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(Pichu's recovery is definitely not slow (its nearly as fast as Pika's) but it is vulnerable) |
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Pichu is voiced by Satomi Kōrogi, who also voiced one of the {{s|bulbapedia|Pichu Brothers}} in the ''Pokémon'' anime. | Pichu is voiced by Satomi Kōrogi, who also voiced one of the {{s|bulbapedia|Pichu Brothers}} in the ''Pokémon'' anime. | ||
Pichu is ranked 22nd on the current Melee tier list, placing it in the D tier. Pichu has solid overall movement, complemented with some very quick attacks and an excellent neutral air, along with good [[chaingrab]]bing ability. Pichu also boasts an exceptional shield for its size, making Pichu difficult to [[shield stab]]- particularly due to | Pichu is ranked 22nd on the current Melee tier list, placing it in the D tier. Pichu has solid overall movement, complemented with some very quick attacks and an excellent neutral air, along with good [[chaingrab]]bing ability. Pichu also boasts an exceptional shield for its size, making Pichu difficult to [[shield stab]] - particularly due to its relatively stubby damagable collision bubbles. However, all of Pichu's strengths are severely outweighed by its weaknesses. It has poor range and incredibly poor endurance due to its light weight, and is unusually prone to chaingrabs itself despite its small size, due to the high amount of [[hitstun]] it sustains, as a result of being the game's lightest character. It also takes [[recoil damage]] from its electric-based moves, including its own recovery move [[Agility]], further hampering its defensive game in a way that is unlike any other character in the game, aside from [[Roy (SSBM)|Roy]]'s fully charged [[Flare Blade]]. This is likely Pichu's greatest flaw, although a playstyle deadset on minimizing recoil [[damage]] can be developed. As a result, Pichu suffers from poor matchups - with nearly the entire cast taking advantage of its fragility, poor range and somewhat vulnerable [[recovery]] overall, although it covers a great distance. Historically, Pichu was considered to have the worst matchup spread in the game, with no universally agreed upon winning matchups. However, its perception has mildly improved over time, due to developments in its metagame partially because its unexpectedly fast frame data was initially undervalued. Regardless, Pichu's survivability remains absolutely atrocious, drastically hampering the effectiveness of any metagame developments. | ||
Pichu has a rather high technical learning curve compared to many other low tier characters, frequently requiring particularly fast reaction time and | Pichu has a rather high technical learning curve, compared to many other very low-tier characters, frequently requiring particularly fast reaction time, and takes advantage of small, fringe benefits it has - such as being tied with [[Fox]] for having the best ledgedash [[ledgedash|GALINT]] ('''G'''rounded '''A'''ctionable '''L'''edge '''Int'''angibility) in the game. Pichu's learning curve is further exacerbated by the fact that many of its moves have niche, but noteworthy, applications in specific matchups, alongside underexplored, or situational techniques. For example, Agility's single frame of landing lag can be exploited as a burst movement option, allowing Pichu to traverse the [[stage]] more quickly. | ||
Although no longer considered a contender for the worst character competitively, Pichu was intended to be a | Although no longer considered a contender for the worst character competitively, Pichu was intended to be a uniquely bad character in general, with its trophy descriptions mentioning Pichu as "''top of the class in weakness''" and "''best suited for handicapped matches.''" This was confirmed in a development news update, shortly after the game's release.<ref>''[http://sourcegaming.info/2015/09/24/meleepichusite/ News Flash! Smash Bros. Dojo: Pichu]'' (translated 2015-09-24; [https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html original] posted 2001-12-11)</ref> While considered an unviable character at the highest level of play, [[Codeman]] has ironically demonstrated it is possible for Pichu to place respectably well in a [[major]] tournament. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, making Pichu one of the most difficult characters to hit in the game. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs. | Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, making Pichu one of the most difficult characters to hit in the game. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs. | ||
Pichu's smash attacks are all short range, but overall possess good knockback and damage relative to | Pichu's smash attacks are all short range, but overall possess good knockback and damage relative to their frame data. Pichu's up smash and forward smash are able to KO characters reliably at as little as 70 percent, while its down smash semi-spikes opponents and has invincibility frames. Pichu also has decent throws; its forward and back throws can knock opponents off stage and help with positioning, while its up and down throws can chain throw fastfallers and lead to tech chases. | ||
Pichu's best tool is its neutral aerial, becoming active in just three frames and has minimal landing lag, especially when L-canceled. This move serves as a viable [[approach]] option, can rack up | Pichu's best tool is its neutral aerial, becoming active in just three frames and has minimal landing lag, especially when L-canceled. This move serves as a viable [[approach]] option, can rack up significant damage with long strings of just itself, and can create a pseudo-[[wall of pain]] if the player can complete a string of hits off-stage. Pichu's up aerial complements neutral aerial's utility, allowing it to juggle enemies into the air. Most of its other aerials attacks are situational in use, but these two moves alone provide Pichu a decent means to pressure the opponent mid air. | ||
Pichu also boasts an excellent recovery. Its up special, [[Agility]], can travel in many different directions and cover very large distances. Pichu's [[Skull Bash]] also further aids its horizontal recovery, with outstanding power and distance when fully charged, dealing a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game. | Pichu also boasts an excellent recovery. Its up special, [[Agility]], can travel in many different directions and cover very large distances. Pichu's [[Skull Bash]] also further aids its horizontal recovery, with outstanding power and distance when fully charged, dealing a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game. | ||
A key weakness of Pichu is its poor range. | A key weakness of Pichu is its poor range. Pichu's fastest and most powerful attacks are all close to its body, and its tools to safely approach enemies are limited, making it very difficult for Pichu to KO or even find openings against its opponents (especially against characters with disjointed hitboxes). Its neutral aerial is Pichu's primary attack option, making Pichu's overall [[neutral game]] play rather predictable. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game, making it difficult for players to consistently take advantage of Pichu's decent throws. Many of Pichu's poorest matchups stem from it struggling to deal with some individual moves of characters (such as {{SSBM|Fox}}'s neutral air or a large portion of {{SSBM|Marth}}'s moveset) because it lacks tools that have enough range to counter the attacks. | ||
Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or [[zero-death]], such as {{SSBM|Ganondorf}}'s chain throw) due to its high hitstun and average falling speed. These traits exacerbate Pichu's range issues and its risk-reward in interactions. | Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or [[zero-death]], such as {{SSBM|Ganondorf}}'s chain throw) due to its high hitstun and average falling speed. These traits exacerbate Pichu's range issues and its risk-reward in interactions. | ||
Finally, Pichu suffers from the infamous recoil damage it receives while using almost any move involving electrical hitboxes. Several of Pichu's moves, especially those that involve electricity, add at least one percent of damage to the user. For example, using both segments of Agility to recover adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, | Finally, Pichu suffers from the infamous recoil damage it receives while using almost any move involving electrical hitboxes. Several of Pichu's moves, especially those that involve electricity, add at least one percent of damage to the user. For example, using both segments of Agility to recover adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, recoil damage reduces the utility of its electric-based attacks. If players are not careful with balancing Pichu's electrical and non-electrical attacks, the recoil damage can add up quickly. With the lowest weight in the game (being lighter than ''Jigglypuff'') and average falling speed, Pichu's survivability is already among the worst in the game, even without recoil damage. | ||
Overall, Pichu is a | Overall, Pichu is a high-risk, high-effort character that cannot afford to make mistakes, incorrect guesses, or even trade hits due to its fragility, limited move options, and shorter range compared to more viable characters. This results in Pichu being a poor choice competitively, with its advantages being thoroughly outweighed by its drawbacks. While Pichu could potentially pose a threat to the opponent with its decent frame data, evasion, and chain grabs, its horrific survivability heavily counters any benefits over higher tiered characters. High tiered characters in the ''Melee'' cast can outrange and out-punish Pichu in many instances. This is amplified by Pichu's need to sometimes win vastly more neutral interactions than the opponent to be victorious, owed to Pichu being easily comboed and knocked out at low percentiles. As such, Pichu is almost never seen at any level of play, and those who do main Pichu are sometimes not taken seriously by other players. | ||
==Differences from {{SSBM|Pikachu}}== | ==Differences from {{SSBM|Pikachu}}== | ||
{{incomplete|Missing some differences in overview.}} | {{incomplete|Missing some differences in overview.}} | ||
Pichu performs significantly worse than Pikachu, | Pichu performs significantly worse than Pikachu, particularly in the singles format, largely due to its reduced weight and garnering recoil damage while using some of its moves. Pichu's added [[recoil damage]] on several of its moves results in them being less rewarding to land by mildly punishing the user for choosing the option, regardless of whether or not it connects. Pichu is also smaller than Pikachu, while also having a shield that protects its body more consistently than Pikachu's. Both traits culminate into a character that is significantly harder to hit than its evolved form- although its lighter weight counteracts these benefits. | ||
Asides from some of Pichu's recovery options dealing recoil damage, the movement of [[Agility]] is slower and has no attack hitboxes unlike Pikachu's version. However, Pichu's version of Agility can travel in more directions than Pikachu's and has only one frame of landing lag. Pichu also has the ability to wall jump. Due to the situational nature of wall jumping, Pichu's recoil damage, and the reduced movement speed of Agility, Pikachu's recovery is noticeably superior. | Asides from some of Pichu's recovery options dealing recoil damage, the movement of [[Agility]] is slower and has no attack hitboxes unlike Pikachu's version. However, Pichu's version of Agility can travel in more directions than Pikachu's and has only one frame of landing lag. Pichu also has the ability to wall jump. Due to the situational nature of wall jumping, Pichu's recoil damage, and the reduced movement speed of Agility, Pikachu's recovery is noticeably superior. | ||
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Pichu's up aerial lacks a semi-spike hitbox, largely resulting in Pichu's inferiority to Pikachu in terms of [[edgeguard]]ing. Up aerial instead launches the opponent upward in a consistent manner, making it better for setting up a follow up attack. Regardless, this loss of an integral edgeguarding tool harms its off stage presence. This is significant as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top ''Melee'' characters at the highest levels of play. Due to this, Pichu tends to take stocks via Neutral aerial, with the move being reasonably strong and disjointed. This also as a result of the move being decent frame data wise, whilst not having the drawbacks that usually saddle his moveset (multi hitting attacks or recoil damage). However, as Pichu's neutral air is respectably challenging to contest with and is a solid finisher offstage, Pichu's edgeguarding ability is arguably average among the cast. | Pichu's up aerial lacks a semi-spike hitbox, largely resulting in Pichu's inferiority to Pikachu in terms of [[edgeguard]]ing. Up aerial instead launches the opponent upward in a consistent manner, making it better for setting up a follow up attack. Regardless, this loss of an integral edgeguarding tool harms its off stage presence. This is significant as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top ''Melee'' characters at the highest levels of play. Due to this, Pichu tends to take stocks via Neutral aerial, with the move being reasonably strong and disjointed. This also as a result of the move being decent frame data wise, whilst not having the drawbacks that usually saddle his moveset (multi hitting attacks or recoil damage). However, as Pichu's neutral air is respectably challenging to contest with and is a solid finisher offstage, Pichu's edgeguarding ability is arguably average among the cast. | ||
Pichu possesses a significantly larger grab range than Pikachu. With its smaller size, this results in Pichu's grab game being mildly safer and harder to punish than Pikachu's. Otherwise, throw follow ups and chain grab opportunities are near identical. Interestingly, Pichu is the only character in ''Melee'' who can perform a rear clinch, due to its grab range extending slightly behind the neck. This niche functionality could be compared to a [[pivot grab]], albeit with minuscule range to compensate for significantly easier execution and slightly faster start up. | |||
====Aesthetics==== | ====Aesthetics==== | ||
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|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutraldesc=Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls. | |neutraldesc=Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls. | ||
|ftiltname=Pichu Kick ({{ja|りょうあしげり| | |ftiltname=Pichu Kick ({{ja|りょうあしげり|Ryōashi Geri}}, ''Both-Feet Kick'') | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=9% | |ftiltupdmg=9% | ||
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|utiltdmg=6% | |utiltdmg=6% | ||
|utiltdesc=Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups. | |utiltdesc=Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups. | ||
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashibarai}}, '' | |dtiltname=Tail Sweep ({{ja|あしばらい|Ashibarai}}, ''Leg Sweep'') | ||
|dtiltdmg=7% | |dtiltdmg=7% | ||
|dtiltdesc=Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing. | |dtiltdesc=Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing. | ||
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|dashdmg=8% | |dashdmg=8% | ||
|dashdesc=Jumps and headbutts forward. It has noticeable endlag and can be unsafe on hit at lower percents. | |dashdesc=Jumps and headbutts forward. It has noticeable endlag and can be unsafe on hit at lower percents. | ||
|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={{ChargedSmashDmgSSBM|2}} (hits 1-5), {{ChargedSmashDmgSSBM|6}} (hit 6), 2% recoil | |fsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-5), {{ChargedSmashDmgSSBM|6}} (hit 6), 2% recoil | ||
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has [[Priority#Transcendent_priority|transcendent priority]]. | |fsmashdesc=Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has [[Priority#Transcendent_priority|transcendent priority]]. | ||
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|usmashdmg={{ChargedSmashDmgSSBM|16}} | |usmashdmg={{ChargedSmashDmgSSBM|16}} | ||
|usmashdesc=Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game. | |usmashdesc=Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game. | ||
|dsmashname=Spinning Mouse ({{ja|こうそくかいてん|Kōsoku Kaiten}}, '' | |dsmashname=Spinning Mouse ({{ja|こうそくかいてん|Kōsoku Kaiten}}, ''High-Speed Rotation'') | ||
|dsmashdmg={{ChargedSmashDmgSSBM|13}} | |dsmashdmg={{ChargedSmashDmgSSBM|13}} | ||
|dsmashdesc=Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful. | |dsmashdesc=Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful. | ||
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|nairdmg=12% (clean), 9% (late) | |nairdmg=12% (clean), 9% (late) | ||
|nairdesc=Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability. | |nairdesc=Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability. | ||
|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=2% (hits 1-4) with 1% recoil for every hitbox | |fairdmg=2% (hits 1-4) with 1% recoil for every hitbox | ||
|fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset. | |fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset. | ||
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|bairdmg=9% | |bairdmg=9% | ||
|bairdesc=Spins in a manner similar to its down smash. Relatively high ending and landing lag. | |bairdesc=Spins in a manner similar to its down smash. Relatively high ending and landing lag. | ||
|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=4% | |uairdmg=4% | ||
|uairdesc=Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks [[semi-spike]] properties compared to {{SSBM|Pikachu}}'s. | |uairdesc=Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks [[semi-spike]] properties compared to {{SSBM|Pikachu}}'s. | ||
|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=12%, 4% (landing) (1% recoil for both the attack & landing) | |dairdmg=12%, 4% (landing) (1% recoil for both the attack & landing) | ||
|dairdesc=Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack. | |dairdesc=Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack. | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
From the start, many noted that it was completely outclassed by {{SSBM|Pikachu}}, who was already considered a below-average character at the time. Many professionals doubted that Pichu could ever develop a deep metagame or gain any notable professional players. Because of this, Pichu has been almost never seen outside of sandbagging or low-tier exhibitions. Pichu's initial placements on each [[tier list]] reflected its stance, typically shifting between 25th and 26th for over a decade of ''Melee''{{'}}s lifespan, competing with characters such as {{SSBM|Bowser}}, {{SSBM|Kirby}}, and {{SSBM|Mewtwo}} for the lowest placement on the tier list, before placing 24th on the twelfth tier list in 2015. | |||
While still considered to be a low tier character and is nearly unused outside of [[sandbagging]], players began to recognize Pichu's strengths, namely its agility and decent set of normals. Several professionals, such as {{Sm|Mew2King}} and {{Sm|Armada}}, believe that while Pichu is still unviable, they believe that other characters, like {{SSBM|Kirby}}, {{SSBM|Zelda}}, and {{SSBM|Bowser}}, are even worse than it, [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ ranking it 19th] and [https://youtu.be/17n7Tcjrifg?t=264 22nd], respectively. Pikachu's rise in the competitive scene also helped Pichu's ascent out of the bottom tier, with players noting that Pichu shared a few of the tools that ultimately made Pikachu a viable pick. Despite Pichu's barren results, most players believed that the former was attributed to a different metagame and the latter has other bottom-tier characters that have also failed to achieve significant results. | While still considered to be a low tier character and is nearly unused outside of [[sandbagging]], players began to recognize Pichu's strengths, namely its agility and decent set of normals. Several professionals, such as {{Sm|Mew2King}} and {{Sm|Armada}}, believe that while Pichu is still unviable, they believe that other characters, like {{SSBM|Kirby}}, {{SSBM|Zelda}}, and {{SSBM|Bowser}}, are even worse than it, [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ ranking it 19th] and [https://youtu.be/17n7Tcjrifg?t=264 22nd], respectively. Pikachu's rise in the competitive scene also helped Pichu's ascent out of the bottom tier, with players noting that Pichu shared a few of the tools that ultimately made Pikachu a viable pick. Despite Pichu's barren results, most players believed that the former was attributed to a different metagame and the latter has other bottom-tier characters that have also failed to achieve significant results. |
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