Super Smash Bros. Ultimate

Pikachu (SSBU): Difference between revisions

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(Removed false and/or misleading claims about Pikachu's weaknesses. The article initially stated Quick Attack is unsafe on shield when it in fact crosses up shield while also stating they lack setups into KO moves even though Nair > U/Dsmash are safe and reliable kill confirms. It is also misleading to say Pikachu has a "notable disadvantage" against absorbing moves like Ness/Lucas Magnet because Thunder Jolt is mainly used to approach and close distance, so such moves don't invalidate Pikachu.)
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{{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
}}
}}
'''Pikachu''' ({{ja|ピカチュウ|Pikachū}}, ''Pikachu'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed on June 12th, 2018. Pikachu is classified as [[Fighter number|Fighter #08]].
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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As in ''[[Smash 4]]'', {{s|wikipedia|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 slightly above average falling speed and gravity and below-average airspeed. Due to its fast mobility, a good projectile in Thunder Jolt, good frame data and some of the fastest defensive options, Pikachu has a good approach and great neutral game.
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{{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 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 170%. It has a strong combo game, with moves such as up tilt, its aerial attacks and its throws that can start, extend or end combos reliably, and along with Thunder Jolt, that is good for pressuring the opponent.
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.
It also has a strong recovery: Skull Bash and Quick Attack both travel a long distance and the former does not leave it helpless, while the latter can be angled and Pikachu jolts twice, although it cannot be done in the same direction. This makes Pikachu's recovery one of the best in the game, as it is long-distanced and its Quick Attack can be unpredictable.


Pikachu's biggest strength, however, is its amazing air game and dominant edgeguarding game, with the latter being considered among the best of the cast: all of Pikachu's aerials can autocancel in a short hop and its neutral, forward, back and up aerials are fast, all of them except for the latter are multihits that can combo into each other, with their extremely low ending lag making them excellent for combos, edgeguarding, and potential zero-to-deaths, while down aerial can meteor smash in its first two active frames and is fast for its category, while up aerial is good for juggling. Pikachu's down aerial also is its only aerial with over 20 frames of ending lag. As a result, Pikachu has strong zero-to-death potential.
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 is not without weaknesses, however: it has poor range outside of forward smash and down tilt, with many attacks either having small hitboxes or the hitboxes are placed too close to its body, thus it fares poorly with characters with long disjointed range and many 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 raw 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 up and back throws are unfit for KOing until around 150% or above, and while Thunder is powerful, it's slow and has high ending lag.
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.


Overall, Pikachu's strengths outweigh its weaknesses and it is regularly considered a top-tier or even a contender for the best character in the game.
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]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
At the end of ''SSB4''{{'}}s metagame, Pikachu was considered a high tier character (ranked 15th out of 55 characters). In its transition to ''Ultimate'', Pikachu has been heavily buffed. All of its moveset's aspects were greatly improved during its transition, in addition to its moveset benefitting noticeably from the changes to gameplay mechanics.
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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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 acts similarly to {{SSBU|Mewtwo}}'s own and has much more combo potential; both [[forward aerial|forward]] and [[up aerial]]s have increased KO power, alleviating one of Pikachu's biggest weaknesses in ''SSB4''; [[back aerial]] [[auto-cancel]]s from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point it's able to perform a pseudo-[[Wall of Pain]] with the move; and [[down aerial]] now has a clean hitbox that [[meteor smash]]es opponents, further improving Pikachu's aerial KOing ability.
Pikachu's largest buffs arguably come from its improved speed: its already above-average mobility has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag; while the former and latter buffs are shared with the rest of the cast, they especially benefit Pikachu, the former due to its small size and the latter since its aerials had among the highest landing lag in ''SSB4''. These buffs improve Pikachu's neutral game and overall comboing capabilities; plus, due to its "pancaking" during many of their landing animations, allow it to avoid mistimed attacks with more ease and retaliate. To further complement this, its already great air game was enhanced as well: Pikachu has a new [[neutral aerial]] that hits multiple times and has much more combo potential; both its [[forward aerial|forward]] and [[up aerial]]s have increased KO power, alleviating one of Pikachu's biggest weaknesses in ''SSB4''; its [[back aerial]] [[auto-cancel]]s from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point that it is able to perform a pseudo-[[Wall of Pain]] with the move; and its [[down aerial]] now has a clean hitbox that [[meteor smash]]es opponents, further improving Pikachu's aerial KOing ability.


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


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


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


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


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


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


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


'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralname=Headbutt
|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]]. 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 and its jab lock follow-ups are poor.
|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%
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|ftiltdowndmg=8%
|ftiltdowndmg=8%
|ftiltdesc=An electrified double kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles [[semi-spike]]. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.
|ftiltdesc=An electrified double kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles [[semi-spike]]. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.
|utiltname=&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. It 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. It has good horizontal reach and very low ending lag, making it somewhat spammable. It can cause tripping 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 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.
|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, does minimal damage and knockback.
|usmashdesc=An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body and can be comboed into with falling nair. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, does minimal damage and knockback.
|dsmashname=Electric Flower
|dsmashname=Electric Flower ({{ja|ねずみはなび|Nezumi Hanabi}}, ''Mouse Fireworks'')
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|3}} (hit 6)
|dsmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-5), {{ChargedSmashDmgSSBU|3}} (hit 6)
|dsmashdesc=Charges its tail with electricity before spinning it around, shocking opponents. It has the least damage potential out of all its smash attacks, dealing only 13%. It KOs middleweights around 95% at the edge of Final Destination 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.
|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. It hits 4 times, with the final hit having weak knockback. One of Pikachu's most versatile tools; it is useful for breaking out of combos due to its very fast startup (frame 3) a generously low amount of ending lag (17 frames), it's notorious for its combo ability into itself or into other aerials until high percents and to drag down opponents for [[edgeguarding]] offstage, and can also combo into jab, up tilt, forward tilt, down tilt, grab, or even up smash due to its low ending lag. Like all of Pikachu's other aerials, it can [[autocancel]] in a [[short hop]].
|nairdesc=Poses while charging itself with electricity, shocking nearby opponents. It hits 4 times, with the final hit having weak knockback. It is one of Pikachu's most versatile tools; being useful for breaking out of combos due to its very fast startup (frame 3), and a generously low amount of ending lag (17 frames). It's notorious for its ability to be fastfalled to drag the opponent down and extend combos, and being a very quick out-of-shield option at frame 6. It can be fastfalled to combo into all of its tilts, grab, and both up and down smash due to its low ending lag. Like all of Pikachu's other aerials, it can [[autocancel]] in a [[short hop]].
|fairname=&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 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, thus having terrible range 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 aerial for [[SHFF]]ing. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can connect into a down aerial for meteor smashing or combo into other aerials.
|fairdesc=Spins forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, and extremely low ending lag (15 frames), the lowest of Pikachu's aerials, making it an effective [[spacing]] option, but has two very small looping hitboxes, which are very close to Pikachu's head and don't use the auto-link angle and, unlike Pichu's version, the hits don't always connect properly because they don't launch at the auto-link angle. The multiple hits and long duration make it an effective short hop aerial to pressure the opponent's shield and possibly shield poke. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to kill at high percents.
|bairname=Glider
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), 4% (landing)
|bairdmg={{ShortHopDmgSSBU|1}} (hits 1-5), {{ShortHopDmgSSBU|3.6}} (hit 6), 4% (landing)
|bairdesc=Spins around horizontally, 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. Not helping is its 18 frames of landing lag. To compensate, it is excellent for combos, and at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox.
|bairdesc=Spins around horizontally in a skydiver position, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 with a long active duration and very low ending lag (18 frames) and can hit all around Pikachu, but its below average knockback makes it unreliable for KOing until very high percentages and has poor range, only hitting opponents close to Pikachu. To compensate, it is a great combo starter and, at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox.
|uairname=&nbsp;
|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. Extremely fast, coming out on frame 4, with very low ending lag (19 frames) as it autocancels and is interruptible at frame 27. A solid combo starter, useful for juggling or 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), 4% (landing)
|dairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|12}} (late), 4% (landing)
|dairdesc=Points down and spins its head downwards, launching opponents. The clean hit lasts for two frames and is a powerful [[meteor smash]], while the late hit has good horizontal knockback. It has low ending lag with 22 frames of vulnerability, but it's the highest of Pikachu's aerials. 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. 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 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 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.
|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, as it KOs opponents at around 170%. 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 percents, allowing Pikachu to start chains. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight.
|dthrowdesc=Lays the opponent on the ground and performs a [[wikipedia:Professional wrestling throws#Senton|senton]]. A good combo starter comboing into every aerial from low to mid percents, allowing Pikachu to start combos. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Thunder Jolt
|nsname=Thunder Jolt
|nsdmg=6% (clean), 5% (mid), 4% (late), 4.8% (aerial)
|nsdmg=6% (clean), 5% (mid), 4% (late), 4.8% (aerial)
|nsdesc=Shoots a ball of electricity. A very useful projectile, as it deals good damage, moves quickly, and can be spammed. 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 pressure 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]]. It 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. It 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]]. 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 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 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 ending lag 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]]====
 
===Stats===
{{Attributes
| cast=89
| weight=79 | rweight=79-83
| dash=1.98 | rdash=30-35
| run=2.039 | rrun=20
| walk=1.302 | rwalk=13-14
| trac=0.132 | rtrac=4
| airfric=0.0075 | rairfric=67-75
| air=0.957 | rair=67
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.09 | raddaccel=7-10
| gravity=0.095 | rgravity=40
| fall=1.55 | rfall=53-56
| ff=2.48 | rff=51-54
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35.5 | rjumpheight=20
| shorthop=17.12 | rshorthop=27
| djump=35.5 | rdjump=29-31
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Pikachu English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
*Emerges from a [[Poké Ball]], then briefly discharges electricity around itself.
*Emerges from a [[Poké Ball]], then briefly discharges electricity around itself.
<gallery>
<gallery>
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</gallery>
</gallery>


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


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


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


==In competitive play==
==In [[competitive play]]==
Even prior to the game's release, Pikachu's buffs influenced players to rank it as one of the best characters in the game, with some claiming Pikachu was broken during the demo. Pikachu’s strong matchups across the vast majority of the cast enabled it to have a robust metagame, and could even fight back against potentially troubling matchups such as {{SSBU|Mr. Game and Watch}}, {{SSBU|Ness}} and {{SSBU|Mario}}. This perception became more evident with nerfs given in the game's early stages to Pichu, Wolf, Olimar, and Peach. Many top players such as {{Sm|MKLeo}} and {{Sm|Dabuz}} consider Pikachu to be either the best in the game or among one of the best characters overall.


Despite these claims and high reception from top players, Pikachu has a relatively small player base and less high placements in major tournaments compared to many other top-tiers, with ESAM being the only Pikachu player to have consistently high placements in national-level tournaments.
===Most historically significant players===
<!--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 -->


===Notable players===
''See also: [[:Category:Pikachu players (SSBU)]]''
<!--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 are generally not enough to warrant a spot.-->


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{Sm|Captain L|Canada}} - The second-best Pikachu player in the early metagame, ranking 50th on the [[Spring 2019 PGRU]] and placing 13th at {{Trn|Get On My Level 2019}} and 25th at {{Trn|MomoCon 2019}}, {{Trn|Smash 'N' Splash 5}}, and {{Trn|CEO 2019}}. He has since dropped Pikachu in favor of {{SSBU|Sheik}}.
*{{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.


''See also: [[:Category:Pikachu professionals (SSBU)]]''
===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.


====Active====
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}} and {{Sm|Raffi-X}}. 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]].
*{{Sm|Enki|France}} - The best Pikachu player in Europe. Placed 1st at {{Trn|DreamHack Tours 2019}} and 17th at {{Trn|Albion 4}}, {{Trn|Ultimate Fighting Arena 2019}}, and {{Trn|European SEL Clash}}. Ranked 19th on the [[French Power Rankings]].
*{{Sm|ESAM|USA}} (#14) - 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}}, 3rd at {{Trn|Glitch 8}}, 4th at {{Trn|GENESIS 7}}, 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}}.
*{{Sm|H4DS|USA}} - One of the best Pikachu players in the northwest. Placed 7th at {{Trn|Emerald City 8}}. Was ranked 6th on the [[Washington Power Rankings]] and the [[Oregon Power Rankings]]. He has taken sets over {{Sm|Myran}} and {{Sm|Comet}}.
*{{Sm|Homika|France}} - Uses Pikachu as a secondary. Placed 7th at {{Trn|Ultimate WANTED 2}} with mostly Pikachu.
*{{Sm|Kisa|Japan}} - Placed 17th at {{Trn|Sumabato SP 10}}, 25th at {{Trn|Maesuma TOP 1}}, and 33rd at {{Trn|EGS Cup 3}}. Has wins over {{Sm|Masashi}} and {{Sm|Shachi}}.
*{{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|Lalo|Mexico}} - The best Pikachu player in Mexico. Ranked 48th on the [[Mexican Power Rankings]]. Has wins over {{Sm|Chag}}, {{Sm|Javi}}, and {{Sm|Bernie}}.
*{{Sm|Lilian|USA}} - The best Pikachu player in the Midwest. Ranked 2nd on the [[Wisconsin Power Rankings]] for Spring 2020. Placed 17th at {{Trn|Frosty Faustings XII 2020}} and 25th at {{Trn|Smash Out 2019}}. Has wins over {{Sm|Comet}}, {{Sm|PowPow}}, and {{Sm|Super Dan}}.
*{{Sm|Mada|USA}} - One of the best Pikachu players in the northwest. Placed 17th at {{Trn|Crown}}, 33rd at {{Trn|Port Priority 5}}, and 65th at {{Trn|EVO 2019}}. Has wins over {{Sm|Z}}, {{Sm|Junior Z}}, and {{Sm|Vermanubis}}.
*{{Sm|Naginu|Japan}} - Placed 2nd at {{Trn|Kurobra 20}}, 9th at {{Trn|Waseda Festival 2019}} and 25th at {{Trn|Sumabato SP 9}}. Has wins over {{Sm|Kuroitsu}}, {{Sm|kisa}}, {{Sm|Nyanko}}.
*{{Sm|Neeroz|France}} - Placed 9th at {{Trn|4 Seasons Tournament: Winter 2020}}, 13th at {{Trn|Salty Arena Cup Ultimate 5}}, and 17th at {{Trn|Stunfest 2019}}.
*{{Sm|Renya|Japan}} - Placed 25th at {{Trn|Sumabato SP 9}}, 33rd at {{Trn|Umebura SP 5}}, and 49th at {{Trn|Umebura Japan Major 2019}}.
*{{Sm|ShinyMark|Guatemala}} - A Wi-Fi Warrior who is considered the best Pikachu player in Central America. Placed 1st at [https://smash.gg/tournament/ultimate-star-fight-1/details Ultimate Star Fight 1] and 2nd at {{Trn|No John's 21 @ Festival 1Up}}. Ranked 1st on the [[Guatemalan Power Rankings]]. Has wins over {{Sm|Yei}}, {{Sm|Luisfer}}, and {{Sm|AnDy}}.
*{{Sm|Shmu|Australia}} - One of the best Pikachu players in Australia. Ranked 3rd on the [[Sydney Power Rankings]]. Placed 1st at [https://smash.gg/tournament/star-forge-underground-11/event/ultimate-singles/overview Star Forge Underground #11] and [https://smash.gg/tournament/star-forge-underground-18-presented-by-couch-warriors-sydney/event/ultimate-singles/overview Star Forge Underground #18] and 9th at {{Trn|Phantom 2020}}. Has wins over {{Sm|Nurse}}, {{Sm|Purple~H}} and {{Sm|Ben Gold}}.
*{{Sm|Snixx|France}} - Placed 7th at {{Trn|4 Seasons Tournament: Winter 2020}}, 33rd at both {{Trn|Stunfest 2019}} and {{Trn|VCA 2019}}, and 49th at {{Trn|Syndicate 2019}}.
*{{Sm|Tachyon|USA}} - Placed 7th at both {{Trn|GatorLAN Spring 2020}} and {{Trn|Shell Shock}}, 17th at {{Trn|Tampa Never Sleeps 8}}, and 25th at {{Trn|CEO Dreamland 2020}}. Has wins over {{Sm|Synergy}} and {{Sm|iTheta}}.


====Inactive====
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|Captain L|Canada}} - Considered the best Pikachu player in Canada and one of the best in the world. Placed 7th at {{Trn|Battle of BC 3}} and 25th at {{Trn|MomoCon 2019}} with mostly Pikachu and had wins over {{Sm|Fatality}}, {{Sm|Mr E}}, and {{Sm|WaDi}}. Has since switched to Sheik.
 
*{{Sm|VoiD|USA}} (#38) - Placed 25th at {{Trn|Super Smash Con 2019}} and 49th at {{Trn|EVO 2019}} with Pikachu as one of his fighters, as well as having wins over {{Sm|Cyro}}, {{Sm|k9sbruce}}, and {{Sm|Eon}} with Pikachu before dropping the character.
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.


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


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


Additionally, Pikachu makes an appearance in a few support spirits.
Additionally, Pikachu makes an appearance in a few support spirits.
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
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|•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
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|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|[[mariowiki:Dribble and Spitz|Spitz]]
|[[mariowiki:Dribble & Spitz|Spitz]]
|-
|-
|1,306
|1,306
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|-
|-
|1,334
|1,334
|{{SpiritTableName|Great Sabrecub|customname=[[dragonquestwiki:Great sabrecub|Great Sabrecub]]|size=64}}
|{{SpiritTableName|Great Sabrecub|customname=Great Sabrecub|size=64}}
|''DRAGON QUEST'' Series
|''DRAGON QUEST'' Series
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP)
|•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Spiky}} (60 HP)<br>•Giant {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Female}} (120 HP)
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|•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
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</gallery>
</gallery>


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


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*Pikachu's pose in its official artwork resembles its [[bulbapedia:File:Spr_3r_025.png|front sprite]] in Generation III ''Pokémon'' games.
*Pikachu's pose in its official artwork resembles its [[bulbapedia:File:Spr_3r_025.png|front sprite]] in Generation III ''Pokémon'' games.
*In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case with {{SSBU|Link}}, {{SSBU|Mario}} and {{SSBU|Villager}}.
*In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case with {{SSBU|Link}}, {{SSBU|Mario}} and {{SSBU|Villager}}.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
**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 is the one of the few characters in the entire roster to have two different facial expressions when attempting different types of grabs and missing them, being its standing grab (a scared expression) vs. its dash & pivot grabs (a rather irritated expression).  
*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 {{SSBU|King Dedede}} (standing vs. dash & pivot) and {{SSBU|Squirtle}} (standing & dash vs. pivot)
**Others include {{SSBU|King Dedede}} (standing vs. dash & pivot) and {{SSBU|Squirtle}} (standing & dash vs. pivot)
*Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of the [[Original 12]] to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
*Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of the [[Original 12]] to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
*It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
*It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
*On the [[Sound Test]], Pikachu's voice clips are ordered differently from other non-DLC characters, as they all are ordered by the abbreviations of their internal codenames. {{SSBU|Roy}} shares a similar distinction, but with a few minor adjustments.
**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)| ]]
[[Category:Pikachu (SSBU)| ]]
[[Category:Pokémon (SSBU)]]
[[Category:Pokémon (SSBU)]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Pikachu (SSBU)]]
[[es:Pikachu (SSBU)]]

Latest revision as of 23:10, December 18, 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. Its shield size was also increased as a part of a near-universal buffs to shields.

While Pikachu does fare marginally better since the launch of Ultimate, the changes it received were very minor overall, and as a result, patch changes have not noticeably affected perceptions of Pikachu's viability as a powerful high-tier character.

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]

Sound.png This article could use additional or higher-quality audio files.
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 as Pikachu. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its Pikachu Libre outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

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

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