastest defensive options, Pikachu has a good approach and great neutral game.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
{{incomplete|This section can be improved upon to better flesh out Pikachu's strengths and weaknesses.}}
Pikachu is a lightweight with a small [[hurtbox]], tied with Kirby, Olimar, Sephiroth, and Mewtwo for the seventh lightest fighter. It has overall good mobility, possessing fast [[walk speed|walking]] and [[run speed|dashing]] speeds, high [[jump]]s, is tied for the ninth-highest [[air acceleration]], and has the fourth-highest traction, but slightly above average [[falling speed]] and [[gravity]] and below-average [[air speed]]. Due to its fast mobility, a strong projectile in [[Thunder Jolt]], exceptional frame data, and among the fastest defensive options, Pikachu has an exceptional [[neutral]] game and rarely struggles to approach.


Pikachu's main strengths are its fast frame data and dominant edgeguarding game, with each being considered among the best of the cast. This is mainly due to Pikachu's aerials, each of which can autocancel in a short hop. Its neutral, forward, back, and up aerials are fast, all of them except for up aerial being multihit attacks that can combo into each other and most of Pikachu's other moves, with their extremely low ending lag making them excellent for [[combos]], [[edgeguarding]], and potential [[zero-to-death combo|zero-to-deaths]]. Forward and back aerials in particular are notoriously effective as neutral options due to their animation low-profiling Pikachu's already small hurtbox, which makes them notably hard for most characters to punish [[out of shield]]. Up aerial is a fantastic [[juggling]] option to boot, while neutral aerial notably converts into both up smash and down smash if used while landing, making it Pikachu's most reliable method of confirming KOs at high percentages. Down aerial can meteor smash in its first two active frames and is fast for a move of its category, with its long-lasting hitbox making it an extremely potent edgeguarding option as well. Down aerial also is its only aerial with over 20 frames of ending lag, though it still has relatively low lag compared to other meteor smashes of its kind.
Pikachu has a decent grab and throw game despite its poor grab range. It has a fast pummel and its forward and back throws are good for setting up edgeguards. Its up throws can combo into thunder, and is able to KO at around 170% on average. Down throw is a fantastic combo starter, setting up "nair loops" which involves using dragdown nair and up tilt to rack up damage, whilst reacting to the DI of the opponent to continue the combo. It can also lead into various combos and kill confirms depending on the opponent's DI, including up air bridges which can take the opponent all the way offstage and kill with a forward air. Extending Pikachu's combo game revolves using its aerial attacks to drag the opponent down, extending the combo further. Thunder Jolt also compliments its advantage state nicely as it can combo, or can be used to pressure the opponent and make them hesitatntly pick options whilst under pressure.


Another notable strength Pikachu has is its ability to escape pressure. It boasts a frame 2 [[air dodge]] and an incredibly small hurtbox, which combined with its light weight and fantastic frame data make it among the most difficult characters to combo. The speed and versatility of its up special [[Quick Attack]] makes it trivial to land and escape disadvantage compared to the majority of the cast, while its aforementioned frame data gives it one of the strongest out-of-shield games through its neutral aerial, back aerial, and up smash. It additionally boasts a phenomenal recovery, with Quick Attack's long distance and multiple angles (there must be a difference of 30 degrees between each jolt's arc, or the second jolt will not come out) making it exceptionally difficult to edgeguard, and its side special [[Skull Bash]] providing additional horizontal distance if necessary despite being risky to use. All in all, Pikachu boasts an incredible disadvantage state that allows him to rapidly and effectively reverse the situation on the opponent if they make a single mistake.  
Its recovery is also great, with Quick Attack being used to travel a long distance from many places offstage, and mix up how it recovers with its two jolts (note these must be executed to create a 30 degree angle, or the second jolt will not come out). Skull Bash can be used to recover from very far distances, although it leaves it vulnerable if the opponent can reach it, and Pikachu can reverse edgeguard opponents with aerials and thunder and still make it back to stage. This all makes Pikachu's recovery one of the best in the game, and allows it to go very deep offstage to secure stocks with edgeguards.


Pikachu has a potent grab and throw game despite its poor grab range. It has a fast pummel and its forward and back throws are good for setting up edgeguards, with back throw also being able to [[KO]] near the ledge at high percents. Its up throw can combo into down special [[Thunder]] and reliably KOs middleweights around 170%. Down throw is a fantastic combo starter, being able to combo into Thunder and all of Pikachu's aerials setting up "nair loops" which involves using dragdown nair and up tilt to rack up damage while reacting to the DI of the opponent to continue the combo. It can also lead into various combos and kill confirms depending on the opponent's DI, including up air bridges which can take the opponent all the way offstage before Pikachu KOs them with a forward air. Extending Pikachu's notorious combo game revolves around using its aerial attacks to drag the opponent down, thereby extending the combo further. Thunder Jolt also complements its advantage state nicely as it can combo into any of Pikachu's moveset or be used to pressure the opponent and make them hesitatingly pick options while under pressure.
Pikachu's main strengths are its fast frame data and dominant edgeguarding game, with the latter being considered among the best of the cast: all of Pikachu's aerials can autocancel in a short hop and its neutral, forward, back and up aerials are fast, all of them except for the latter are multihits that can combo into each other, with their extremely low ending lag making them excellent for combos, edgeguarding, and potential zero-to-deaths, while down aerial can meteor smash or spike in its first two active frames and is fast for its category, while up aerial is good for juggling. Pikachu's down aerial also is its only aerial with over 20 frames of ending lag.


Pikachu is not without weaknesses, however. All of its normal attacks excluding forward smash have poor range, with most of said attacks being barely disjointed or not at all. Because of its lack of range, Pikachu tends to rely on using Thunder Jolt to help it approach the opponent. It gets KO'd relatively early due to its diminutive weight, and it also bears inconsistent raw KO power itself. Dash attack is powerful but extremely unsafe if whiffed, up throw doesn't KO under 170% without rage, and its forward and up smashes are burdened by several sourspots that make them unwieldy to use. Beyond this, none of its aerials are strong enough to KO reliably while onstage, and its other KO moves (down smash, forward tilt, and back throw) are unfit for KOing until around 150% by the ledge. While Thunder is powerful, it has slow start-up and high ending lag that limits its usage to be a situational combo finisher and edgeguarding option. A notable weakness in Pikachu's otherwise potent neutral is its inability to trade due to many of its aerials being multihits, meaning that if a trade occurs Pikachu will deal about 1% while taking the full damage of the move it trades with, a substantial weakness considering how light the character is.
Pikachu is not without weaknesses, however: it has poor range outside of forward smash and down tilt, with most of its attacks being barely disjointed or not at all. Because of its lack of range, Pikachu tends to rely on using Thunder Jolt to help it approach the opponent. It tends to get KO'd at earlier percents due to being light, and also bears inconsistent raw KO power itself: forward and up smash are burdened by several sourspots, with the former being stronger in the mid hit, while its forward tilt, forward and back aerials and its up and back throws are unfit for KOing until around 150% or above, and while Thunder is powerful, it's slow and has high ending lag. A very notable weakness in Pikachu's neutral is its inability to trade due to many of its aerials being multihits, and so in a trade Pikachu will deal about 1% whilst taking the full damage of the move it traded with, which is a big deal with how light the character is.


Overall, Pikachu's strengths outweigh its weaknesses.
Overall, Pikachu's strengths outweigh its weaknesses and it is regularly considered a top-tier or even a contender for the best character in the game.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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At the end of ''SSB4''{{'}}s metagame, Pikachu was considered a high tier character (ranked 15th out of 55 characters). In its transition to ''Ultimate'', Pikachu has been heavily buffed. All of its moveset's aspects were greatly improved during its transition, in addition to its moveset benefitting noticeably from the changes to gameplay mechanics.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
Pikachu has been heavily buffed in its transition from ''SSB4'' to ''Ultimate''. All of its moveset's aspects were greatly improved during its transition, in addition to its moveset benefiting noticeably from the changes to gameplay mechanics.


Pikachu's largest buffs arguably come from its improved speed: its already above-average mobility has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag; while the former and latter buffs are shared with the rest of the cast, they especially benefit Pikachu, the former due to its small size and the latter since its aerials had among the highest landing lag in ''SSB4''. These buffs improve Pikachu's neutral game and overall comboing capabilities; plus, due to its "pancaking" during many of their landing animations, allow it to avoid mistimed attacks with more ease and retaliate. To further complement this, its already great air game was enhanced as well: Pikachu has a new [[neutral aerial]] that hits multiple times and has much more combo potential; both its [[forward aerial|forward]] and [[up aerial]]s have increased KO power, alleviating one of Pikachu's biggest weaknesses in ''SSB4''; its [[back aerial]] [[auto-cancel]]s from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point that it is able to perform a pseudo-[[Wall of Pain]] with the move; and its [[down aerial]] now has a clean hitbox that [[meteor smash]]es opponents, further improving Pikachu's aerial KOing ability.
Pikachu's largest buffs arguably come from its improved speed: its already above-average mobility has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag; while the former and latter buffs are shared with the rest of the cast, they especially benefit Pikachu, the former due to its small size and the latter since its aerials had among the highest landing lag in ''SSB4''. These buffs improve Pikachu's neutral game and overall comboing capabilities plus, due to its "pancaking" during many of their landing animations, allow it to avoid mistimed attacks with more ease and retaliate. To further complement this, its already great air game was enhanced as well: Pikachu has a new [[neutral aerial]] that acts similarly to {{SSBU|Mewtwo}}'s own and has much more combo potential; both [[forward aerial|forward]] and [[up aerial]]s have increased KO power, alleviating one of Pikachu's biggest weaknesses in ''SSB4''; [[back aerial]] [[auto-cancel]]s from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point it's able to perform a pseudo-[[Wall of Pain]] with the move; and [[down aerial]] now has a clean hitbox that [[meteor smash]]es opponents, further improving Pikachu's aerial KOing ability.


Although not as buffed as its aerial game, Pikachu's other moves have also seen noteworthy improvements. In particular, its [[dash attack]] has increased KO power and significantly increased [[shieldstun]], to the point it can be unpunishable on shield at certain distances depending on the character. Its [[forward smash]] has increased range, making it a more dangerous tool for trapping opponents on the [[edge]]; its [[up smash]]'s strong hit lasts longer, making it more reliable for KOing; and its [[down smash]] will always send opponents in the direction Pikachu faces and at a lower angle, making it more useful, as well as gaining a KO confirm into it from Pikachu's new neutral aerial. Pikachu's standing grab extends farther; its [[down throw]] now inflicts additional hit lag on the opponent on release, improving its combo ability; and its [[up throw]] has increased knockback, allowing it to KO at high percentages. On top of this, some of its special moves were significantly buffed, as [[Thunder Jolt]] has less ending lag, which improves Pikachu's neutral game and grants it a trapping option if opponents shield it from far away; [[Skull Bash]] has drastically reduced ending lag on hit, making it much safer unless it is [[perfect shield]]ed; and [[Thunder]]'s cloud hitbox deals set knockback, allowing it to connect consistently into the discharge, which also inflicts much more knockback.
Although not as buffed as its aerial game, Pikachu's other moves have also seen noteworthy improvements. In particular, [[dash attack]] has increased KO power and significantly increased [[shieldstun]], to the point it is now unpunishable on shield. [[Forward smash]] has increased range, making it a more dangerous tool for trapping opponents on the [[edge]]; [[up smash]]'s strong hit lasts longer, making it more reliable for KOing; and [[down smash]] will always send opponents in the direction Pikachu faces and at a lower angle, making it more useful, as well as gaining a KO confirm into it from Pikachu's new neutral aerial. Pikachu's standing grab extends farther; [[down throw]] now inflicts additional hit lag on the opponent on release, improving its combo ability; and [[up throw]] has increased knockback, allowing it to KO at high percentages. On top of this, some of its special moves were significantly buffed, as [[Thunder Jolt]] has less ending lag, which improves Pikachu's neutral game and grants it a trapping option if opponents shield it from far away; [[Skull Bash]] has drastically reduced ending lag on hit, making it much safer unless it is [[perfect shield]]ed; and [[Thunder]]'s cloud hitbox deals set knockback, allowing it to connect consistently into the discharge, which also inflicts much more knockback.


Finally, Pikachu notably benefits from the changes to game mechanics. The new limits to [[air dodge]]s and smaller [[edge]] sweetspot sizes make Pikachu's already great edgeguarding prowess more dangerous, especially with its down aerial's new meteor smash hitbox, its stronger aerial attacks all-around, and improved primary projectile in Thunder Jolt; they also don't impair its disadvantage state much thanks to its long-distanced and unpredictable recovery. The changes to air dodging also make its on-stage offense even more effective, which combined with its improved mobility, streamlined [[jump]]squat, and reintroduction of [[dash-dancing]] allow it to chase opponents, giving it an excellent combo game that has the potential of causing [[zero-to-death combo]]s. The nerfs to [[rage]] also notably improves its poor endurance, while not nerfing its KOing ability due to its stronger moveset.
Finally, Pikachu notably benefits from the changes to game mechanics. The new limits to [[air dodge]]s and smaller [[edge]] sweetspot sizes make Pikachu's already great edgeguarding prowess more dangerous, especially with down aerial's new meteor smash hitbox, its stronger aerial attacks all-around, and improved primary projectile in Thunder Jolt; they also don't impair its disadvantage state much thanks to its long-distanced and unpredictable recovery. The changes to air dodging also make its on-stage offense even more effective, which combined with its improved mobility, streamlined [[jump]]squat, and reintroduction of [[dash-dancing]] allow it to chase opponents, giving it an excellent combo game that has the potential of causing [[zero-to-death combo]]s. The nerfs to [[rage]] also notably improves its poor endurance, while not nerfing its KOing ability due to its stronger moveset.


In spite of mostly receiving drastic buffs, Pikachu is not without a few nerfs. Most significantly, the removal of [[Quick Attack cancel]]ing noticeably reduces Pikachu's mobility and approach options, making it more predictable. The changes to neutral aerial, in lieu of an improved combo game, also remove its KO potential. The increased startup and ending lag on its grabs, and dash grab and pivot grab not reaching as far, limit the benefits its grab game has received. Lastly, up throw's altered knockback, while giving it KO potential, makes it more difficult for Pikachu to combo into Thunder. Outside of these nerfs, however, other nerfs Pikachu received have generally been minor, while a good amount of the buffs it received make up for said shortcomings, most notably its improved neutral game.
In spite of mostly receiving drastic buffs, Pikachu is not without a few nerfs. The most significant nerf Pikachu has received is the removal of [[Quick Attack cancel]]ing, which noticeably reduces its mobility and approach options, making it more predictable. The changes to neutral aerial, in lieu of an improved combo game, also remove its KO potential. The increased startup and ending lag on its grabs, and dash grab and pivot grab not reaching as far, limit the benefits its grab game has received. Lastly, up throw's altered knockback, while giving it KO potential, makes it more difficult for Pikachu to combo into Thunder. Outside of these nerfs, however, other nerfs Pikachu received have generally been minor, while a good amount of the buffs it received make up for said shortcomings, most notably its improved neutral game.


In the end, Pikachu's entire moveset has seen drastic improvements all around, it benefits significantly from the new engine, and its limited KOing ability was mostly alleviated, causing its buffs to severely outweigh the nerfs it received. Although Pikachu still suffers from the same weaknesses that plagued it in ''SSB4'', such as short range, poor endurance, and still limited KOing ability, its improved strengths now more than compensate for its shortcomings, allowing Pikachu to fare better than in ''SSB4'' and once again cementing it as one of the most viable "fragile speedster" characters. This has led to a positive perception of Pikachu since release, and has performed significantly better overall than in previous games (save for [[Pikachu (SSB)|its appearance in]] ''[[SSB]]'').
In the end, Pikachu's entire moveset has seen drastic improvements all-around, it benefits significantly from the new engine, and its limited KOing ability was mostly alleviated, causing its buffs to severely outweigh the nerfs it received. Although Pikachu still suffers from the same weaknesses that plagued it in ''SSB4'', such as short-range, poor endurance, and still limited KOing ability, its improved strengths now more than compensate for its shortcomings, arguably cementing it as the most viable threat between its fellow "fragile speedster" brethren, alongside its clone {{SSBU|Pichu}}. While Pikachu is not as common as some other top- or high-tier characters, it has still received strong results in competitive play, courtesy of players like {{Sm|ESAM}} and {{Sm|Captain L}}. This has led to a very strikingly positive reception of Pikachu, with many top players describing it as a top 5 character in the game (if not the single best character). Regardless, Pikachu is considered much better than in ''SSB4'', and has fared significantly better overall than in previous games (bar [[Pikachu (SSB)|its appearance]] in ''[[SSB64]]'').


{{SSB4 to SSBU changelist|char=Pikachu}}
{{SSB4 to SSBU changelist|char=Pikachu}}


==Update history==
==Update history==
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Pikachu has been slightly buffed via game updates. Its grab game was slightly improved, thanks to a faster pummel and larger grabboxes. The only nerf it has received so far is [[Thunder Jolt]]'s shield damage being slightly decreased as part of a near-universal nerf to projectiles.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
Pikachu was slightly buffed via game updates. Its grab game was slightly improved, thanks to a faster pummel and larger grabboxes. The only nerf it has received is [[Thunder Jolt]]'s shield damage being slightly decreased as part of a near-universal nerf to projectiles. Its shield size was also increased as a part of a near-universal buffs to shields.
 
While Pikachu does fare marginally better since the launch of ''Ultimate'', the changes it received were very minor overall, and as a result, patch changes have not noticeably affected perceptions of Pikachu's viability as a powerful high-tier character.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Pikachu}}
{{UpdateList (SSBU)/3.1.0|char=Pikachu}}
'''Technical changelist'''
{|class="wikitable"
!Change!!Old value!!New value
|-
|Grab hitbox radius || grounded opponents: 3.1u, airborne opponents: 1.55u || 4.0u, 2.0u
|-
| Grab Y1 and Y2 offsets || 5.0u (both, all hitboxes) || 5.9u
|-
| Grab Z1 and Z2 offsets || grounded opponents: 4.0u (Z1)/7.4u (Z2), airborne opponents: 2.45u (Z1)/8.95u (Z2) || 4.9u/7.9u, 2.9u/9.9u
|}


'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
|neutralname=Headbutt
|neutral1dmg=1.4% (near), 1.2% (mid), 1% (far)
|neutral1dmg=1.4% (near), 1.2% (mid), 1% (far)
|neutraldesc=[[bulbapedia:Headbutt (move)|Quickly headbutts forward]]. While it has minimal startup lag by coming out on frame 2 and can jab [[lock]], it cannot combo into itself easily due to opponents falling out of the move easily when spammed and being able to punish Pikachu for the move. Other moves such as down tilt or dash attack are better options since Pikachu does not have a finisher for its jab.
|neutraldesc=[[bulbapedia:Headbutt (move)|Quickly headbutts forward]]. While it has minimal startup lag by coming out on frame 2 and can jab [[lock]], it cannot combo into itself easily due to opponents falling out of the move easily when spammed and being able to punish Pikachu for the move. Other moves such as down tilt or dash attack are better options since Pikachu does not have a finisher for its jab.
|ftiltname=Double-Footed Kick ({{ja|りょうあしげり|Ryō Ashigeri}})
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
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|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=An electrified double kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles [[semi-spike]]. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.
|ftiltdesc=An electrified double kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles [[semi-spike]]. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|utiltname=&nbsp;
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=An overhead tail swipe, starting from behind Pikachu. An excellent combo starter, comboing into itself at low percents and into Pikachu's aerials at low to mid percents. It's a great combo tool, but not such a good anti air.
|utiltdesc=An overhead tail swipe, starting from behind Pikachu. An excellent combo starter, comboing into itself at low percents and into Pikachu's aerials at low to mid percents. It's a great combo tool, but not such a good anti air.
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashi Barai}}, ''Foot Sweep'')
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Lays down and sweeps its tail in front of itself. It has good horizontal reach and very low ending lag, making it somewhat spammable. It can cause tripping at low percents and sets up for tech situations at mid-high percents.
|dtiltdesc=Lays down and sweeps its tail in front of itself. It has good horizontal reach and very low ending lag, making it somewhat spammable. It can cause tripping at low percents and sets up for tech situations at mid-high percents.
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashname=Running Headbutt
|dashdmg=11% (clean), 6% (late)
|dashdmg=11% (clean), 6% (late)
|dashdesc=A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has a fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. Additionally, it is decently safe on shield due to having a high shieldstun multiplier, although it can still be punished by quick out-of-shield options. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing.
|dashdesc=A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing.
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (early), {{ChargedSmashDmgSSBU|18}} (clean), {{ChargedSmashDmgSSBU|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (early), {{ChargedSmashDmgSSBU|18}} (clean), {{ChargedSmashDmgSSBU|12}} (late)
|fsmashdesc=Rears its head back before leaning forward and releasing a large orb of electricity in front of it, leaving a trail of electricity. The early hit comes out on frame 15, the sweetspot on frame 17 and the late hit on frame 20. The center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail does the second most damage and the least knockback, and the tip does the least damage and second most knockback. It has good range, with a hitbox close to the size of Pikachu. The uncharged sweetspot KOs Mario around 80% at the edge of Final Destination, although the early hit doesn't KO until 105% and the late hit until 100%, giving the attack several sourspots and making it very inconsistent. It also has a long duration and noticeable ending lag (25 frames, when counting the latest hit), making it very easy to punish if shielded or dodged. Pikachu can end a jab lock with forward smash, although it'll only sweetspot on various chararcters, and depends on whether they're facing up or down. Note that it'll always sweetspot Luigi, Sheik, Bayonetta, Steve and Pyra/ Mythra.
|fsmashdesc=Rears its head back before leaning forward and releasing a large orb of electricity in front of it, leaving a trail of electricity. The early hit comes out on frame 15, the sweetspot on frame 17 and the late hit on frame 20. The center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail does the second most damage and the least knockback, and the tip does the least damage and second most knockback. It has good range, with a hitbox close to the size of Pikachu. The uncharged sweetspot KOs Mario around 80% at the edge of Final Destination, although the early hit doesn't KO until 105% and the late hit until 100%, giving the attack several sourspots and making it very inconsistent. It also has a long duration and noticeable ending lag (25 frames, when counting the latest hit), making it very easy to punish if shielded or dodged. Pikachu can end a jab lock with forward smash, although it'll only sweetspot on various chararcters, and depends on whether they're facing up or down. Note that it'll always sweetspot Luigi, Sheik, Bayonetta, Steve and Pyra/ Mythra.
|usmashname=Tail Somersault ({{ja|しっぽサマーソルト|Shippo Sāmasoruto}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|14}} (early, body), {{ChargedSmashDmgSSBU|13}} (early, tail), {{ChargedSmashDmgSSBU|11}} (clean), {{ChargedSmashDmgSSBU|7}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (early, body), {{ChargedSmashDmgSSBU|13}} (early, tail), {{ChargedSmashDmgSSBU|11}} (clean), {{ChargedSmashDmgSSBU|7}} (late)
|usmashdesc=An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body and can be comboed into with falling nair. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, does minimal damage and knockback.
|usmashdesc=An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body and can be comboed into with falling nair. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, does minimal damage and knockback.
|dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'')
|dsmashname=Electric Flower
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|3}} (hit 6)
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|3}} (hit 6)
|dsmashdesc=Charges its tail with electricity before spinning it around, shocking opponents. It has the least damage potential out of all its smash attacks, dealing only 13%. It KOs middleweights around 95% at the edge of Final Destination with no DI, and deals good horizontal knockback. It also has the least startup out of all its smash attacks, coming out on frame 8, but its 42 frames of ending lag make it very punishable if used poorly. As well as up smash, neutral aerial can combo into this move to confirm a KO.
|dsmashdesc=Charges its tail with electricity before spinning it around, shocking opponents. It has the least damage potential out of all its smash attacks, dealing only 13%. It KOs middleweights around 95% at the edge of Final Destination with no DI, and deals good horizontal knockback. It also has the least startup out of all its smash attacks, coming out on frame 8, but its 42 frames of ending lag make it very punishable if used poorly. As well as up smash, neutral aerial can combo into this move to confirm a KO.
|nairname=Pikachu Shock ({{ja|ピカチュウショック|Pikachū Shokku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-3), {{ShortHopDmgSSBU|3.5}} (hit 4)
|nairdmg={{ShortHopDmgSSBU|1.8}} (hits 1-3), {{ShortHopDmgSSBU|3.5}} (hit 4)
|nairdesc=Poses while charging itself with electricity, shocking nearby opponents. It hits 4 times, with the final hit having weak knockback. It is one of Pikachu's most versatile tools; being useful for breaking out of combos due to its very fast startup (frame 3), and a generously low amount of ending lag (17 frames). It's notorious for its ability to be fastfalled to drag the opponent down and extend combos, and being a very quick out-of-shield option at frame 6. It can be fastfalled to combo into all of its tilts, grab, and both up and down smash due to its low ending lag. Like all of Pikachu's other aerials, it can [[autocancel]] in a [[short hop]].
|nairdesc=Poses while charging itself with electricity, shocking nearby opponents. It hits 4 times, with the final hit having weak knockback. It is one of Pikachu's most versatile tools; being useful for breaking out of combos due to its very fast startup (frame 3), and a generously low amount of ending lag (17 frames). It's notorious for its ability to be fastfalled to drag the opponent down and extend combos, and being a very quick out of shield option at frame 6. It can be fastfalled to combo into all of its tilts, grab, and both up and down smash due to its low ending lag. Like all of Pikachu's other aerials, it can [[autocancel]] in a [[short hop]].
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-5), {{ShortHopDmgSSBU|4.8}} (hit 6)
|fairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-5), {{ShortHopDmgSSBU|4.8}} (hit 6)
|fairdesc=Spins forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, and extremely low ending lag (15 frames), the lowest of Pikachu's aerials, making it an effective [[spacing]] option, but has two very small looping hitboxes, which are very close to Pikachu's head and don't use the auto-link angle and, unlike Pichu's version, the hits don't always connect properly because they don't launch at the auto-link angle. The multiple hits and long duration make it an effective short hop aerial to pressure the opponent's shield and possibly shield poke. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to kill at high percents.
|fairdesc=Spins forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, and extremely low ending lag (15 frames), the lowest of Pikachu's aerials, making it an effective [[spacing]] option, but has two very small looping hitboxes, which are very close to Pikachu's head and don't use the auto-link angle and, unlike Pichu's version, the hits don't always connect properly because they don't launch at the auto-link angle. The multiple hits and long duration make it an effective short hop aerial to pressure the opponent's shield and possibly shield poke. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to kill at high percents.
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairname=Glider
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), 4% (landing)
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), 4% (landing)
|bairdesc=Spins around horizontally in a skydiver position, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 with a long active duration and very low ending lag (18 frames) and can hit all around Pikachu, but its below average knockback makes it unreliable for KOing until very high percentages and has poor range, only hitting opponents close to Pikachu. To compensate, it is a great combo starter and, at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox.
|bairdesc=Spins around horizontally in a skydiver position, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 with a long active duration and very low ending lag (18 frames) and can hit all around Pikachu, but its below average knockback makes it unreliable for KOing until very high percentages and has poor range, only hitting opponents close to Pikachu. To compensate, it is a great combo starter and, at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox.
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|6}} (clean, tail), {{ShortHopDmgSSBU|5}} (clean, tip), {{ShortHopDmgSSBU|4}} (late)
|uairdmg={{ShortHopDmgSSBU|6}} (clean, tail), {{ShortHopDmgSSBU|5}} (clean, tip), {{ShortHopDmgSSBU|4}} (late)
|uairdesc=An overhead tail swipe, starting from behind Pikachu. Extremely fast, coming out on frame 4, with very low ending lag (19 frames) as it autocancels and is interruptible at frame 27. It is useful for juggling or comboing into itself and other aerials at low-mid percents. The move has a strong hitbox behind and above Pikachu, which will send the opponent upwards, and a small weak hitbox in front of it which combos into itself and forward air.
|uairdesc=An overhead tail swipe, starting from behind Pikachu. Extremely fast, coming out on frame 4, with very low ending lag (19 frames) as it autocancels and is interruptible at frame 27. It is useful for juggling or comboing into itself and other aerials at low-mid percents. The move has a strong hitbox behind and above Pikachu, which will send the opponent upwards, and a small weak hitbox in front of it which combos into itself and forward air.
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairname=Electric Screw
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late), 4% (landing)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late), 4% (landing)
|dairdesc=Points down and spins its head downwards, launching opponents. The clean hit lasts for two frames and is a powerful [[meteor smash]], while the late hit has good horizontal knockback. It has low ending lag with 22 frames of vulnerability, but it's the highest of Pikachu's aerials. Also has a landing hitbox.
|dairdesc=Points down and spins its head downwards, launching opponents. The clean hit lasts for two frames and is a powerful [[meteor smash]], while the late hit has good horizontal knockback. It has low ending lag with 22 frames of vulnerability, but it's the highest of Pikachu's aerials. Also has a landing hitbox.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Pikachu will have a scared look if it misses. Fast but has low range.
|grabdesc=Reaches out. Pikachu will have a scared look if it misses. Fast but has low range.
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}})
|pummelname=&nbsp;
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=An electric headbutt. Despite its weak power, its electric effect and hitlag multiplier grant it higher hitlag on average, giving it only average speed. As a result, it is one of the worst pummels in the game.
|pummeldesc=Headbutts the opponent, shocking them with electricity.
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=2% (hits 1-5)
|fthrowdmg=2% (hits 1-5)
|fthrowdesc=Lays the opponent on its tail and shocks them. It's Pikachu's most damaging throw, but too weak to KO and not fit for combos either, thus having little utility outside its high damage output or throwing the opponent offstage.
|fthrowdesc=Lays the opponent on its tail and shocks them. It's Pikachu's most damaging throw, but too weak to KO and not fit for combos either, thus having little utility outside its high damage output or throwing the opponent offstage.
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowname=&nbsp;
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Rolls backward before launching the opponent with a tomoe nage, a throw used in judo. Very good for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge, but it is unimpressive as a KOing option as it only starts KOing middleweights around 165% at the edge of Final Destination. May be based on [[bulbapedia:Submission (move)|Submission]], a Fighting-type move that Pikachu could learn in Generation 1 games.
|bthrowdesc=Rolls backward before launching the opponent with a tomoe nage, a throw used in judo. Very good for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge, but it is unimpressive as a KOing option as it only starts KOing middleweights around 165% at the edge of Final Destination.
|uthrowname=Heading ({{ja|ヘディング|Hedingu}})
|uthrowname=&nbsp;
|uthrowdmg=3% (hit 1), 5% (throw)
|uthrowdmg=3% (hit 1), 5% (throw)
|uthrowdesc=Heaves the opponent onto its head and headbutts it upwards. A good low percent combo throw. Has decent knockback growth, making it Pikachu's best KOing throw, as it KOs opponents at around 170%. However, its KO setup with Thunder is less consistent due to its higher knockback. Can combo into Thunder at high percents.
|uthrowdesc=Heaves the opponent onto its head and headbutts it upwards. A good low percent combo throw. Has decent knockback growth, making it Pikachu's best KOing throw, as it KOs opponents at around 170%. However, its KO setup with Thunder is less consistent due to its higher knockback. Can combo into Thunder at high percents.
|dthrowname=Hip Press ({{ja|ヒッププレス|Hippu Puresu}})
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Lays the opponent on the ground and performs a [[wikipedia:Professional wrestling throws#Senton|senton]]. A good combo starter comboing into every aerial from low to mid percents, allowing Pikachu to start combos. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight.
|dthrowdesc=Lays the opponent on the ground and performs a [[wikipedia:Professional wrestling throws#Senton|senton]]. A good combo starter comboing into every aerial from low to mid percents, allowing Pikachu to start combos. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight.
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|nsname=Thunder Jolt
|nsname=Thunder Jolt
|nsdmg=6% (clean), 5% (mid), 4% (late), 4.8% (aerial)
|nsdmg=6% (clean), 5% (mid), 4% (late), 4.8% (aerial)
|nsdesc=Shoots a ball of electricity. A very useful projectile, as it deals good damage and moves quickly, helping Pikachu to control the neutral game. When it hits the stage or a platform, it sticks to it, looping across it until its lifespan is over or it hits the bottom of a [[soft platform]]. This allows Pikachu to run alongside it to approach, cover many grounded options, and help it get out of the corner.
|nsdesc=Shoots a ball of electricity. A very useful projectile, as it deals good damage and moves quickly, helping Pikachu to control the neutral game. When it hits the stage or a platform, it sticks to it, looping across it until its lifespan is over or it hits the bottom of a [[soft platform]]. This allows Pikachu to run alongside it to approach, to cover many grounded options, and to help it get out of the corner.
|ssname=Skull Bash
|ssname=Skull Bash
|ssdmg=6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged)
|ssdmg=6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged)
|ssdesc=[[bulbapedia:Skull Bash (move)|Charges up before launching forward at a high velocity]]. It can be charged to increase damage, knockback, and distance. Useful for horizontal recovery and can sweetspot the ledge, but leaves Pikachu vulnerable due to being fairly slow, and the hitbox being within its hurtbox. If inputted like a smash attack, it immediately starts with some charge.
|ssdesc=[[bulbapedia:Skull Bash (move)|Charges up before launching forward at a high velocity]]. It can be charged to increased damage, knockback, and distance. Useful for horizontal recovery and can sweetspot the ledge, but leaves Pikachu vulnerable due to being fairly slow, and the hitbox being within its hurtbox. If inputted like a smash attack, it immediately starts with some charge.
|usname=Quick Attack
|usname=Quick Attack
|usdmg=2% (hit 1), 3% (hit 2)
|usdmg=2% (hit 1), 3% (hit 2)
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|fsdesc=[[bulbapedia:Volt Tackle (move)|Surrounds itself with electricity before dashing forwards]]. If it connects, Pikachu will barrage the opponents caught with repeated strikes in this form before launching them.
|fsdesc=[[bulbapedia:Volt Tackle (move)|Surrounds itself with electricity before dashing forwards]]. If it connects, Pikachu will barrage the opponents caught with repeated strikes in this form before launching them.
}}
}}
 
====[[On-screen appearance]]====
===Stats===
{{Attributes
| cast=89
| weight=79 | rweight=79-83
| dash=1.98 | rdash=30-35
| run=2.039 | rrun=20
| walk=1.302 | rwalk=13-14
| trac=0.132 | rtrac=4
| airfric=0.0075 | rairfric=67-75
| air=0.957 | rair=67
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.09 | raddaccel=7-10
| gravity=0.095 | rgravity=40
| fall=1.55 | rfall=53-56
| ff=2.48 | rff=51-54
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35.5 | rjumpheight=20
| shorthop=17.12 | rshorthop=27
| djump=35.5 | rdjump=29-31
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pikachu English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
*Emerges from a [[Poké Ball]], then briefly discharges electricity around itself.
*Emerges from a [[Poké Ball]], then briefly discharges electricity around itself.
<gallery>
<gallery>
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</gallery>
</gallery>


===[[Taunt]]s===
====[[Taunt]]s====
*'''Up taunt''': Charges up its cheeks with electricity and glares at the screen, saying "Piii..."
*'''Up taunt''': Charges up its cheeks with electricity and glares at the screen, saying "Piii..."
*'''Side taunt''': Waves at the screen with one paw, yelling "Pika Pika!"
*'''Side taunt''': Waves at the screen with one paw, yelling "Pika Pika!"
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</gallery>
</gallery>


===[[Idle pose]]s===
====[[Idle pose]]s====
*Scratches its right ear.
*Scratches its right ear.
*Stands up straight, then looks left, and then right, twitching its ears.
*Stands up straight, then looks left, and then right, twitching its ears.
<gallery>
<gallery>
SSBUPikachuIdle1.gif|Pikachu's first idle pose.
SSBUPikachuIdle1.gif|Pikachu's first idle pose
SSBUPikachuIdle2.gif|Pikachu's second idle pose.
SSBUPikachuIdle2.gif|Pikachu's second idle pose
</gallery>
</gallery>


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Pikachu Cheer English SSBU.ogg|center]]||[[File:Pikachu Cheer Japanese SSBU.ogg|center]]||[[File:Pikachu Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Pikachu Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Pikachu Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pikachu Cheer French PAL SSBU.ogg|center]]
|[[File:Pikachu Cheer English SSBU.ogg|center]]||[[File:Pikachu Cheer Japanese SSBU.ogg|center]]||[[File:Pikachu Cheer Italian SSBU.ogg|center]]||[[File:Pikachu Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Pikachu Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pikachu Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Pikachu Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Pikachu Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Pikachu Cheer Spanish PAL SSBU.ogg|center]]||[[File:Pikachu Cheer Russian SSBU.ogg|center]]||[[File:Pikachu Cheer Korean SSBU.ogg|center]]
|[[File:Pikachu Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Pikachu Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Pikachu Cheer Spanish PAL SSBU.ogg|center]]||[[File:Pikachu Cheer Russian SSBU.ogg|center]]||[[File:Pikachu Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Backflips, spins, and faces the screen with a happy expression. This resembles its "character chosen" animation in ''Super Smash Bros.''
*'''Left:''' Backflips and spins. This resembles its "character chosen" animation in ''Super Smash Bros.''.
*'''Up:''' Looks up with a surprised expression as its ears perk. It then scratches its right ear and smiles.
*'''Up:''' Ears perk, scratches its right ear.
*'''Right:''' Sleeps while muttering "Piii...ka."
*'''Right:''' Sleeps while muttering "Piii...ka."
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
Even prior to the game's release, Pikachu's new neutral air, and changes overall influenced many players to rank it as a top tier character, with some (notably ESAM) claiming Pikachu was broken during the demo. Pikachu’s strong matchups across the vast majority of the cast enabled it to have a robust metagame, and could still do quite well against potentially troubling matchups such as {{SSBU|Mr. Game and Watch}}, {{SSBU|Ness}} and {{SSBU|Mario}}. This perception became more evident with nerfs given in the game's early stages to Pichu, Wolf, Olimar, and Peach. Many top players such as {{Sm|MKLeo}} and {{Sm|Dabuz}} consider Pikachu to be either the best in the game or among one of the best characters overall.
 
Interestingly, despite these claims and high reception from top players, Pikachu has a relatively small player base and lacks the placements in major tournaments compared to many other top-tiers, with ESAM being the only Pikachu player to have consistently high placements in national-level tournaments.


===Most historically significant players===
===Most historically significant players===
<!--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 -->
<!--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 -->


''See also: [[:Category:Pikachu players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


*{{Sm|Captain L|Canada}} - The second-best Pikachu player in the early metagame, ranking 50th on the [[Spring 2019 PGRU]] and placing 13th at {{Trn|Get On My Level 2019}} and 25th at {{Trn|MomoCon 2019}}, {{Trn|Smash 'N' Splash 5}}, and {{Trn|CEO 2019}}. He has since dropped Pikachu in favor of {{SSBU|Sheik}}.
''See also: [[:Category:Pikachu professionals (SSBU)]]''
*{{Sm|ESAM|USA}} - The best Pikachu player of all-time who was a major innovator on Pikachu's metagame. He was the first Pikachu player to win a major and supermajor, having won {{Trn|Glitch 7 - Minus World}} and {{Trn|Glitch 8.5 - Konami Code}}. At his peak, ESAM was ranked 14th on the [[Fall 2019 PGRU]].
*{{Sm|H4|USA}} - The best Pikachu player in Japan when he studied abroad in 2023, best known for his victory at {{Trn|Sumabato SP 38}} defeating {{Sm|Jogibu}}, {{Sm|Snow|p=Japan}}, and {{Sm|Sigma}} and placing 7th at {{Trn|Sumabato SP 40}} defeating {{Sm|alice}}. Outside of Japan, he is also considered one of the best Pikachu players in the United States, placing 7th at {{Trn|Back in Blood 5}} defeating {{Sm|BassMage}} and 13th at {{Trn|Port Priority 7}} defeating {{Sm|Mr.E}}.
*{{Sm|Kishiru|Japan}} - The best Pikachu player in Japan in the early metagame and during the pandemic period, with several strong tournament runs such as placing 13th at {{Trn|Kagaribi 5}}, placing 17th at {{Trn|Umebura Japan Major 2019}} defeating {{Sm|T}}, placing 25th at {{Trn|Glitch 8 - Missingno}} defeating {{Sm|Jakal}}, and defeating {{Sm|Zackray}} at {{Trn|Eastern Powerhouse Invitational 2}}. He went inactive in late-2021 and has rarely competed since, but remains active in the scene as a commentator.
*{{Sm|Neeroz|France}} - The best Pikachu player in Europe first known for placing 7th-place finish at {{Trn|Ultimate WANTED 3}}, the first top 8 at a national-level event for a Pikachu player other than ESAM. His other notable performances include placing 3rd at {{Trn|Thonon Gaming Fest 2024}} defeating {{Sm|Sisqui}} and {{Sm|Tilde}}, placing 9th at {{Trn|King Con}} defeating {{Sm|Neo|p=Japan}}, and placing 13th at {{Trn|Temple: Hermès Edition}}.
*{{Sm|ShinyMark|Guatemala}} - The second-best Pikachu player of all-time who has been the best Pikachu player since 2022, and the second Pikachu player to win a major and supermajor at {{Trn|S Factor 11}}. He has also won {{Trn|Diamond Dust}} and placing 3rd at {{Trn|Delfino Maza 2023}}, 5th at {{Trn|Smash Factor 9}}, and 7th at {{Trn|Collision 2023}}. He is ranked 19th on the [[LumiRank 2024.1]], being the second Pikachu player to be ranked top 20 in the world.


===Tier placement and history===
*{{Sm|Captain L|Canada}} - One of the best Pikachus in the world  before switching to Sheik. Placed 3rd at {{Trn|The Pinnacle 2019}}, 7th at {{Trn|Battle of BC 3}}, 9th at {{Trn|Play With Heart}} and 25th at both {{Trn|MomoCon 2019}} and {{Trn|Smash 'N' Splash 5}} with wins over players like {{Sm|Fatality}}, {{Sm|Mr E}}, and {{Sm|WaDi}}. Currently ranked 4th on the [[Smash Canada Rankings Ultimate]].
Ever since the game's demo, Pikachu was considered a strong and viable character. This is due to several favorable adjustments, such as its new and potent neutral aerial, as well as its strengths, including its ability to pancake (crouch under) a lot of moves, its strong recovery and zoning options, and it possessing some of the best [[zero-to-death combo]]s in the game. As a result, some players argued that Pikachu was one of the best characters in the game, an outlook that only improved following [[nerf]]s to the early metagame's best characters, as well as strong performances from {{Sm|ESAM}} prior to and immediately following the online metagame.
*{{Sm|Day|p=Australia|Australia}} - One of the best Pikachu players in Australia. Placed 9th at {{Trn|Expand Gong 4}}, 13th at both {{Trn|Phantom 2020}} and {{Trn|BigWinChampionship 2}} with wins over {{Sm|AT LOWES}}, {{Sm|Joe}}, and {{Sm|Shmu}}.
 
*{{Sm|DM|USA}} - One of the best Pikachu players prior to switching to Pyra & Mythra and Steve. Placed 3rd at both {{Trn|MONZA Ignition Speed Festival}} and {{Trn|Smashadelphia 2019}}, 25th at {{Trn|Glitch 8 - Missingno}}, and 33rd at both {{Trn|Frostbite 2019}} and {{Trn|Shine 2019}} with wins over  {{Sm|Light|p=Connecticut}} and {{Sm|Raffi-X}}. Ranked 7th on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]].
However, Pikachu noticeably lacked the results other contenders for best in the game had. ESAM largely spearheaded Pikachu's results for the first few years of the game's competitive lifespan, and despite seeing high highs, was often brought down by mediocre results. For example, ESAM saw a career-defining victory over {{Sm|MkLeo}} at {{Trn|Glitch 8.5 - Konami Code}} but underperformed at most of his other majors in 2021. The post-pandemic metagame also saw the rise of a couple other Pikachu players such as {{Sm|H4}}, {{Sm|Neeroz}}, and {{Sm|ShinyMark}}. These results, however, were often countered with the players' inconsistency or a lack of results from outside their region. As a result, per [[OrionRank]]'s character rankings, Pikachu was has never been ranked higher than 23rd on the character rankings, and in fact languished between 32nd and 49th in the first few years of the post-pandemic metagame. Furthermore, Pikachu's position in the post-pandemic metagame became less secure due to the increase in strong players at top level play as well as new metagame standards, with more people preferring to use characters that have easier time racking up damage and KOing, such as {{SSBU|Steve}} and {{SSBU|Kazuya}}.  
*{{Sm|Enki|France}} - The best Pikachu player in Europe. Placed 13th at both {{Trn|WANTED SAISON 4 - Episode 1}} and {{Trn|Smash 4 Glory Ultimate Badass Edition}} and 17th at {{Trn|Albion 4}}, {{Trn|Ultimate Fighting Arena 2019}}, and {{Trn|European SEL Clash}} with wins over players like {{Sm|Griffith}}, {{Sm|Oryon}}, and {{Sm|Otakuni}}. Currently ranked 19th on the [[French Power Rankings]].
 
*{{Sm|ESAM|USA}} (#14) - The best Pikachu player in the world. Placed 1st at {{Trn|Glitch 7}} and {{Trn|Battle of BC 3}}, 3rd at {{Trn|Glitch 8}}, 4th at {{Trn|GENESIS 7}}, and 7th at {{Trn|GENESIS 6}} wins over players such as {{Sm|Nairo}}, {{Sm|MkLeo}}, and {{Sm|Tweek}}. Currently ranked 1st on the [[Oklahoma Power Rankings#Super Smash Bros. Ultimate|Oklahoma Ultimate Power Rankings]].
As such, for most of competitive play up to the first tier list, opinions on Pikachu have varied greatly between regions. Some players, particularly in North America, believe Pikachu's theoretical strength made up for its underwhelming representation, while others, particularly in [[Japan]], believe Pikachu is overrated due to its mediocre results and representation compared to other top and high tier characters. The clashing opinions was reflected on the first tier list, where Pikachu is ranked 13th, with the character notably having the greatest standard deviation in its tier list voting: the character was ranked in the top 5 in Latin America, and top 10 in the United States and Canada, but conversely was not even ranked in the top 25 in Japan.<ref>{{cite web|url=https://blog.start.gg/ultranks-first-official-ssbu-tier-list-4a35bf3dcfc3|title=UltRank’s First Official SSBU Tier List}} Note: the standard deviation is noted in the "Analysis" section, while the placements by region is noted in the "Regional Differences" section</ref>
*{{Sm|Kishiru|Japan}} - The best Pikachu player in Japan. Placed 17th at {{Trn|Umebura Japan Major 2019}}, 25th at both {{Trn|Umebura SP 3}} and {{Trn|Glitch 8 - Missingno}}, 33rd at {{Trn|Umebura SP 7}}, and 49th at {{Trn|EVO Japan 2020}} with wins over {{Sm|KEN}}, {{Sm|Kuro}}, and {{Sm|T}}. Currently ranked 96th on the [[Japan Player Rankings]].
 
*{{Sm|Lalo|Mexico}} - Best Pikachu player in Mexico. Placed 5th at {{Trn|WeTecThose 9}}, 7th at {{Trn|ChillHouse}}, 9th at {{Trn|Abierto Guadalajara Ultimo Reto}}, and 13th at {{Trn|Smash Fest to the Sky}} with  wins over {{Sm|Bernie}}, {{Sm|Chag}}, and {{Sm|Javi}}. Currently ranked 48th on the [[Mexican Power Rankings]].
Following the first tier list, Pikachu's overall representation remained rather stagnant: although ShinyMark eventually began traveling more and became a notable top level threat, on the other hand ESAM's activity remained low while the results he did have were worse than before. With no other Pikachu players within the top 150 by the end of the year, opinions on Pikachu mellowed out a bit, and as such Pikachu fell 4 spots to 17th on the second tier list, ranking in the A tier.
*{{Sm|ShinyMark|Guatemala}} - One of the best online Pikachu players in the world. Placed 1st at both {{Trn|Hitpoint Online Tournament: Ultimate}} and {{Trn|JWT x ECLIPSE: Joe Goes to Space}} and 2nd at both {{Trn|SWT: Central America South Ultimate Online Qualifier}} and {{Trn|Smash the Router 4}}. Currently ranked 16th on the [[Wi-Fi Warrior Rank v7]]. He is also considered the best offline Pikachu in Central America, placing 2nd at {{Trn|No John's 21 @ Festival 1Up}} and 7th at {{Trn|SWT: Central America Ultimate Regional Finals}} with wins over players such as {{Sm|Yei}}, {{Sm|Nair^}}, and {{Sm|Andrik}}. Currently ranked 1st on the [[Guatemalan Power Rankings]].  
*{{Sm|Tachyon|USA}} - Placed 7th at both {{Trn|GatorLAN Spring 2020}} and {{Trn|Shell Shock}}, 17th at {{Trn|Tampa Never Sleeps 8}}, and 25th at {{Trn|CEO Dreamland 2020}} with wins over players like {{Sm|Synergy}} and {{Sm|iTheta}}. Currently ranked 1st on the [[Jacksonville Power Rankings]].
*{{Sm|Z|United States}} - Placed 9th at {{Trn|Crown}}, 17th at {{Trn|LVL Up Expo 2019}}, 33rd at {{Trn|Mainstage}}, and 49th at {{Trn|GENESIS 6}} with wins over players like {{Sm|Mudomo}}, {{Sm|PiXL}}, and {{Sm|VaLoR}}.


=={{SSBU|Classic Mode}}: I Choose You!==
=={{SSBU|Classic Mode}}: I Choose You!==
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|1||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''||
|1||{{CharHead|Pokémon Trainer|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''||
|-
|-
|2||{{Head|Jigglypuff|g=SSBU|s=20px}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=White}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Green}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Pink}} {{SSBU|Jigglypuff}} (x6)||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''||Horde Battle (3 at a time).<br>The presence of 6 Jigglypuff likely references how the player can have at most 6 Pokémon on their team in the ''Pokémon'' games.
|2||{{Head|Jigglypuff|g=SSBU|s=20px}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Red}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=White}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Blue}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Green}}{{Head|Jigglypuff|g=SSBU|s=20px|cl=Pink}} {{SSBU|Jigglypuff}} (x6)||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''||Horde Battle.<br/>The presence of 6 Jigglypuff likely references how the player cannot have more than 6 Pokémon on their team in the ''Pokémon'' games.
|-
|-
|3||{{Head|Pichu|g=SSBU|s=20px}}{{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} {{SSBU|Pichu}} (x2)||[[Prism Tower]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||Likely a reference to the {{s|bulbapedia|Pichu brothers}} from the ''Pokémon'' anime.
|3||{{Head|Pichu|g=SSBU|s=20px}}{{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} {{SSBU|Pichu}} (x2)||[[Prism Tower]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||Likely a reference to the {{s|bulbapedia|Pichu brothers}} from the ''Pokémon'' anime.
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|''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}''
|''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Melee)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Pikachu's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Pikachu. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???".  As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its Pikachu Libre outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Pikachu's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???".  As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its Pikachu Libre outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Pikachu makes an appearance in a few support spirits.
Additionally, Pikachu makes an appearance in a few support spirits.
Line 572: Line 509:
|•You are easy to launch<br>•Hostile assist trophies will appear
|•You are easy to launch<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Punch-Out!!|Title Theme - Punch-Out!! (Wii)}}
|{{SSBUMusicLink|Punch-Out!!|Title Theme - Punch-Out!! (Wii)}}
|{{iw|rhwiki|Wrestler}}
|Wrestler
|-
|-
|1,298
|1,298
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|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|[[mariowiki:Dribble & Spitz|Spitz]]
|[[mariowiki:Dribble and Spitz|Spitz]]
|-
|-
|1,306
|1,306
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|-
|-
|1,334
|1,334
|{{SpiritTableName|Great Sabrecub|customname=Great Sabrecub|size=64}}
|{{SpiritTableName|Great Sabrecub|customname=[[dragonquestwiki:Great sabrecub|Great Sabrecub]]|size=64}}
|''DRAGON QUEST'' Series
|''DRAGON QUEST'' Series
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP)
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP)
Line 724: Line 661:
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy shields often
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy shields often
|{{SSBUMusicLink|Dragon Quest|Marching through the Fields}}
|{{SSBUMusicLink|Dragon Quest|Marching through the Fields}}
|Great Sabrecat
|[[dragonquestwiki:Great sabrecat|Great Sabrecat]]
|-
|-
|1,362
|1,362
Line 779: Line 716:
*Pikachu's pose in its official artwork resembles its [[bulbapedia:File:Spr_3r_025.png|front sprite]] in Generation III ''Pokémon'' games.
*Pikachu's pose in its official artwork resembles its [[bulbapedia:File:Spr_3r_025.png|front sprite]] in Generation III ''Pokémon'' games.
*In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case with {{SSBU|Link}}, {{SSBU|Mario}} and {{SSBU|Villager}}.
*In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case with {{SSBU|Link}}, {{SSBU|Mario}} and {{SSBU|Villager}}.
**Coincidentally, all four of these characters were playable in the {{for3ds}} demo.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*Pikachu's [[alternate costume]] featuring goggles has been removed and returned to {{SSBU|Pichu}}, who was the original owner of said palette swap in ''Melee''.
*Pikachu's [[alternate costume]] featuring goggles has been removed and returned to {{SSBU|Pichu}}, who was the original owner of said palette swap in ''Melee''.
*Pikachu, compared to the other starters, has the least number of characters in its unlock tree, having only seven characters as opposed to the standard eight.
*Pikachu, in comparison to the other starters, has the least amount of characters in its unlock tree, having only seven characters as opposed to the standard eight.
*Pikachu is one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs and missing them, being its standing grab (a scared expression) vs. its dash grab (a rather irritated expression) vs. its pivot grab (neutral expression).
*Pikachu is the one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs and missing them, being its standing grab (a scared expression) vs. its dash grab (a rather irritated expression) vs. its pivot grab (neutral expression).
**Others include {{SSBU|King Dedede}} (standing vs. dash & pivot) and {{SSBU|Squirtle}} (standing & dash vs. pivot)
**Others include {{SSBU|King Dedede}} (standing vs. dash & pivot) and {{SSBU|Squirtle}} (standing & dash vs. pivot)
*Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of the [[Original 12]] to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
*Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of the [[Original 12]] to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
*It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
*It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
*On the [[Sound Test]], Pikachu's voice clips are ordered differently from other non-DLC characters, as they all are ordered by the abbreviations of their internal codenames. {{SSBU|Roy}} shares a similar distinction, but with a few minor adjustments.
*On the [[Sound Test]], Pikachu's voice clips are ordered differently from other non-DLC characters as they all are ordered by the abbreviations of their internal codenames. {{SSBU|Roy}} shares a similar distinction but with a few minor adjustments.
**Additionally, both of its victory lines are displayed while they should be omitted due to identical voice clips already existing (both of Pikachu's victory quotes come from its jumping and sleeping voice clips).
**Additionally, Pikachu's voice clips ignores the duplicate voice clip rule as both of its victory lines are displayed while they should be omitted due to similar voice clips already existing (both of Pikachu's victory quotes comes from its jumping and sleeping voice clip).
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Pikachu (SSBU)| ]]
[[Category:Pikachu (SSBU)| ]]
[[Category:Pokémon (SSBU)]]
[[Category:Pokémon (SSBU)]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Pikachu (SSBU)]]
[[es:Pikachu (SSBU)]]

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