Super Smash Bros. Ultimate

Pikachu (SSBU): Difference between revisions

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{{disambig2|Pikachu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Pikachu}}
{{Disambig2|Pikachu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Pikachu}}
{{Infobox Character
{{Infobox Character
|name = Pikachu
|name = Pikachu
|image = {{tabber|title1=Normal|tab1=[[File:Pikachu SSBU.png|x250px]]|title2=Pikachu Libre|tab2=[[File:Pikachu-Alt7 SSBU.png|x250px]]}}
|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
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
|ranking = 17
}}
}}
{{cquote|''This fierce fighter uses electric moves like Thunder Jolt and Thunder. Pikachu Libre is one of the alternate costumes and you can tell she's female by the shape of her tail.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
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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 #08.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->


As in ''SSB4'', Ikue Ōtani's portrayals of Pikachu from ''Melee'' and ''Brawl'' were repurposed for ''Ultimate''.
'''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''.
 
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==
Pikachu is a small lightweight, tied with Kirby, Olimar 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 above average falling speed and gravity and below average air speed. Due to its fast mobility, a good projectile in Thunder Jolt, a good frame data and some of the fastest defensive options, Pikachu has a good approach and great neutral game.
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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 edgeguarding and up and down throws are good for combos, with the former being able to KO at around 160%. It has a strong combo game, with moves such as up tilt, its aerials attacks and its throws that can start, extend or end combos reliably. 
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
It also has a strong recovery: Skull Bash and Quick Attack both travel a long distance and the former does not leave it helpless.
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Pikachu's biggest strength, however, is its great air game and dominant edgeguarding game, which is considered 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 expect for the latter are multihits that can combo into each other, with their low ending lag making them excellent for edgeguarding and zero-to-death combos without risk, while down aerial can meteor smash in its first two active frames and up aerial is good for juggling. As a result, Pikachu has strong zero-to-death potential, even against experienced players.  
{{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 is not without weaknesses, however: Pikachu has poor range outside of forward smash and down tilt, with many attacks either having having small hitboxes or the hitboxes are placed too close to its body, thus it fares poorly with characters with long disjointed range and projectiles such as Simon or Young Link. It also has very poor endurance, due to being light and falling faster than the characters around  its weight class. It also bears inconsistent KO power: 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 back throw are unfit for KOing until around 150% or above and Thunder, while powerful, is slow and has high ending lag, thus possessing many unreliable finishers and poor KO ability. To make this worse, Pikachu doesn't have setups for its KO moves outside of up throw into Thunder, which is not reliable at high percents.  
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.  


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


==Changes from ''[[Super Smash Bros. 4]]''==
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 has been noticeably buffed during its transition to ''Ultimate''. Its already above-average speed has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag, improving Pikachu's overall comboing capabilities. Its most significant direct buffs are its new neutral aerial and altered down aerial, with the former now acting similarly to {{SSBU|Mewtwo}}'s neutral aerial and having much more combo potential, and the latter now having a clean hitbox that [[meteor smash]]es opponents, further improving the overall utility of both moves. Pikachu's back aerial is now capable of [[autocancel]]ing from a short hop, and always consistently launches opponents behind Pikachu, making it easier to perform a pseudo-[[Wall of Pain]] with the move. Its KOing power, one of its biggest weaknesses in ''SSB4'', was also improved, with moves like dash attack, forward aerial, up aerial, down smash, up throw and Thunder now inflicting more knockback. Pikachu also drastically benefits from Ultimate's mechanics, as they make its already-incredible and oppressive edgeguarding as well as its on-stage offense even more effective, especially with the new meteor smash and altered aerial attacks, allowing Pikachu to perform zero to death combos without risk even against experienced players.


However, Pikachu is not without its nerfs, with the most significant being the increased startup and ending lag on its grabs, and the altered knockback of up throw, with it more difficult for Pikachu to combo the latter into Thunder. The removal of [[Quick Attack cancel]]ing also reduces Pikachu's mobility and approach options. Furthermore, Pikachu also still suffers from many of the same weaknesses that plagued it in ''SSB4'': short range, poor on-stage endurance due to its lightweight status, and limited KOing ability.
Overall, Pikachu's strengths outweigh its weaknesses.


Despite that, Pikachu's buffs outweigh its weaknesses, and it is considered to be even better than in ''SSB4'', similarly to fellow top-tier characters {{SSBU|Peach}} and {{SSBU|Lucina}}. While Pikachu is not as common as some other top-/high-tier characters, it has still received above-average results courtesy of players like {{Sm|ESAM}}. This has led to many professionals, such as {{Sm|Samsora}} and the aforementioned ESAM, describing it as a top-tier character. In fact, {{Sm|Mew2King}} and {{Sm|ZeRo}} went as far as to put Pikachu as the single best character in the game, although this is debatable with many arguing that Peach, {{SSBU|Snake}} or {{SSBU|Joker}} are better.
==Changes from ''[[Super Smash Bros. 4]]''==
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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.


===Aesthetics===
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.
*{{change|Like all veterans returning from ''SSB4'', Pikachu has a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games.}}
*{{change|Like other fighters, Pikachu is significantly more expressive. It now appears much angrier during some animations, such as neutral air and shielding; it now also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.}}
*{{change|Pikachu now faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.}}
*{{change|Pikachu's cheeks flash white when it uses [[electric]] attacks.}}
*{{change|Pikachu only waves once during its side [[taunt]], shortening its duration. Down taunt is also faster.}}
**{{change|For its side taunt, the voice clip duration of the second "Pika" has been shortened; now cutting off prematurely.}}
*{{change|Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and {{s|bulbapedia|Choice Band}} costumes from ''SSB4''.}}
**{{change|The first costume features {{s|bulbapedia|Selene}}'s casual cap from ''{{s|bulbapedia|Pokémon Sun and Moon}}''.}}
**{{change|The second costume features the [[bulbapedia:Cosplay Pikachu|Libre costume]] from  ''{{s|bulbapedia|Pokémon Omega Ruby and Alpha Sapphire}}''.}}


===Attributes===
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.
*{{buff|Like all characters, Pikachu's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Pikachu [[walk]]s slightly faster (1.24 → 1.302).}}
*{{buff|Pikachu [[run]]s faster (1.85325 → 2.039).}}
**{{buff|Pikachu's initial [[dash]] is faster (1.8 → 1.98).}}
*{{buff|Pikachu's [[air speed]] is slightly higher (0.9118 → 0.957).}}
*{{buff|Pikachu's [[traction]] is significantly higher (0.0596 → 0.132), now being the fourth highest in the game.}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 27 → 29).}}
*{{buff|Back roll grants more [[intangibility]] (frames 4-14 → 4-15).}}
*{{nerf|Back roll has more ending lag (FAF 27 → 34).}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-25 → 2-26).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 31 → 51).}}


===Ground attacks===
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.
*[[Neutral attack]]:
**{{buff|Neutral attack has less ending lag (FAF 22 → 18).}}
**{{buff|It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.}}
**{{buff|The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes to [[jostle]] mechanics make up for the hitboxes not reaching in as far as a result.}}
*[[Forward tilt]]:
**{{change|Forward tilt has an [[electric]] effect.}}
*[[Up tilt]]:
**{{change|Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.}}
***{{nerf|Because of this, it can no longer hit opponents hanging at the ledge.}}
**{{nerf|The middle hitbox is marginally smaller (3.84u → 3.8u).}}
*[[Down tilt]]:
**{{change|Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.}}
*[[Dash attack]]:
**{{buff|Dash attack has significantly less ending lag (FAF 50 → 36).}}
**{{buff|It has gained a [[shieldstun]] multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by a [[shield grab]].}}
**{{buff|The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.}}
**{{nerf|Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).}}
**{{nerf|It has a higher [[hitlag]] multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.}}
*[[Forward smash]]:
**{{buff|All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).}}
**{{buff|The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).}}
**{{nerf|Forward smash has more ending lag (FAF 49 → 54).}}
**{{nerf|The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).}}
**{{nerf|The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.}}
*[[Up smash]]:
**{{buff|Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).}}
*[[Down smash]]:
**{{buff|Down smash's looping hits have a lower [[SDI]] multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.}}
**{{buff|The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.}}
**{{change|The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192).}}


===Aerial attacks===
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.
*{{buff|All aerials have less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).}}
*[[Neutral aerial]]:
**{{change|Pikachu has a new neutral aerial: an electric surge around itself that hits multiple times, similar to {{SSBU|Mewtwo}}'s neutral aerial.}}
**{{buff|Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.}}
**{{buff|The first three hits use the [[autolink angle]] (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.}}
**{{buff|The last hit launches at a more vertical angle ([[361]]° → 60°). Combined with its multi-hit nature, this improves its combo potential.}}
**{{buff|It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).}}
**{{nerf|It has smaller hitboxes (7u → 5.5u (looping hits), 6u (last hit)), reducing its range.}}
**{{nerf|It [[auto-cancel]]s later (frame 35 → 37), though it can still auto-cancel in a short hop.}}
**{{nerf|Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.}}
**{{change|It has a lower hitlag multiplier (1× → 0.8×).}}
*[[Forward aerial]]:
**{{buff|Forward aerial hits six times instead of five and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).}}
**{{buff|It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.}}
**{{buff|The looping hits have different angles (74°/280° → 35°/310°/60°/290°), allowing them to connect better.}}
**{{buff|The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.}}
**{{nerf|It has slightly more startup lag (frame 10 → 11).}}
***{{buff|However, its total duration is unchanged, giving it one frame less ending lag.}}
**{{change|The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).}}
*[[Back aerial]]:
**{{buff|Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.}}
**{{buff|The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.}}
**{{buff|The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.}}
**{{change|The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.}}
**{{change|It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.}}
***{{buff|This drastically reduces its ending lag (FAF 59 → 44).}}
***{{nerf|However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).}}
**{{change|It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.}}
*[[Up aerial]]:
**{{buff|Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at high percents.}}
*[[Down aerial]]:
**{{buff|Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and [[meteor smash]]es opponents (361° → 270°), with knockback not fully compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.}}
**{{nerf|Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is now reduced.}}


===Throws and other attacks===
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]]'').
*[[Grab]]s:
**{{buff|Standing grab has a larger hitbox (3.1u → 4u), giving it more range despite having a slightly shorter Z offset (8.1 → 7.9).}}
**{{nerf|All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).}}
**{{nerf|Dash and pivot grab have less range (Z offset: 4u-9.8u → 4u-9u (dash), 4u-13.4u → 4u-12.7u (pivot)).}}
**{{change|Pikachu grabs the opponent with one hand instead of two.}}
*[[Pummel]]:
**{{buff|Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.}}
**{{nerf|It deals less damage (1.9% → 1%).}}
**{{change|When pummeling, Pikachu headbutts the victim as well instead of just using electricity.}}
*[[Forward throw]]:
**{{buff|Forward throw no longer has any hitlag, executing faster as a result.}}
*[[Back throw]]:
**{{nerf|Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to [[DI]].}}
**{{change|The throw's speed is no longer weight-dependent.}}
*[[Up throw]]:
**{{buff|Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.}}
**{{buff|The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in [[doubles]] play.}}
**{{nerf|Its increased knockback reduces its combo potential, especially into {{b|Thunder|Pokémon}}.}}
*[[Down throw]]:
**{{buff|Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to react to, this noticeably improves its combo potential.}}
**{{nerf|The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.}}
**{{change|It launches at a slightly more vertical angle (80° → 83°).}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|It has increased intangibility (frames 1-20 → 1-25).}}
**{{nerf|It has more ending lag (FAF 54 → 56).}}


===Special moves===
{{SSB4 to SSBU changelist|char=Pikachu}}
*[[Thunder Jolt]]:
**{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}}
**{{nerf|It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).}}
**{{nerf|It has negative [[shield damage]] (0 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)).}}
*[[Skull Bash]]:
**{{buff|Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).}}
**{{buff|It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).}}
**{{buff|If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.}}
*[[Quick Attack]]:
**{{bugfix|Quick Attack no longer has [[RCO lag]].}}
**{{buff|Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.}}
**{{nerf|[[Quick Attack cancel]]ling is no longer possible, hindering Pikachu's approach options, especially from the ledge.}}
**{{change|It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.}}
*{{b|Thunder|Pokémon}}:
**{{buff|Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.}}
**{{buff|The meteor smash at the cloud deals [[set knockback]] (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.}}
**{{change|When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint.}}
*[[Volt Tackle]]:
**{{change|Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.}}
**{{buff|Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.}}
**{{nerf|Pikachu can no longer chase down opponents if the initial attack misses, and may [[self-destruct]] if initiated too close to the edge.}}


==Update history==
==Update history==
Even though Pikachu is widely considered a top tier character, it has been slightly buffed via game updates. Its grab game was slightly improved, thanks to a faster pummel and larger grabboxes. Although [[Thunder Jolt]]'s shield damage output was decreased as part of a near-universal nerf to projectiles, this nerf is largely inconsequential for Pikachu.
<!--
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. His shield size was also increased as a part of a near-universal buffs to shields.
 
While Pikachu does fare slightly better since the launch of ''Ultimate'', the changes it received were very minor overall, and as a result, the general opinion of Pikachu being a very powerful and top tier character in the competitive scene has remained the same since day one.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Pummel deals less hitlag (14 frames → 12), shortening its duration.}}
{{UpdateList (SSBU)/2.0.0|char=Pikachu}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Thunder Jolt deals less [[shield damage]] (0 (all) → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)).}}
{{UpdateList (SSBU)/3.0.0|char=Pikachu}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Standing grab has larger grabboxes (3.1u 4u (against grounded opponents), 1.55u → 2u (against aerial opponents)).}}
{{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}}'''
{{UpdateList (SSBU)/7.0.0|char=Pikachu}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Pikachu}}


==Moveset==
==Moveset==
*Pikachu can [[crawl]].  
*Pikachu can [[crawl]].
*Pikachu can [[wall jump]].  
*Pikachu can [[wall jump]].
''For a gallery of Pikachu's hitboxes, see [[Pikachu (SSBU)/Hitboxes|here]].''
''For a gallery of Pikachu's hitboxes, see [[Pikachu (SSBU)/Hitboxes|here]].''


Line 196: Line 104:
|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralname=Headbutt
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
|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]]. Has minimal startup lag (frame 2) and low cooldown, making it spammable and combo into itself easily. Can [[lock]].
|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=&nbsp;
|ftiltname=Double-Footed Kick ({{ja|りょうあしげり|Ryō Ashigeri}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
Line 205: Line 113:
|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=&nbsp;
|utiltname=Tail Attack ({{ja|しっぽアタック|Shippo Atakku}})
|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. A powerful juggling tool. Has moderate startup lag, however, as it does not hit opponents in front of Pikachu until frames 9-10, depending on their size.
|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=&nbsp;
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashi Barai}}, ''Foot Sweep'')
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Lays down and sweeps its tail in front of itself. Has good horizontal reach and very low ending lag, making it somewhat spammable. Can trip at low 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
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump 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 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.
|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=&nbsp;
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|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 clean hit 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 deals the second most damage and the least knockback, and the tip deals the least damage and second most knockback. Has good range, with a hitbox the 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. Also has a long duration and noticeable ending lag, making it very easy to punish if shielded or dodged.  
|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=&nbsp;
|usmashname=Tail Somersault ({{ja|しっぽサマーソルト|Shippo Sāmasoruto}})
|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 is very difficult to land outside a shield break punish. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, deals 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
|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. 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 and deals good horizontal knockback. Also has the least start-up out of all its smash attacks, coming out on frame 8, but its 42 frames of ending lag makes it very punishable if used poorly.  
|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=&nbsp;
|nairname=Pikachu Shock ({{ja|ピカチュウショック|Pikachū Shokku}})
|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. Hits 4 times. One of Pikachu's most versatile tools; it is useful for breaking out of combos due to its very fast startup (frame 3), can combo into itself offstage at very low percent, can be used to drag down opponents for [[edgeguarding]] offstage, or for comboing into jab, up tilt, forward tilt, down tilt, grab, or even up smash. [[Autocancel]]s 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=&nbsp;
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|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 its forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, making it an effective [[spacing]] option, but has very small looping hitboxes which are very close to Pikachu's head and don't use the autolink angle, thus having terrible range and unlike Pichu's version, the hits don't always connect properly because they don't launch at the autolink angle. The multiple hits and long duration make it an effective aerial for [[SHFF]]ing. |bairname=Glider
|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.
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), {{ShortHopDmgSSBU|4}} (landing)
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairdesc=Spins around horizontally, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 and can hit all around Pikachu, but it's below average knockback doesn't make it reliable for KOing until very high percents and has very short range, only hitting opponents very close to Pikachu. At such it's more useful for combos. Can drag down opponents, and has a landing hitbox. It has 18 frames of landing lag, however.  
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), 4% (landing)
|uairname=&nbsp;
|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}})
|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. A good combo starter, comboing into itself and other aerials at low percents. Has low horizontal knockback.
|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
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late), {{ShortHopDmgSSBU|4}} (landing)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late), 4% (landing)
|dairdesc=Points down and spins its head downwards, launching opponents. The clean hit is a powerful [[meteor smash]], while the late hit has good horizontal knockback. Has a landing hitbox. However it has 22 frames of landing lag.  
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Pikachu will have a scared look if it misses. Pikachu's grab is fast, but has low range.
|grabdesc=Reaches out. Pikachu will have a scared look if it misses. Fast but has low range.
|pummelname=&nbsp;
|pummelname=Grab Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Headbutts the opponent, shocking them with electricity.
|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=&nbsp;
|fthrowname=Electric Throw ({{ja|でんきなげ|Denki Nage}})
|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 is too weak to KO and not fit for combos either, thus having little utility outside its high damage output.
|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=&nbsp;
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Rolls backwards 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.
|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.
|uthrowname=&nbsp;
|uthrowname=Heading ({{ja|ヘディング|Hedingu}})
|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. However, its KO setup with Thunder is less consistent due to its higher knockback.  
|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=&nbsp;
|dthrowname=Hip Press ({{ja|ヒッププレス|Hippu Puresu}})
|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 except down aerial reliably from low to mid percent, allowing Pikachu to start chains.
|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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 268: Line 177:
|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, moves quickly, and can be used repeatedly. When it goes over the edge, it sticks to the platform it's on, looping around until its lifespan is over or it hits the bottom of a [[soft platform]]. This property allows it to be used to annoy opponents trying to recover by using it near the edge and hitting them when they attempt to grab it.
|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.
|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]]. Can be charged to increased damage, knockback, and distance. Useful for horizontal recovery, as it has a hitbox protecting it, high horizontal distance, and can sweetspot the ledge. Can also be used to punish shield breaks due to its high knockback when charged; however, it has high ending lag. 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 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)
|usdesc=[[bulbapedia:Quick Attack (move)|Zips upward at high speeds, dealing damage to opponents on contact]]. Can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. It covers great distance and can be unpredictable if used well, but it leaves Pikachu helpless. It's also an approach option, however in this case it can be predictable and it is unsafe on shield. Pikachu also cannot use the Quick Attack canceling technique anymore.  
|usdesc=[[bulbapedia:Quick Attack (move)|Zips upward at high speeds, dealing damage to opponents on contact]]. It can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. It covers great distances and can be unpredictable if used well, but Pikachu goes into freefall after using it. It's also an approach option, but doesn't true combo into anything. Pikachu also cannot use the Quick Attack cancelling technique from ''Smash 4''.
|dspage=Thunder_(Pokémon)
|dspage=Thunder_(Pokémon)
|dsname=Thunder
|dsname=Thunder
|dsdmg=15% (shockwave), 8% (thunderbolt), 6% (thunderbolt meteor)
|dsdmg=15% (shockwave), 8% (thunderbolt), 6% (thunderbolt meteor)
|dsdesc=[[bulbapedia:Thunder (move)|Calls down a bolt of lightning from the sky]]. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt, they're launched down into Pikachu; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. The thunderbolt becomes active on frame 13, but there is a long gap before the discharge, and thus, it's easy to attack Pikachu before the thunderbolt hits it and is very vulnerable to counters.  
|dsdesc=[[bulbapedia:Thunder (move)|Calls down a bolt of lightning from the sky]]. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt or at the cloud, they're launched down into Pikachu and will get hit by the discharge as well; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. The thunderbolt becomes active on frame 13, but there is a long gap before the discharge, and thus, it's easy to attack Pikachu before the thunderbolt hits it and is very vulnerable to counters. The projectile comes out on frame 2, and can be used to break combos.
|fsname=Volt Tackle
|fsname=Volt Tackle
|fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.5% (loop), 20% (launch)
|fsdmg=0.3% (6 hits during startup), 1% (initial hit), 1.5% (loop), 20% (launch)
|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]]====
 
Emerges from a [[Poké Ball]], then briefly discharges electricity around itself.
===Stats===
====[[Taunt]]s====
{{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.
<gallery>
PikachuOnScreenAppearanceSSBU.gif|Pikachu's on-screen appearance
</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!"
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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 right, and then left, 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>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! 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]]
|-
! scope="row"|Description
|Pi - ka - chu! || Pi - ka - chu! || Pi -  ka Pi -  ka Pi - ka - chu! || Pi -  ka -- Pi - ka - chu! || Pi -  ka Pi -  ka Pi - ka - chu!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! 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]]
|-
! scope="row"|Description
|Pi -  ka Pi -  ka Pi - ka Pika - chu! || Pi -  ka Pi -  ka Pi - ka - chu! {{NTSC}} <br> Pi - ka Pi - ka Pikaaaa - chu! {{PAL}} || Pi -  ka -- Pi - ka - chu! || Pi - ka - chu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Backflips and spins (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:''' Ears perk, scratches its right ear.
*'''Up:''' Looks up with a surprised expression as its ears perk. It then scratches its right ear and smiles.
*'''Right:''' Sleeps.
*'''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.]]
<gallery>
<gallery>
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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Even before the game got released, Pikachu's buffs to its already excellent edgeguarding game caused players to think of it as one of the best characters in the game and ZeRo, in particular, said that Pikachu was broken. This perception became more evident especially after the 3.1.0 nerfs to Pichu and Peach, many top players consider Pikachu to be either the best in the game or among one of the best, alongside {{SSBU|Joker}} and {{SSBU|Snake}}. Despite this, as with Brawl and Smash 4, Pikachu has a relatively small playerbase compared to many other top tiers, with {{Sm|ESAM}} being the only Pikachu player to have consistently high placements in tournament.  
 
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--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)]]''
 
*{{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}} - 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.


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
===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.


*{{Sm|Captain L|Canada}} (#50) - Considered the best Pikachu player in Canada and one of the best ones in the world. Placed 7th at {{Trn|Battle of BC 3}} and 25th at {{Trn|MomoCon 2019}} with mostly Pikachu. Has wins over {{Sm|Fatality}}, {{Sm|Mr E}}, and {{Sm|WaDi}}.
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|DM|USA}} - The best Pikachu player in the northeast. Placed 7th at {{Trn|Overclocked Ultimate}}, 9th at {{Trn|Return to Subspace 2}}, and 33rd at {{Trn|Frostbite 2019}}. He has defeated {{Sm|Light|p=Connecticut}}. Ranked 7th on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]] and 2nd on the [[Massachusetts Smash Ultimate Power Rankings]].
 
*{{Sm|Dunston|Canada}} - One of the best Pikachu players in Canada. Placed 7th at {{Trn|Polybash 2019}}, 9th at both {{Trn|DreamHack Montreal 2019}} and {{Trn|Summer Shieldbreak}}, 17th at both {{Trn|LAN ETS 2019}} and {{Trn|The Amuka Smash Cup}}, and 49th at {{Trn|Get On My Level 2019}}. Ranked 7th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal 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|Enki|France}} - The best Pikachu player in Europe. Placed 1st at {{Trn|DreamHack Tours 2019}} and 17th at {{Trn|Albion 4}}.
 
*{{Sm|ESAM|USA}} (#16) - The best Pikachu player in the world. Placed 1st at [[Glitch 7]] and {{Trn|Battle of BC 3}}, 2nd at {{Trn|Don't Park on the Grass 2018}}, 5th at {{Trn|Combo Breaker 2019}}, 7th at {{Trn|GENESIS 6}}, and 13th at {{Trn|Glitch 6}}. Ranked 1st on the [[Oklahoma Power Rankings#Super Smash Bros. Ultimate|Oklahoma Ultimate Power Rankings]]. Has wins over {{Sm|Nairo}}, {{Sm|MkLeo}}, and {{Sm|Tweek}}.
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|Kishiru|Japan}} - The best Pikachu player in Japan. Placed 17th at {{Trn|Umebura Japan Major 2019}}, 25th at {{Trn|Umebura SP 3}}, and consistently places top 16 or top 8 at Toryumon Kiwami tournaments.
*{{Sm|Naginu|Japan}} - Placed 9th at {{Trn|Waseda Festival 2019}} and 25th at {{Trn|Sumabato SP 9}}.
*{{Sm|Renya|Japan}} - Placed 25th at {{Trn|Sumabato SP 9}}, 33rd at {{Trn|Umebura SP 5}}, and 49th at {{Trn|Umebura Japan Major 2019}}.


=={{SSBU|Classic Mode}}: I Choose You!==
=={{SSBU|Classic Mode}}: I Choose You!==
[[File:SSBU Congratulations Pikachu.png|thumb|Pikachu's congratulations screen.]]
[[File:SSBU Congratulations Pikachu.png|thumb|Pikachu's congratulations screen.]]
Pikachu fights against other Pokémon on various Pokémon stages, with [[Poké Ball]]s as the only available item. The title is a reference to {{s|bulbapedia|Ash Ketchum}}'s signature catchphrase in the ''Pokémon'' anime, which doubles as the [[bulbapedia:EP001|title of the first episode]] and [[bulbapedia:M20|the 20th movie]].
Pikachu fights against other Pokémon on various Pokémon stages, with [[Poké Ball]]s as the only available item. Excluding Mewtwo, the opponents are ordered by their National Pokédex number. The title is a reference to {{s|bulbapedia|Ash Ketchum}}'s signature catchphrase in the ''Pokémon'' anime, which doubles as the [[bulbapedia:EP001|title of the first episode]] and the [[bulbapedia:M20|20th movie]].


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Pokémon Trainer}} {{Head|Pokémon Trainer|g=SSBU|s=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||{{SSBU|Jigglypuff}} (x6) {{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}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Road to Viridian City - 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.
|-
|-
|3||{{SSBU|Pichu}} (x2) {{Head|Pichu|g=SSBU|s=20px}}{{Head|Pichu|g=SSBU|s=20px|cl=Spiky}}||[[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.
|-
|-
|4||{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||
|4||{{CharHead|Lucario|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||
|-
|-
|5||{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon X / Pokémon Y}}''||
|5||{{CharHead|Greninja|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon X / Pokémon Y}}''||
|-
|-
|6||{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''||
|6||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px}}, then {{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' <small>(Mewtwo)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Master Hand)</small>||A [[Maxim Tomato]] appears after defeating Mewtwo.
|Final||{{CharHead|Mewtwo|SSBU|hsize=20px}}, then {{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}'' <small>(Mewtwo)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Master Hand)</small>||A [[Maxim Tomato]] appears after defeating Mewtwo.
|}
|}


Line 357: Line 342:
{{clr}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
Pikachu's Classic Mode character unlock tree includes the following characters in order:  
Pikachu's Classic Mode character unlock tree includes the following characters in order:
#{{SSBU|Villager}}
#{{SSBU|Villager}}
#{{SSBU|Shulk}}
#{{SSBU|Shulk}}
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Pikachu was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s.
Pikachu was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s.


During the opening cutscene, Pikachu was present when [[Galeem]] unleashed his beams of light. While attempting to run away, Pikachu was noticed by {{SSBU|Sonic}}, who slowed down for Pikachu in an attempt to save it. However, both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters, except for {{SSBU|Kirby}}.
During the opening cutscene, Pikachu was present on the cliffside when [[Galeem]] unleashed his beams of light. While attempting to run away, Pikachu was noticed by {{SSBU|Sonic}}, who slowed down for Pikachu in an attempt to save it. However, both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters, except for {{SSBU|Kirby}}.


Pikachu can later be found stuck on an island that can only be accessed by falling into the current of a waterfall, then the player must confront the spirit of Esna before they can battle to awake it.
Pikachu can later be found stuck on an island that can only be accessed by falling into the current of a waterfall, then the player must confront the spirit of [[List of spirits (Others)|Esna]] before they can battle to awaken it.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 08
|08
| [[File:Pikachu SSBU.png|center|108x108px]]
|[[File:Pikachu SSBU.png|center|108px]]
| {{SSBU|Pikachu}}
|Pikachu
| {{color|#dc1029|Attack}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| 3,300
|3,300
| [[Pokémon Stadium]] ([[Ω form]])
|[[Pokémon Stadium]] ([[Ω form]])
| ''{{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 Fighter Spirits can be obtained by completing [[Classic Mode]]. They are 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 Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. 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}}. 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.


<center>
<center>
<gallery>
<gallery>
Pikachu Spirit.png|407. '''''Pikachu'''''
SSBU spirit Pikachu.png|407. '''''Pikachu'''''
Pikachu Libre Spirit.png|408. '''Pikachu Libre'''
SSBU spirit Pikachu Libre.png|408. '''Pikachu Libre'''
DetectivePikachuSpirit.png|562. Detective Pikachu
SSBU spirit Detective Pikachu.png|562. Detective Pikachu
Let's Go Pikachu Spirit.png|1,298. Partner Pikachu
SSBU spirit Partner Pikachu.png|1,298. Partner Pikachu
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|46
|46
|[[File:Mouser.png|center|64x64px]]
|{{SpiritTableName|Mouser|size=64}}
|{{anchor|Mouser}}Mouser
|''Super Mario'' Series
|''Super Mario series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,000
|2,000
|[[Mushroom Kingdom II]] ([[Battlefield form]])
|[[Mushroom Kingdom II]] ([[Battlefield form]])
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|-
|-
|73
|73
|[[File:Honey Queen Spirit.png|center|64x64px]]
|{{SpiritTableName|Honey Queen|size=64}}
|{{anchor|Honey Queen}}Honey Queen
|''Super Mario'' Series
|''Super Mario series''
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Yellow}} (140 HP)
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,300
|3,300
|[[Mario Galaxy]]
|[[Mario Galaxy]]
|•Item: [[Beehive]]
|•Item: [[Beehive]]
|•Timed [[Stamina battle]]<br>•The enemy is giant
|•Timed [[stamina battle]] (1:00)<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Gusty Garden Galaxy}}
|{{SSBUMusicLink|Super Mario Bros.|Gusty Garden Galaxy}}
|
|
|-
|-
|160
|160
|[[File:Zinger.png|center|64x64px]]
|{{SpiritTableName|Zinger|link=y|size=64}}
|{{anchor|Zinger}}[[Zinger]]
|''Donkey Kong'' Series
|''Donkey Kong Country series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,800
|1,800
|[[The Great Cave Offensive]] ([[Ω form]])
|[[The Great Cave Offensive]] ([[Ω form]])
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|-
|-
|308
|308
|[[File:Little Mouser Spirit.png|center|64x64px]]
|{{SpiritTableName|Little Mouser|size=64}}
|{{anchor|Little Mouser}}Little Mouser
|''Yoshi'' Series
|''Yoshi series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,700
|1,700
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
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|-
|-
|332
|332
|[[File:Rick Spirit.png|center|64x64px]]
|{{SpiritTableName|Rick|size=64}}
|{{anchor|Rick}}Rick
|''Kirby'' Series
|''Kirby series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|4,100
|4,100
|[[Green Greens]]
|[[Green Greens]]
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|-
|-
|349
|349
|[[File:Moley Spirit.png|center|64x64px]]
|{{SpiritTableName|Moley|size=64}}
|{{anchor|Moley}}Moley
|''Kirby'' Series
|''Kirby series''
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}}
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,200
|2,200
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
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|-
|-
|427
|427
|[[File:AlolanRaichuSpirit.png|center|64x64px]]
|{{SpiritTableName|Alolan Raichu|link=y|size=64}}
|{{anchor|Alolan Raichu}}Alolan [[Raichu]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|4,100
|4,100
|[[Tortimer Island]] ([[Battlefield form]])
|[[Tortimer Island]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•Hazard: Zap Floor
|•The floor is electrified<br>•Only certain Pokémon will emerge from Poké Balls ([[Alolan Raichu]])
|•The floor is electrified<br>•Only certain Pokémon will emerge from Poké Balls (Alolan Raichu)
|{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
|{{SSBUMusicLink|Pokémon|Battle! (Trainer) - Pokémon Sun / Pokémon Moon}}
|
|
|-
|-
|555
|555
|[[File:Mimikyu.png|center|64x64px]]
|{{SpiritTableName|Mimikyu|link=y|size=64}}
|{{anchor|Mimikyu}}[[Mimikyu]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,700
|3,700
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
|•Sudden Damage
|•Sudden Damage
|•You take serious damage<br>•Only certain Pokémon will emerge from Poké Balls ([[Mimikyu]])
|•You take serious damage<br>•Only certain Pokémon will emerge from Poké Balls (Mimikyu)
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|
|
|-
|-
|556
|556
|[[File:Tapu Koko Spirit.png|center|64x64px]]
|{{SpiritTableName|Tapu Koko|link=y|size=64}}
|{{anchor|Tapu Koko}}[[Tapu Koko]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,600
|9,600
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy's electric attacks have increased power<br>•Only certain Pokémon will emerge from Poké Balls ([[Tapu Koko]])
|•The floor is electrified<br>•The enemy's electric attacks have increased power<br>•Only certain Pokémon will emerge from Poké Balls (Tapu Koko)
|{{SSBUMusicLink|Pokémon|Battle! (Island Kahuna)}}
|{{SSBUMusicLink|Pokémon|Battle! (Island Kahuna)}}
|
|
|-
|-
|562
|562
|[[File:DetectivePikachuSpirit.png|center|64x64px]]
|{{SpiritTableName|Detective Pikachu|size=64}}
|{{anchor|Detective Pikachu}}Detective Pikachu
|''Detective Pikachu''
|''Pokémon series''
|•{{SSBU|Pikachu}} Team {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}}×4
|•{{SSBU|Pikachu}} Team {{Head|Pikachu|g=SSBU|s=20px|cl=Glasses}} (×4)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|4,100
|4,100
|[[Gamer]] (Book stacks layout, hazards off)
|[[Gamer]] (Book stacks layout, hazards off)
|N/A
|N/A
|•Defeat the main fighter to win<br>•Timed battle
|•Defeat the main fighter to win<br>•Timed battle (1:30)
|{{SSBUMusicLink|Super Smash Bros.|Shop}}
|{{SSBUMusicLink|Super Smash Bros.|Shop}}
|
|
|-
|-
|881
|881
|[[File:Elec Man Spirit.png|center|64x64px]]
|{{SpiritTableName|Elec Man|link=y|size=64}}
|[[Elec Man]]
|''Mega Man'' Series
|''Mega Man series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}} (140 HP)
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,400
|4,400
|[[Wily Castle]] ([[Battlefield form]])
|[[Wily Castle]] ([[Battlefield form]])
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|-
|-
|1,046
|1,046
|[[File:Greatzapfish.png|center|64x64px]]
|{{SpiritTableName|Great Zapfish|size=64}}
|Great Zapfish
|''Splatoon'' Series
|''Splatoon series''
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,800
|9,800
|[[Prism Tower]] ([[Ω form]])
|[[Prism Tower]] ([[Ω form]])
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|-
|-
|1,198
|1,198
|{{anchor|Reporter & Wrestler}}[[File:Wrestlergirl.png|center|64x64px]]
|{{SpiritTableName|Reporter & Wrestler|size=64}}
|Reporter & Wrestler
|''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
|''Rhythm Heaven series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,100
|4,100
|[[Boxing Ring]] ([[Battlefield form]])
|[[Boxing Ring]] ([[Battlefield form]])
|•[[Assist Trophy]] Enemies ([[Yuri Kozukata]])<br>•Easy to Launch
|•Assist Trophy Enemies ([[Yuri Kozukata]])<br>•Easy to Launch
|•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
|[[File:Let's Go Pikachu Spirit.png|center|64x64px]]
|{{SpiritTableName|Partner Pikachu|size=64}}
|{{anchor|Partner Pikachu}}Partner Pikachu
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Red}} (150 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Counter Throw|3]], SSB T-shirt) (100 HP)
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (SSB T-shirt)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|8,000
|6,000
|[[Saffron City]]
|[[Saffron City]]
|•Sudden Final Smash<br>•Item: [[Poké Ball]]
|•Sudden Final Smash<br>•Item: [[Poké Ball]]
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|-
|-
|1,309
|1,309
|[[File:Morgana Persona 5.png|center|64x64px]]
|{{SpiritTableName|Morgana|link=y|size=64}}
|[[Morgana]]
|''Persona'' Series
|''Persona series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}<br>•Giant {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}<br>{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|11,500
|11,500
|[[Mementos]]
|[[Mementos]] (hazards off)
|•Hazard: Heavy Wind
|•Hazard: Heavy Wind
|•Defeat the main fighter to win<br>•Dangerously high winds are in effect after a little while<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Dangerously high winds are in effect after a little while<br>•Reinforcements will appear during the battle
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|-
|-
|1,371
|1,371
|[[File:MorpekoSpirit.png|center|64x64px]]
|{{SpiritTableName|Morpeko|size=64}}
|Morpeko
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,000
|2,000
|[[Boxing Ring]]
|[[Boxing Ring]]
|•Metal Shift<br>•Item: Food
|•Metal Shift<br>•Item: [[Food]]
|•The enemy will occasionally turn metal<br>•The enemy's electric attacks have increased power<br>•The enemy favors special moves
|•The enemy will occasionally turn metal<br>•The enemy's electric attacks have increased power<br>•The enemy favors special moves
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}}
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon}}
|
|-
|1,426
|{{SpiritTableName|Olivia|size=64}}
|''Paper Mario'' Series
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}<br>•Tiny {{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}
|{{SpiritType|Shield}}
|3,700
|[[Paper Mario]]
|•Defense ↑<br>•Attack Power ↑<br>•Item: [[Bob-omb]]
|•The enemy has increased attack power when the enemy's at high damage<br>•The enemy has increased defense when the enemy's at high damage<br>•The enemy favors air attacks<br>''•Reinforcements will appear after an enemy is KO'd''
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|
|-
|1,468
|{{SpiritTableName|Palico|size=64}}
|''MONSTER HUNTER'' Series
|•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}{{Head|Pikachu|g=SSBU|s=20px|cl=Female}}{{Head|Pikachu|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|1,600
|[[Distant Planet]] ([[Battlefield form]])
|•Item: [[Pitfall]]
|•The enemy favors side tilt attacks<br>•The enemy is easily distracted by items<br>•The enemy starts the battle with a Bob-omb
|{{SSBUMusicLink|Other|Proof of a Hero ~ 4Version}}
|
|
|}
|}
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===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|295
|295
|[[File:SSBU Spirits Gandrayda.png|center|64x64px]]
|{{SpiritTableName|Gandrayda|size=64}}
|{{anchor|Gandrayda}}Gandrayda
|''Metroid Prime'' Series
|''Metroid series''
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,800
|1,800
|[[Frigate Orpheon]]
|[[Frigate Orpheon]]
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|-
|-
|340
|340
|[[File:Kracko.png|center|64x64px]]
|{{SpiritTableName|Kracko|size=64}}
|{{anchor|Kracko}}Kracko
|''Kirby'' Series
|''Kirby series''
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}}×2
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}} (×2)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Skyworld]] (clouds only)
|[[Skyworld]] (clouds only)
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|-
|-
|482
|482
|[[File:LegendaryDogsSpirits.png|center|64x64px]]
|{{SpiritTableName|Raikou, Entei, & Suicune|customname=[[Raikou]], [[Entei]], & [[Suicune]]|size=64}}
|{{anchor|Raikou, Entei, & Suicune}}[[Raikou]], [[Entei]], & [[Suicune]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,900
|9,900
|[[Suzaku Castle]]
|[[Suzaku Castle]]
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|-
|-
|734
|734
|[[File:Dribble Spitz Spirit.png|center|64x64px]]
|{{SpiritTableName|Dribble & Spitz|size=64}}
|Dribble & Spitz
|''WarioWare'' Series
|''WarioWare series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|4,000
|4,000
|[[Saffron City]]
|[[Saffron City]]
Line 712: Line 700:
|•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 and Spitz|Spitz]]
|[[mariowiki:Dribble & Spitz|Spitz]]
|-
|-
|1,306
|1,306
|[[File:Phantom Thieves Spirit.png|center|64x64px]]
|{{SpiritTableName|Phantom Thieves of Hearts|size=64}}
|Phantom Thieves of Hearts
|''Persona'' Series
|''Persona series''
|•{{SSBU|Joker}} {{Head|Joker|g=SSBU|s=20px}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Joker}} {{head|Joker|g=SSBU|s=20x20px}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,300
|13,300
|[[Mementos]]
|[[Mementos]] (Haru Okumura background, hazards off)
|•Sudden Final Smash<br>•Item: [[Daybreak]] Parts
|•Sudden Final Smash<br>•Item: [[Daybreak]] Parts
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle
Line 728: Line 715:
|-
|-
|1,334
|1,334
|[[File:GSCub.png|center|64x64px]]
|{{SpiritTableName|Great Sabrecub|customname=Great Sabrecub|size=64}}
|[[dragonquestwiki:Great sabrecub|Great Sabrecub]]
|''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}}<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,900
|2,900
|[[Gaur Plains]] ([[Ω form]])
|[[Gaur Plain]] ([[Ω form]])
|•Item: [[Soccer Ball]]
|•Item: [[Soccer Ball]]
|•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}}
|[[dragonquestwiki:Great sabrecat|Great Sabrecat]]
|Great Sabrecat
|-
|-
|1,362
|1,362
|[[File:Kyo Kusanagi.png|center|64x64px]]
|{{SpiritTableName|Kyo Kusanagi|size=64}}
|Kyo Kusanagi
|''THE KING OF FIGHTERS'' Series
|''THE KING OF FIGHTERS Series''
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|9.500
|9,500
|[[King of Fighters Stadium]]
|[[King of Fighters Stadium]]
|N/A
|•Jump Power ↓
|•The enemy's explosion and fire attacks have increased power<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|•The enemy's explosion and fire attacks have increased power<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|ESAKA!! - KOF 2002 UM}}
|{{SSBUMusicLink|Fatal Fury|ESAKA!! - KOF 2002 UM}}
Line 773: Line 758:
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
SSBU Pikachu Number.png|Pikachu's fighter card.
SSBU Pikachu Number.png|Pikachu's fighter card.
PikachuJoinsTheBattleSSBU.jpg|Pikachu's unlock notice when obtaining it in [[World of Light]].
Pikachu unlock notice SSBU.jpg|Pikachu's unlock notice when obtaining it in [[World of Light]].
SSBUWebsitePikachu1.jpg|Female Pikachu [[taunting]] with {{SSBU|Pokémon Trainer}} on {{SSBU|Battlefield}}.
SSBUWebsitePikachu1.jpg|Female Pikachu [[taunting]] with {{SSBU|Pokémon Trainer}} on {{SSBU|Battlefield}}.
SSBUWebsitePikachu2.jpg|Performing its [[down tilt]] on [[Summit]].
SSBUWebsitePikachu2.jpg|Performing its [[down tilt]] on [[Summit]].
Line 784: Line 769:
SSBUWebsiteRaichu2.jpg|With Pichu and [[Alolan Raichu]] on {{SSBM|Yoshi's Island}}.
SSBUWebsiteRaichu2.jpg|With Pichu and [[Alolan Raichu]] on {{SSBM|Yoshi's Island}}.
SSBUWebsiteRathalos4.jpg|Pikachu, {{SSBU|Link}}, {{SSBU|Bowser}} and {{SSBU|Inkling}} being attacked by [[Rathalos]] on Tortimer Island.
SSBUWebsiteRathalos4.jpg|Pikachu, {{SSBU|Link}}, {{SSBU|Bowser}} and {{SSBU|Inkling}} being attacked by [[Rathalos]] on Tortimer Island.
SSBUWebsiteGuile4.jpg|[[Guile]] attacking Pikachu with Sonic Boom on [[Moray Towers]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=7LfEvnLc3mI}}
{{#widget:YouTube|id=7LfEvnLc3mI}}


==Trivia==
==Trivia==
*This is the first time Pikachu was not the first ''Pokémon'' character to be explicitly announced for a new ''Smash'' title, with {{SSBU|Mewtwo}} being confirmed before it.
*This is the first time Pikachu was not the first ''Pokémon'' character to be explicitly announced for a new ''Smash'' title, with {{SSBU|Mewtwo}} being confirmed before it.
*Pikachu's pose in its official artwork resembles its [[bulbapedia:File:Spr_3r_025.png|front sprite]] in the 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.
*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, 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, 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 and {{SSBU|Pokémon Trainer}} are the only characters to face {{SSBU|Mewtwo}}, with [[Master Hand]] as their final boss in their Classic Mode.
*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's Classic Mode route is only route where all Pokémon representatives are involved, even though Pikachu does not fight an alternate version of itself.
**Others include {{SSBU|King Dedede}} (standing vs. dash & pivot) and {{SSBU|Squirtle}} (standing & dash vs. pivot)
*Pikachu is the only character in the entire roster to have two different facial expressions when standard grab and dash grab are missed. It dons a scared look when it whiffs the former, while the latter will have it have a more irritated expression respectively.
*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.
*Pikachu is one of the few characters to use their default outfit in Spirit Battles, the others being {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|Yoshi}}, {{SSBU|Peach}}, {{SSBU|R.O.B.}}, {{SSBU|Squirtle}}, {{SSBU|Inkling}}, {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Robin}}, {{SSBU|Joker}}, {{SSBU|Hero}} and {{SSBU|Banjo & Kazooie}}, though like Inkling, Fox, Wolf, Robin, Joker, Hero and Banjo & Kazooie, this also applies to DLC spirits.
*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.
**This is not counting {{SSBU|Alph}} and female {{SSBU|Corrin}}, who use their main colors in a few spirit battles, but themselves are alternate costumes.
*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.
*Due to its new Pikachu Libre skin, 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 (while characters like [[Link_(SSBU)#Alternate_costumes|Link]] and [[Captain_Falcon_(SSBU)#Alternate_costumes|Captain Falcon]] have costumes resembling distinct characters before like Fierce Deity Link or Blood Falcon, clear differences show them to not be the real thing, such as maintaining the same body underneath their clothes or a difference in shoes).
**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).
 
==References==
{{reflist}}


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

Latest revision as of 10:29, November 9, 2024

This article is about Pikachu's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pikachu.
Pikachu
in Super Smash Bros. Ultimate
Pikachu SSBU.png
Pikachu-Alt7 SSBU.png

PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Volt Tackle
Tier A (17)
Pikachu (SSBU)

Pikachu (ピカチュウ, 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 #08.

As in Super Smash Bros. 4, 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 and edgeguarding game, due to the fast startup, low endlag of all its aerial attacks, and its ability to recover far from the stage thanks to Skull Bash and Quick Attack. All of its aerials also auto-cancel on a short hop, which grants it utility for out of shield punishes and potential zero-to-death combos. Despite its poor range, Pikachu also possesses a strong grab game: its back and forward throws 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 lightest fighters 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 disjoints 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 ESAM and 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[edit]

An icon for denoting incomplete things.

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 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 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-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.

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.

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 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.

Changes from Super Smash Bros. 4[edit]

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 and up aerials have increased KO power, alleviating one of Pikachu's biggest weaknesses in SSB4; its back aerial auto-cancels 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 smashes 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 shielded; 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 dodges 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 jumpsquat, 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 combos. 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 canceling 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, 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 its appearance in SSB).

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Pikachu's model has a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games.
  • Change Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and Choice Band costumes from SSB4, partially due to reintroduction of Pichu as a playable character.
  • Change Pikachu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Like other fighters, Pikachu is significantly more expressive. It appears much angrier during some animations, such as neutral air and shielding; it also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.
  • Change Pikachu's cheeks flash white when it uses electric attacks.
  • Change Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
    • Change For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.
  • Change All of Pikachu's tail-based attacks now use a slap SFX rather than a kick SFX.

Attributes[edit]

  • Buff Like all characters, Pikachu's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Pikachu walks slightly faster (1.24 → 1.302).
  • Buff Pikachu runs faster (1.85325 → 2.039).
    • Buff Pikachu's initial dash is faster (1.8 → 1.98).
  • Buff Pikachu's air speed is slightly higher (0.9118 → 0.957).
  • Buff Pikachu's traction is significantly higher (0.0596 → 0.132), being the fourth highest in the game.
  • Nerf Both rolls have more ending lag (FAF 27 → 29 (forward), 34 (back)).
  • Buff Back roll grants more intangibility (frames 4-14 → 4-15).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack has less ending lag (FAF 22 → 18).
    • Buff It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
    • Buff The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes to jostle mechanics make up for the hitboxes not reaching in as far as a result.
  • Forward tilt:
  • Up tilt:
    • Change Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
      • Nerf Because of this, it can no longer hit opponents hanging at the ledge.
    • Nerf The middle hitbox is marginally smaller (3.84u → 3.8u).
  • Down tilt:
    • Change Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 36).
    • Buff It has gained a shieldstun multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by a shield grab.
    • Buff The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.
    • Nerf Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
    • Nerf It has a higher hitlag multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.
  • Forward smash:
    • Buff All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).
    • Buff The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).
    • Nerf Forward smash has more ending lag (FAF 49 → 54).
    • Nerf The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).
    • Nerf The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.
  • Up smash:
    • Buff Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).
  • Down smash:
    • Buff Down smash's looping hits have a lower SDI multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.
    • Buff The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.
    • Nerf The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192). Overall it deals slightly less knockback.

Aerial attacks[edit]

  • Buff All aerials have much less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).
  • Neutral aerial:
    • Change Pikachu has a new neutral aerial: it discharges electricity around itself, hitting 4 times, similarly to Mewtwo's neutral aerial.
    • Buff Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.
    • Buff The first three hits use the autolink angle (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.
    • Buff The last hit launches at a more vertical angle (361° → 60°). Combined with its multi-hit nature, this significantly improves its combo potential.
    • Buff It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
    • Change Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.
    • Nerf It auto-cancels slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.
    • Nerf Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.
    • Change It has a lower hitlag multiplier (1× → 0.8×).
  • Forward aerial:
    • Buff Forward aerial hits six times instead of five, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).
    • Buff It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.
    • Buff The looping hits have different angles (74°/280° → 35°/290°/60°/280°), allowing them to connect better.
    • Buff The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.
    • Nerf It has slightly more startup lag (frame 10 → 11).
      • Buff However, its total duration is unchanged, giving it one frame less ending lag.
    • Change The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
    • Buff The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.
    • Buff The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.
    • Change The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.
    • Change It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.
      • Buff This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.
      • Nerf However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).
    • Buff It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position, allowing it to duck under some attacks like certain rising aerials.
  • Up aerial:
    • Buff Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.
  • Down aerial:
    • Buff Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.
    • Nerf Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.

Throws and other attacks[edit]

  • Grabs:
    • Buff Standing grab has a larger hitbox (3.1u → 4u), slightly increasing its range despite extending slightly less far horizontally (Z2 offset: 8.1u → 7.9u).
    • Nerf All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).
    • Nerf Dash and pivot grab do not extend as far horizontally (Z2 offset: 9.8u → 9u (dash), 13.4u → 12.7u (pivot)), reducing their range.
    • Change Pikachu grabs the opponent with one hand instead of two.
  • Pummel:
    • Buff Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.
    • Nerf It deals less damage (1.9% → 1%).
    • Change When pummeling, Pikachu headbutts the victim as well instead of just using electricity.
  • Forward throw:
    • Buff Forward throw no longer has any hitlag, executing faster as a result.
  • Back throw:
    • Nerf Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
    • Change The throw's speed is no longer weight-dependent.
  • Up throw:
    • Buff Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.
    • Buff The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in doubles play.
    • Nerf Its increased knockback reduces its combo potential, especially into Thunder.
  • Down throw:
    • Buff Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential despite its increased total duration (FAF 44 → 52).
    • Nerf The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.
    • Change It launches at a slightly more vertical angle (80° → 83°).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
    • Buff It has increased intangibility (frames 1-20 → 1-25).
    • Nerf It has more ending lag (FAF 54 → 56).

Special moves[edit]

  • Thunder Jolt:
    • Buff Thunder Jolt has less ending lag (FAF 58 → 52).
    • Buff The grounded version's late hit has a longer duration (15 frames → 29; total: 82 frames → 96), allowing it to travel across the entire Final Destination platform. Coupled with the move's lower ending lag, this improves its camping ability.
    • Nerf It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).
    • Nerf It has negative shield damage instead of additional (1 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)), dealing roughly 0.6× of its damage to shields.
  • Skull Bash:
    • Buff Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).
    • Buff It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).
    • Buff If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.
  • Quick Attack:
    • Bug fix Quick Attack no longer has RCO lag.
    • Buff Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.
    • Nerf Quick Attack cancelling is no longer possible, hindering Pikachu's approach options, especially from the ledge.
    • Change It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.
  • Thunder:
    • Buff Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.
    • Buff The meteor smash at the cloud deals set knockback (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.
    • Change When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint, much like its depiction in the Pokémon anime.
  • Volt Tackle:
    • Change Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.
    • Buff Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
    • Nerf Pikachu can no longer chase down opponents if the initial attack misses, and may self-destruct if initiated too close to the edge.

Update history[edit]

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. His shield size was also increased as a part of a near-universal buffs to shields.

While Pikachu does fare slightly better since the launch of Ultimate, the changes it received were very minor overall, and as a result, the general opinion of Pikachu being a very powerful and top tier character in the competitive scene has remained the same since day one.

Super Smash Bros. Ultimate 2.0.0

  • Buff Pummel deals less hitlag (14 frames → 12), shortening its duration.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Thunder Jolt deals less shield damage (1 → -2.5/-2/-1.5/-1 (grounded, clean/mid/late), -1.9 (aerial)).

Super Smash Bros. Ultimate 3.1.0

  • Buff Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.

Technical changelist

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

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 9.0.0

  • Change Forward aerial's looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.

Moveset[edit]

For a gallery of Pikachu's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Headbutt (ずつき) 1.4% (near), 1.2% (mid), 1% (far) 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.
Forward tilt Double-Footed Kick (りょうあしげり) 10% An electrified double kick performed from the 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.
9%
8%
Up tilt Tail Attack (しっぽアタック) 5% 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.
Down tilt Tail Sweep (あしばらい, Foot Sweep) 6% 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.
Dash attack Running Headbutt (ジャンプずつき, Jump Headbutt) 11% (clean), 6% (late) 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.
Forward smash Thundershock (ショートでんげき, Electrical Short) 15% (early), 18% (clean), 12% (late) 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.
Up smash Tail Somersault (しっぽサマーソルト) 14% (early, body), 13% (early, tail), 11% (clean), 7% (late) 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.
Down smash Electric Flower (ねずみはなび, Mouse Fireworks) 2% (hits 1-5), 3% (hit 6) 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.
Neutral aerial Pikachu Shock (ピカチュウショック) 1.8% (hits 1-3), 3.5% (hit 4) 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.
Forward aerial Electric Drill (でんげきドリル) 1.4% (hits 1-5), 4.8% (hit 6) 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.
Back aerial Glider (グライダー) 1% (hits 1-5), 3.6% (hit 6), 4% (landing) 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.
Up aerial Tail Chop (しっぽはたき) 6% (clean, tail), 5% (clean, tip), 4% (late) 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.
Down aerial Electric Screw (でんげきスクリュー) 13% (clean), 12% (late), 4% (landing) 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.
Grab Grab (つかみ) Reaches out. Pikachu will have a scared look if it misses. Fast but has low range.
Pummel Grab Electric Shock (つかみでんきショック) 1% 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.
Forward throw Electric Throw (でんきなげ) 2% (hits 1-5) 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.
Back throw Submission (じごくぐるま, Hell Wheel) 9% 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 Submission, a Fighting-type move that Pikachu could learn in Generation 1 games.
Up throw Heading (ヘディング) 3% (hit 1), 5% (throw) 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.
Down throw Hip Press (ヒッププレス) 5% Lays the opponent on the ground and performs a 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins its tail around itself while getting up.
Floor attack (back)
Floor getups (back)
  7% Spins its tail around itself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins its tail around itself while getting up.
Edge attack
Edge getups
  9% Swings its tail in an overhead arcing motion while climbing up.
Neutral special Thunder Jolt 6% (clean), 5% (mid), 4% (late), 4.8% (aerial) 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.
Side special Skull Bash 6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged) 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.
Up special Quick Attack 2% (hit 1), 3% (hit 2) Zips upward at high speeds, dealing damage to opponents on contact. It can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. It covers great distances and can be unpredictable if used well, but Pikachu goes into freefall after using it. It's also an approach option, but doesn't true combo into anything. Pikachu also cannot use the Quick Attack cancelling technique from Smash 4.
Down special Thunder 15% (shockwave), 8% (thunderbolt), 6% (thunderbolt meteor) Calls down a bolt of lightning from the sky. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt or at the cloud, they're launched down into Pikachu and will get hit by the discharge as well; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. The thunderbolt becomes active on frame 13, but there is a long gap before the discharge, and thus, it's easy to attack Pikachu before the thunderbolt hits it and is very vulnerable to counters. The projectile comes out on frame 2, and can be used to break combos.
Final Smash Volt Tackle 0.3% (6 hits during startup), 1% (initial hit), 1.5% (loop), 20% (launch) 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 79 1.98 – Initial dash
2.039 – Run
1.302 0.132 0.0075 0.957 0.01 – Base
0.09 – Additional
0.095 1.55 – Base
2.48Fast-fall
3 35.5 - Base
17.12 - Short hop
35.5

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Emerges from a Poké Ball, then briefly discharges electricity around itself.

Taunts[edit]

  • 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!"
  • Down taunt: Lies on the ground, curls and rolls around, saying "Pikaaa...!"

Idle poses[edit]

  • Scratches its right ear.
  • Stands up straight, then looks left, and then right, twitching its ears.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Pi - ka - chu! Pi - ka - chu! Pi - ka Pi - ka Pi - ka - chu! Pi - ka -- Pi - ka - chu! Pi - ka Pi - ka Pi - ka - chu!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Pi - ka Pi - ka Pi - ka Pika - chu! Pi - ka Pi - ka Pi - ka - chu! NTSC
Pi - ka Pi - ka Pikaaaa - chu! PAL
Pi - ka -- Pi - ka - chu! Pi - ka - chu!

Victory poses[edit]

  • 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.
  • Right: Sleeps while muttering "Piii...ka."
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.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Pikachu players (SSBU)

Tier placement and history[edit]

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 combos 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 nerfs to the early metagame's best characters, as well as strong performances from 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, was often brought down by mediocre results. For example, ESAM saw a career-defining victory over MkLeo at 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 H4, Neeroz, and 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 Steve and Kazuya.

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.[1]

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.

Classic Mode: I Choose You![edit]

Pikachu's congratulations screen.

Pikachu fights against other Pokémon on various Pokémon stages, with Poké Balls as the only available item. Excluding Mewtwo, the opponents are ordered by their National Pokédex number. The title is a reference to Ash Ketchum's signature catchphrase in the Pokémon anime, which doubles as the title of the first episode and the 20th movie.

Round Opponent Stage Music Notes
1 Pokémon Trainer (SSBU) Pokémon Trainer Saffron City Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue
2 Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU) Jigglypuff (x6) Pokémon Stadium 2 Road to Viridian City - Pokémon Red / Pokémon Blue Horde Battle (3 at a time).
The presence of 6 Jigglypuff likely references how the player can have at most 6 Pokémon on their team in the Pokémon games.
3 Pichu (SSBU)Pichu (SSBU) Pichu (x2) Prism Tower Pokémon Gold / Pokémon Silver Medley Likely a reference to the Pichu brothers from the Pokémon anime.
4 Lucario (SSBU) Lucario Spear Pillar Battle! (Dialga/Palkia) / Spear Pillar
5 Greninja (SSBU) Greninja Kalos Pokémon League Battle! (Wild Pokémon) - Pokémon X / Pokémon Y
6 Incineroar (SSBU) Incineroar Pokémon Stadium The Battle at the Summit!
Bonus Stage
Final Mewtwo (SSBU) Mewtwo, then Master Hand Final Destination Pokémon Red / Pokémon Blue Medley (Mewtwo)
Master Hand (Master Hand)
A Maxim Tomato appears after defeating Mewtwo.

Credits roll after completing Classic Mode. Completing it as Pikachu has Road to Viridian City - Pokémon Red / Pokémon Blue accompany the credits.

Character unlock tree[edit]

Pikachu's Classic Mode character unlock tree includes the following characters in order:

  1. Villager
  2. Shulk
  3. R.O.B.
  4. Mega Man
  5. Isabelle
  6. Mr. Game & Watch
  7. Pichu

Each character can be unlocked by clearing Pikachu's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light[edit]

Finding Pikachu in World of Light

Pikachu was among the fighters summoned to the cliffside to fight an army of Master Hands.

During the opening cutscene, Pikachu was present on the cliffside when Galeem unleashed his beams of light. While attempting to run away, Pikachu was noticed by Sonic, who slowed down for Pikachu in an attempt to save it. However, both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters, except for Kirby.

Pikachu can later be found stuck on an island that can only be accessed by falling into the current of a waterfall, then the player must confront the spirit of Esna before they can battle to awaken it.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
08
Pikachu SSBU.png
Pikachu
Attack
Attack
3,300 Pokémon Stadium (Ω form) Main Theme - Pokémon Red & Pokémon Blue (Melee)

Spirits[edit]

Pikachu's default fighter spirit can be obtained by completing 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.

Additionally, Pikachu makes an appearance in a few support spirits.

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
46
SSBU spirit Mouser.png
Mouser Super Mario Series Pikachu Pikachu (SSBU)
Grab
2,000 Mushroom Kingdom II (Battlefield form) •Item: Bob-omb •The enemy is easily distracted by items
•The enemy starts the battle with a Bob-omb
Boss Theme - Super Mario Bros. 2
73
SSBU spirit Honey Queen.png
Honey Queen Super Mario Series •Giant Pikachu Pikachu (SSBU) (140 HP)
Neutral
3,300 Mario Galaxy •Item: Beehive •Timed stamina battle (1:00)
•The enemy is giant
Gusty Garden Galaxy
160
SSBU spirit Zinger.png
Zinger Donkey Kong Series Pikachu Pikachu (SSBU)
Shield
1,800 The Great Cave Offensive (Ω form) •Item: Unira •The enemy's throwing-type items have increased power Stickerbush Symphony
308
from the game's files
Little Mouser Yoshi Series Pikachu Pikachu (SSBU)
Shield
1,700 Yoshi's Island •Item: Throwing Types •The enemy's throwing-type items have increased power
•The enemy has increased move speed
Flower Field
332
SSBU spirit Rick.png
Rick Kirby Series Pikachu Pikachu (SSBU)
Kirby Kirby (SSBU)
Grab
4,100 Green Greens •Hazard: Ice Floor •The floor is frozen
•The enemy starts the battle with a Fire Flower
•The enemy has increased move speed
Planet Popstar
349
SSBU spirit Moley.png
Moley Kirby Series •Giant Pikachu Pikachu (SSBU)
Grab
2,200 The Great Cave Offensive (Battlefield form) •Item: Pitfall •The enemy is giant Squeak Squad Theme
427
SSBU spirit Alolan Raichu.png
Alolan Raichu Pokémon Series Pikachu Pikachu (SSBU)
Attack
4,100 Tortimer Island (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•Only certain Pokémon will emerge from Poké Balls (Alolan Raichu)
Battle! (Trainer) - Pokémon Sun / Pokémon Moon
555
SSBU spirit Mimikyu.png
Mimikyu Pokémon Series Pikachu Pikachu (SSBU)
Grab
3,700 Luigi's Mansion •Sudden Damage •You take serious damage
•Only certain Pokémon will emerge from Poké Balls (Mimikyu)
Main Theme - Luigi's Mansion (Brawl)
556
SSBU spirit Tapu Koko.png
Tapu Koko Pokémon Series Pikachu Pikachu (SSBU)
Shield
9,600 Temple (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy's electric attacks have increased power
•Only certain Pokémon will emerge from Poké Balls (Tapu Koko)
Battle! (Island Kahuna)
562
SSBU spirit Detective Pikachu.png
Detective Pikachu Detective Pikachu Pikachu Team Pikachu (SSBU)×4
Neutral
4,100 Gamer (Book stacks layout, hazards off) N/A •Defeat the main fighter to win
•Timed battle (1:30)
Shop
881
SSBU spirit Elec Man.png
Elec Man Mega Man Series Pikachu Pikachu (SSBU) (140 HP)
Grab
4,400 Wily Castle (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy's electric attacks have increased power
Stamina battle
Guts Man Stage
1,046
Great Zapfish
Great Zapfish Splatoon Series •Giant Pikachu Pikachu (SSBU)
Shield
9,800 Prism Tower (Ω form) •Hazard: Zap Floor •The floor is electrified
•The enemy's electric attacks have increased power
•The enemy is giant
Splattack! (Remix)
1,198
wrestler
Reporter & Wrestler Rhythm Heaven Series North America
Rhythm Paradise Series PAL
Pikachu Pikachu (SSBU)
Shield
4,100 Boxing Ring (Battlefield form) •Assist Trophy Enemies (Yuri Kozukata)
•Easy to Launch
•You are easy to launch
•Hostile assist trophies will appear
Title Theme - Punch-Out!! (Wii) Wrestler
1,298
SSBU spirit Partner Pikachu.png
Partner Pikachu Pokémon Series Pikachu Pikachu (SSBU) (150 HP)
Mii Brawler Mii Brawler (SSBU) (Moveset 1113, SSB T-shirt) (100 HP)
Attack
8,000 Saffron City •Sudden Final Smash
•Item: Poké Ball
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy's electric attacks have increased power
Stamina battle
Main Theme - Pokémon Red & Pokémon Blue (Melee)
1,309
SSBU spirit Morgana.png
Morgana Persona Series Pikachu Pikachu (SSBU)
•Giant Incineroar Incineroar (SSBU)
Grab
11,500 Mementos (hazards off) •Hazard: Heavy Wind •Defeat the main fighter to win
•Dangerously high winds are in effect after a little while
•Reinforcements will appear during the battle
Last Surprise
1,371
SSBU spirit Morpeko.png
Morpeko Pokémon Series Pikachu Pikachu (SSBU)
Grab
2,000 Boxing Ring •Metal Shift
•Item: Food
•The enemy will occasionally turn metal
•The enemy's electric attacks have increased power
•The enemy favors special moves
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
1,426
SSBU spirit Olivia.png
Olivia Paper Mario Series Pikachu Pikachu (SSBU)
Mario Mario (SSBU)
•Tiny Bowser Bowser (SSBU)
Shield
3,700 Paper Mario •Defense ↑
•Attack Power ↑
•Item: Bob-omb
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
•The enemy favors air attacks
•Reinforcements will appear after an enemy is KO'd
Battle! - Paper Mario: Color Splash
1,468
SSBU spirit Palico.png
Palico MONSTER HUNTER Series Pikachu Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)
Shield
1,600 Distant Planet (Battlefield form) •Item: Pitfall •The enemy favors side tilt attacks
•The enemy is easily distracted by items
•The enemy starts the battle with a Bob-omb
Proof of a Hero ~ 4Version

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
295
SSBU spirit Gandrayda.png
Gandrayda Metroid Prime Series Dark Samus Dark Samus (SSBU)
Pikachu Pikachu (SSBU)
Attack
1,800 Frigate Orpheon N/A •Take your strongest team into this no-frills battle Multiplayer - Metroid Prime 2: Echoes Gandrayda's electric powers
340
SSBU spirit Kracko.png
Kracko Kirby Series King Dedede King Dedede (SSBU)
Pikachu Pikachu (SSBU)×2
Grab
3,500 Skyworld (clouds only) N/A •Defeat the main fighter to win Boss Theme Medley - Kirby Series Kracko's lightning attack, or various enemies summoned by Kracko (e.g. Waddle Doos)
482
SSBU spirit Raikou, Entei, & Suicune.png
Raikou, Entei, & Suicune Pokémon Series Greninja Greninja (SSBU)
Incineroar Incineroar (SSBU)
Pikachu Pikachu (SSBU)
Shield
9,900 Suzaku Castle •Hazard: Lava Floor •The floor is lava Pokémon Red / Pokémon Blue Medley Raikou
734
SSBU spirit Dribble & Spitz.png
Dribble & Spitz WarioWare Series Wario Wario (SSBU)
Pikachu Pikachu (SSBU)
Grab
4,000 Saffron City •Uncontrollable Speed •All fighters move faster and can't stop quickly after a little while
•The enemy favors side specials
WarioWare, Inc. Spitz
1,306
SSBU spirit Phantom Thieves of Hearts.png
Phantom Thieves of Hearts Persona Series Joker Joker (SSBU)
Pikachu Pikachu (SSBU)
Captain Falcon Captain Falcon (SSBU)
Zero Suit Samus Zero Suit Samus (SSBU)
Chrom Chrom (SSBU)
Sheik Sheik (SSBU)
Grab
13,300 Mementos (Haru Okumura background, hazards off) •Sudden Final Smash
•Item: Daybreak Parts
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•Reinforcements will appear during the battle
Wake Up, Get Up, Get Out There Morgana
1,334
SSBU spirit Great Sabrecub.png
Great Sabrecub DRAGON QUEST Series Pichu Pichu (SSBU) (60 HP)
•Giant Pikachu Pikachu (SSBU) (120 HP)
Attack
2,900 Gaur Plain (Ω form) •Item: Soccer Ball •Defeat the main fighter to win
Stamina battle
•The enemy shields often
Marching through the Fields Great Sabrecat
1,362
SSBU spirit Kyo Kusanagi.png
Kyo Kusanagi THE KING OF FIGHTERS Series Captain Falcon Captain Falcon (SSBU)
Pikachu Pikachu (SSBU)
Donkey Kong Donkey Kong (SSBU)
Attack
9,500 King of Fighters Stadium •Jump Power ↓ •The enemy's explosion and fire attacks have increased power
•Reinforcements will appear after an enemy is KO'd
•All fighters have reduced jump power
ESAKA!! - KOF 2002 UM Benimaru Nikaido

Alternate costumes[edit]

Palette swap (SSBU)
Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • This is the first time Pikachu was not the first Pokémon character to be explicitly announced for a new Smash title, with Mewtwo being confirmed before it.
  • Pikachu's pose in its official artwork resembles its 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 Link, Mario and Villager.
  • Pikachu's alternate costume featuring goggles has been removed and returned to 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 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).
    • Others include King Dedede (standing vs. dash & pivot) and 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.
  • 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. 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).

References[edit]

  1. ^ 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