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:{{Main|Pikachu (SSB)/Up special}} | :{{Main|Pikachu (SSB)/Up special}} | ||
[[File:SSB64 Ledge-Stalling.gif|thumb|Pikachu using Quick Attack to [[ledge]]-stall.]] | [[File:SSB64 Ledge-Stalling.gif|thumb|Pikachu using Quick Attack to [[ledge]]-stall.]] | ||
Unlike other special moves, Quick Attack | Unlike other special moves, Quick Attack completely lacks any hitboxes. However, it is considered one of the best recovery options overall in the game. The move travels a very long distance and since Pikachu can angle it and use it twice, Quick Attack is an extremely flexible and diverse recovery tool, giving Pikachu many options when using the move, to allow it to return back to the stage from great distances. Quick Attack is able to [[edge sweetspot|sweetspot the edge]] from almost any distance within the move's range and Pikachu can easily aim for the edge in order to grab it and avoid any lag the move would otherwise have. Pikachu can even extend Quick Attack's distance if they player lets go of the control stick after a warp. If this happens, Pikachu will retain the momentum from the warp. These traits also allows Pikachu to go far out from the edge to edgeguard, further than any other character can go and Pikachu will still be able to make it back to the stage. Pikachu is completely [[intangible]] during Quick Attack's startup which not only aids its recovery potential but it also allows Quick Attack to be used as an effective tool to escape disadvantage. The move's intangibility frames allows Pikachu to easily escape combos or shield pressure using Quick Attack. Even when Pikachu is not intangible, it is difficult to hit during Quick Attack's warps, making it hard to punish if Pikachu uses it effectively. The move's intangibility combined with its generous ability to snap edges, allows Pikachu to [[ledge-stall]] indefinitely, which is very difficult to punish. It can also go through a portion of the wall in Pikachu's [[Break the Targets]] stage strangely. | ||
{{clear}} | {{clear}} | ||
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