Pikachu (SSBU): Difference between revisions
→In competitive play
m (→Most historically significant players: ShinyMark's performance is significantly better than ESAM's and he is placing higher placements than he is right now.) |
|||
(63 intermediate revisions by 25 users not shown) | |||
Line 3: | Line 3: | ||
{{Infobox Character | {{Infobox Character | ||
|name = Pikachu | |name = Pikachu | ||
|image = {{tabber|title1=Normal| | |image = {{tabber|title1=Normal|content1=[[File:Pikachu SSBU.png|x250px]]|title2=Pikachu Libre|content2=[[File:Pikachu-Alt7 SSBU.png|x250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
Line 10: | Line 10: | ||
|ssbgame4 = SSB4 | |ssbgame4 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = A | ||
|ranking = | |ranking = 17 | ||
}} | }} | ||
<!-- | <!-- | ||
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns. | 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]]. | '''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 ''[[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''. | 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 | 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. | 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 status as a top tier character has been subject to debate, with opinions on the character varying wildly depending on region. | 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== | ||
Line 41: | Line 42: | ||
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. 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. | ||
Overall, Pikachu's strengths outweigh its weaknesses | Overall, Pikachu's strengths outweigh its weaknesses. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Line 47: | Line 48: | ||
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns. | 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 | 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. | ||
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 | 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. | ||
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 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. | ||
In spite of mostly receiving drastic buffs, Pikachu is not without a few nerfs. | 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 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, | 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]]''). | ||
{{SSB4 to SSBU changelist|char=Pikachu}} | {{SSB4 to SSBU changelist|char=Pikachu}} | ||
Line 65: | Line 66: | ||
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns. | 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. | 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 | 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}}''' | ||
Line 77: | Line 78: | ||
'''{{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}}''' | ||
Line 95: | Line 107: | ||
|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| | |ftiltname=Double-Footed Kick ({{ja|りょうあしげり|Ryōashi Geri}}, ''Both-Feet Kick'') | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=10% | |ftiltupdmg=10% | ||
Line 104: | Line 116: | ||
|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| | |dtiltname=Tail Sweep ({{ja|あしばらい|Ashibarai}}, ''Leg Sweep'') | ||
|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. | ||
Line 110: | Line 122: | ||
|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 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. | ||
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, '' | |fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Short Volt Attack'') | ||
|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. | ||
Line 116: | Line 128: | ||
|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 | |dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'') | ||
|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. | ||
Line 122: | Line 134: | ||
|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=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}}, ''Volt Attack Drill'') | ||
|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. | ||
Line 128: | Line 140: | ||
|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 | |uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hataki}}, ''Tail Duster'') | ||
|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 ({{ja|でんげきスクリュー|Dengeki Sukuryū}}, ''Volt Attack 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. | ||
Line 138: | Line 150: | ||
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}}) | |pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}}) | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc= | |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. | ||
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}}) | |fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}}) | ||
|fthrowdmg=2% (hits 1-5) | |fthrowdmg=2% (hits 1-5) | ||
Line 168: | Line 180: | ||
|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 | |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. | ||
|usname=Quick Attack | |usname=Quick Attack | ||
|usdmg=2% (hit 1), 3% (hit 2) | |usdmg=2% (hit 1), 3% (hit 2) | ||
Line 181: | Line 193: | ||
}} | }} | ||
====[[Announcer]] call | ===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.}} | {{audio|Needs announcer calls from other languages.}} | ||
<gallery> | <gallery> | ||
Line 187: | Line 220: | ||
</gallery> | </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> | ||
Line 193: | Line 226: | ||
</gallery> | </gallery> | ||
===[[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!" | ||
Line 203: | Line 236: | ||
</gallery> | </gallery> | ||
===[[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> | ||
Line 224: | Line 257: | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[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]] | |[[File:Pikachu Cheer English SSB4 SSBU.ogg|center]]||[[File:Pikachu Cheer Japanese SSB4 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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
Line 240: | Line 273: | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[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]] | |[[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]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
Line 249: | Line 282: | ||
===[[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, spins, and faces the screen with a happy expression. 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:''' Looks up with a surprised expression as its ears perk. It then scratches its right ear and smiles. | ||
*'''Right:''' Sleeps while muttering "Piii...ka." | *'''Right:''' Sleeps while muttering "Piii...ka." | ||
Line 266: | Line 299: | ||
''See also: [[:Category:Pikachu players (SSBU)]]'' | ''See also: [[:Category:Pikachu players (SSBU)]]'' | ||
*{{Sm|Captain L|Canada}} - | *{{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}}. | ||
*{{Sm|ESAM|USA}} - | *{{Sm|ESAM|USA}} - The best Pikachu player of all-time, and 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}}. 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 | *{{Sm|Kishiru|Japan}} - The best Pikachu player in Japan in the early metagame and during the [[COVID-19 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 | *{{Sm|Neeroz|France}} - The best Pikachu player in Europe, first known for placing 7th 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 | *{{Sm|ShinyMark|Guatemala}} - The second-best Pikachu player of all-time, having been the best Pikachu player since 2022, and the second Pikachu player to win a major and supermajor, doing so at {{Trn|S Factor 11}}. He also won {{Trn|Diamond Dust}} and placed 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=== | ===Tier placement and history=== | ||
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. | |||
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, he 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 of 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 who have easier time racking up damage and KOing, such as {{SSBU|Steve}} and {{SSBU|Kazuya}}. | |||
As such, for most of competitive play up to the first tier list's release, 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 were reflected on the first tier list, where Pikachu is ranked 13th; it is notably the character with the greatest standard deviation in their tier list voting, being 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 are noted in the "Regional Differences" section</ref> | |||
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, it fell 4 spots to 17th on the second tier list, ranking in the A tier. | |||
=={{SSBU|Classic Mode}}: I Choose You!== | =={{SSBU|Classic Mode}}: I Choose You!== | ||
Line 289: | Line 324: | ||
|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.<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 (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. | ||
|- | |- | ||
|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. | ||
Line 349: | Line 384: | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Pikachu's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. 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 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''. | ||
Additionally, Pikachu makes an appearance in a few support spirits. | Additionally, Pikachu makes an appearance in a few support spirits. | ||
Line 537: | Line 572: | ||
|•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)}} | ||
|Wrestler | |{{iw|rhwiki|Wrestler}} | ||
|- | |- | ||
|1,298 | |1,298 |