Super Smash Bros. Melee

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:''This article is about Pichu's appearance in [[Super Smash Bros. Melee]]. For other uses, see [[Pichu]]. Also, for information about the character of whom Pichu is a [[clone]], see [[Pikachu (SSBM)]].''
{{Disambig2|Pichu's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Pichu}}
{{Infobox Character
{{Infobox Character
|name         = Pichu
|name = Pichu
|image       = [[File:Pichu SSBM.jpg|Pichu]]
|image = [[File:Pichu SSBM.jpg]]
|symbol       = preBrawl
|symbol = preBrawl
|game         = Melee
|game=SSBM
|ssbgame1=SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = G
|tier = D
|ranking     = 25-26}}
|tierPAL = H
|ranking = 22
|rankingPAL = 26
}}
'''Pichu''' ({{ja|ピチュー|Pichū}}, ''Pichu'') is a [[Pokémon]] character in ''[[Super Smash Bros. Melee]]''. Pichu is the "baby" pre-evolution of {{SSBM|Pikachu}}, and in ''Melee'', Pichu has a nearly identical moveset, making it a [[clone]].


{{cquote|''Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit.''|quotecite=Description from Pichu's trophy.}}
Pichu is voiced by Satomi Kōrogi, who also voiced one of the {{s|bulbapedia|Pichu Brothers}} in the ''Pokémon'' anime.


'''Pichu''' (Japanese: {{ja|ピチュー}}, ''Pichū'') is a [[Pokémon]] character in ''[[Super Smash Bros. Melee]]''. It is unlocked by completing [[Event 37: Legendary Pokemon|Event Match 37: Legendary Pokémon]] or by playing 200 vs. matches. Pichu is the "baby" Pokémon of [[Pikachu]], and in Melee this is realized by him being a smaller, lighter, and faster [[clone]] of Pikachu.
Pichu is currently ranked 22nd in the D tier. Pichu has solid overall movement, complemented with some very quick attacks and an excellent neutral air, along with good [[chaingrab]]bing ability. However, all of Pichu's strengths are severely outweighed by its weaknesses. It has abysmal range and very poor endurance due to its light weight, and is unusually prone to chaingrabs itself despite its small size, due to the high amount of hitstun it sustains as a result of being the game's lightest character. It also takes [[recoil damage]] from its electric-based moves, including its own recovery move [[Agility]], further hampering its defensive game. As a result, Pichu suffers from abysmal matchups- with nearly the entire cast taking advantage of its fragility and poor range. Historically, Pichu was considered to have the worst matchup spread in the game, with no universally agreed upon winning matchups. However, its perception has mildly improved over time due to developments in the metagame- partially because its unexpectedly fast frame data was undervalued. Regardless, Pichu's survivability remains absolutely atrocious, drastically hampering the effectiveness of any metagame developments.


Pichu is currently ranked 25th/26th (lowest tied with Kirby) in the G tier due to the fact that it has poor range, most characters can easily chain throw it despite it being small and being the lightest character in the game, which is another huge flaw, and it takes damage from its own attacks. Pichu, however, is not completely worthless; it has a surprisingly good grab game, as well as a decent air game and a slew of powerful attacks. Regardless, Pichu suffers from abysmal matchups, and it has the highest amount of unwinnable matchups of any character in any ''Smash'' game, having a total of twelve. By comparison,  [[Kirby (SSBM)|Kirby]] has seven, [[Ganondorf (SSBB)|Ganondorf]] (who is the lowest on the tier list for ''Brawl'') has six, and [[Bowser (SSBM)|Bowser]], the second lowest on Melee's tier list, has five. Furthermore, Pichu has no advantageous matchups, with three being even (against [[Yoshi (SSBM)|Yoshi]], [[Kirby (SSBM)|Kirby]] and [[Bowser (SSBM)|Bowser]]).
Pichu has a rather high technical learning curve compared to many other low tier characters, frequently requiring particularly fast reaction time and taking advantage of small fringe benefits it has- such as being tied with [[Fox]] for having the best [[ledgedash]] GALINT ('''g'''rounded '''a'''ctionable '''l'''edge '''int'''angibility) in the game.


==Unlocking==
Although no longer considered a contender for the worst character competitively, Pichu was intended to be a sub-par character in general, with its trophy descriptions mentioning Pichu as "''top of the class in weakness''" and "''best suited for handicapped matches.''" This was confirmed in a development news update, shortly after the game's release.<ref>''[http://sourcegaming.info/2015/09/24/meleepichusite/ News Flash! Smash Bros. Dojo: Pichu]'' (translated 2015-09-24; [https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html original] posted 2001-12-11)</ref>
To unlock Pichu, players have to complete [[Event 37: Legendary Pokémon]] or take part in 200 VS. matches. Upon completing either criterion, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.
 
==How to unlock==
Pichu must be defeated in battle before it can be unlocked. There are two ways the player can encounter Pichu:
*One way is to complete [[Event 37: Legendary Pokémon]]. If the player fails to defeat Pichu, they can re-fight it by completing the event again.
*Another way is to play 200 VS. matches to completion. If the player fails to defeat Pichu, they can re-fight it by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Pichu can be fought.
Upon meeting either requirement, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.


==Attributes==
==Attributes==
[[File:Pichu.jpg|thumb|right|]]
{{competitive expertise|Most paragraphs contain partially correct information, and this section as a whole somewhat misprioritizes Pichu's drawbacks and strengths. A few comparisons to Pikachu need to be moved to the Differences from Pikachu section.}}
Pichu as a character falls under the archetype of being nimble, yet relatively weak; indeed, while slightly stronger than {{SSBM|Pikachu}} in some cases, it still has some aspects that are faster than Pikachu, such as higher acceleration and a slightly faster falling speed. Due to its high traction and average falling speed, Pichu has a rather short wavedash; low-lag, fast aerials also give Pichu a good SHFFL, identical to Pikachu.
Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power, making it surprisingly difficult to hit in the hands of a capable player. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs.
 
One of Pichu's main advantages is its perhaps surprising power. While its moveset generally consists of attacks that deal less knockback than its clone {{SSBM|Pikachu}} or most other characters in the cast, the few strong moves it possesses can be deadly if utilized properly. Pichu's smashes are all of short range, but all are unusually powerful; its up smash and forward smash contain incredible power, being able to KO characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frames. Pichu also has decent throws; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can chain throw fastfallers and tech chase characters respectively.
 
Pichu's best tool is its neutral aerial, becoming active in just three frames and has minimal landing lag, especially when L-canceled. This move serves as a viable [[approach]] option, can rack up respectable damage with long strings of just itself, and can create a pseudo-[[wall of pain]] if the player can complete a string of hits off-stage. Pichu's up aerial complements neutral aerial's utility, allowing it to juggle enemies into the air. Most of its other aerials are situational in use, but these two moves alone give Pichu quite a force in the air.
 
Pichu also boasts an excellent recovery. Its up special, [[Agility]], can travel in many different directions and cover very large distances; while Pikachu's [[Quick Attack]] is superior in speed and distance, Agility is still a solid recovery tool in its own right. Pichu's [[Skull Bash]] also further aids its horizontal recovery, with surprising power and distance when charged; at full power, it deals a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game.
 
A key weakness of Pichu is its poor range. All of its best and most powerful attacks are very close to its body, and it lacks a full set of tools to consistently approach enemies to make use of these moves, making it very difficult for Pichu to KO or even find any openings against its opponents (especially against characters with disjointed hitboxes). Its neutral aerial and [[Thunder Jolt]] projectile are among its only reliable options, making Pichu's overall [[neutral game]] play very predictable; the latter also inflicts [[recoil damage]] to it, making it unreliable long-term. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game, making it difficult for players to consistently take advantage of Pichu's decent throws. Many of Pichu's poorest matchups stem from it struggling to deal with some individual moves of characters (such as {{SSBM|Fox}}'s neutral air or a large portion of {{SSBM|Marth}}'s moveset) because it lacks tools that have enough range to counter the attacks.
 
Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or [[zero-death]], such as {{SSBM|Ganondorf}}'s chain throw) due to its abnormally high hitstun and average falling speed. These traits exacerbate Pichu's range issues; its problems in the neutral game are very reminiscent of Pikachu's, but Pichu is punished harder for losing exchanges by several orders of magnitude, making the risk-reward of its approaching heavily skewed against it in the vast majority of situations.
 
Finally, Pichu suffers from the infamous recoil damage it receives while using almost any move involving electrical hitboxes. Several of Pichu's moves, especially those that involve electricity, add at least one percent of damage to the user. For example, using both segments of Agility to recover adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, making this less of a problem at higher levels of play, the threat of recoil damage reduces the utility of its electric-based attacks, and there is no way for Pichu to avoid recoil when recovering. If players are not careful with balancing Pichu's electrical and non-electrical attacks, the recoil damage can add up quickly, which can be especially crippling to Pichu. With the lowest weight in the game (being lighter than ''Jigglypuff'') and average falling speed, Pichu's survivability is already among the worst in the game, even without recoil damage. Additionally, the extra damage taken also reduces how long it can utilize [[crouch cancel]]ling.
 
Overall, Pichu is a very poor character at all levels of play, with its advantages being thoroughly outweighed by its numerous deficiencies. While Pichu could potentially pose a threat to the opponent with its decent frame data, evasion, and chain grabs, its horrific survivability heavily counters any benefits over higher tiered characters. The vast majority of the ''Melee'' cast can outrange and out-punish Pichu in many instances. This is amplified by Pichu's need to sometimes win vastly more neutral interactions than the opponent to be victorious, owed to Pichu being easily comboed and knocked out at low percentiles. As such, Pichu is almost never seen at any level of play.
 
==Differences from {{SSBM|Pikachu}}==
{{incomplete|Missing a lot of differences in overview. A few references to Pikachu from the Attributes section need to be migrated here.}}
Pichu performs significantly worse than Pikachu, being largely outclassed in most areas by its counterpart. A key change is the added [[recoil damage]] on several of its moves, making such moves less rewarding to land and mildly punishing the user for choosing the option, regardless of whether or not it connects. Pichu is also smaller than Pichu, while also having a shield that protects its body more consistently than Pikachu's. Both traits culminate into a character that is significantly harder to hit than its evolved form- although its lighter weight counteracts these benefits.
 
Asides from some of Pichu's recovery options dealing recoil damage, the movement of Agility is slower and has no attack hitboxes unlike Pikachu's version. Pichu however has the ability to wall jump. With wall jumping being a rather situational option, this makes Pikachu's recovery superior.
 
One of the key differences across Pichu's moveset is the change of some single-hit moves to multi-hit, and vice versa. The greater presence of multi-hit moves in its moveset is mostly to Pichu's detriment, allowing opponent's to use directional influence to escape the remaining hits. Perhaps most notably, it makes Forward Smash largely unsafe on hit if the opponent is on stage, as the finisher can be escaped. Neutral aerial is the same hitbox wise as its counterpart. However, due to Pichu having significantly smaller damageable collision bubbles than Pikachu, and Pichu's version having three frames less landing lag, the move is vastly better than Pikachu's version. This is possibly the only monumental benefit Pichu has over Pikachu that doesn't come with a significant drawback.
 
Pichu's up aerial lacks a semi-spike hitbox, largely resulting in Pichu's inferiority to Pikachu in terms of [[edgeguard]]ing. Up aerial instead launches the opponent upward in a consistent manner, making it better for setting up a follow up attack. Regardless, this loss of an integral edgeguarding tool harms its off stage presence. This is significant as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top ''Melee'' characters at the highest levels of play. Due to this, Pichu tends to take stocks via Neutral aerial, with the move being reasonably strong and disjointed. This also as a result of the move being decent frame data wise, whilst not having the drawbacks that usually saddle his moveset (multi hitting attacks or recoil damage). However, as Pichu's neutral air is respectably challenging to contest with and is a solid finisher offstage, Pichu's edgeguarding ability is arguably average among the cast.
 
As a result of its major flaws, it is arguably the worst clone in the game, and overall one of the worst clones in the series.
 
====Aesthetics====
*{{change|Pichu's idle animations, taunt, and victory poses are all different from Pikachu's.}}


One of Pichu's main advantages is its perhaps surprising power. While its smashes and tilts are all of short range, all are unusually powerful considering Pichu's small frame. Its up smash and forward smash contain incredible power, possibly KOing characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frame. Pichu's [[Skull Bash]] also has surprising power and distance when charged; at full power, it almost guarantees a KO at many percentages, and it makes a good recovery option to boot.
====Attributes====
*{{buff|Pichu can [[wall jump]], aiding its recovery.}}
*{{nerf|All of Pichu's [[electric]]al attacks inflict [[recoil damage]].}}
*{{nerf|Pichu [[run]]s slower than Pikachu (1.8 → 1.72).}}
*{{nerf|Pichu's [[fast fall]] speed is lower (2.7 → 2.5).}}
*{{change|Pichu's [[traction]] is higher than Pikachu's (0.09 → 0.1). This makes it easier for Pichu to punish out of shield but it also gives Pichu a shorter [[wavedash]].}}
*{{nerf|Pichu is significantly [[Weight|lighter]] than Pikachu (80 → 55), giving it a much lower survivability.}}
*{{buff|Pichu's [[roll]]s go slightly further than Pikachu's.}}
*{{change|Pichu is slightly smaller than Pikachu, reducing its range and hurtbox.}}


Pichu also has a surprisingly good air and grab games. Pichu has plenty of options in the air, including an up air that can easily continue combos and other aerials that can easily deal damage. Pichu also has good grab game; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can potentially start chain throws.
====Ground attacks====
*{{nerf|Pichu's [[jab]], [[forward tilt|forward]] and [[down tilt]]s have shorter reach than Pikachu's.}}
*{{nerf|All three of Pichu's [[smash attack]]s deal less damage and have less reach than Pikachu's.}}
*[[Up tilt]]:
**{{buff|Up tilt becomes significantly more disjointed than Pikachu's from the fourth active frame onwards.}}
**{{nerf|It deals less damage (7%/6% → 6%) and has lower knockback (45 (base)/124 (scaling) → 25/120).}}
*[[Forward smash]]:
**{{nerf|Forward smash strikes multiple times instead of once, and can therefore be [[SDI]]'d out of before the final blow connects.}}
**{{nerf|It is a multi hitting move making it far less reliable than Pikachu's. It also deals less damage (21% (early), 19% (mid), 18% (late) → 2% (hits 1-5), 6% (hit 6), 14% (total)).}}
**{{change|The final hit has increased knockback values (25 (base)/92 (scaling) → 90/140). Combined with the lower damage value, this results in the move's knockback being more base-heavy, improving its KO potential near the horizontal blastline, while worsening its KO potential from further away.}}
**{{nerf|It causes recoil damage (2%).}}
*[[Up smash]]:
**{{change|Up smash is completely different; it hits the opponent with its head. Similar to {{SSBM|Mario}} and his clones.}}
**{{buff|Its sweetspot has a much larger hitbox than Pikachu's (2u/3.2u/4.8u → 5.6u).}}
**{{nerf|It has more startup lag with a shorter duration due to it lacking a late hit (frames 8-17 → 9-11). It also deals less damage than Pikachu's clean hit (19%/18%/17% → 16%) and knockback (40 (base)/110/100 (scaling) → (50/40)/105).}}
*[[Down smash]]:
**{{buff|Down smash is more reliable due to consisting of a single hit and it is a semi spike (70° → 160°, sending opponents behind it, like the first hit of Ganondorf's down smash), giving it edge-guarding ability, as long as Pichu is close to the edge while facing its opponent. It also has intangibility on frames 7-10 and it deals more damage than the final hit of Pikachu's down smash (3% → 13%)).}}
**{{change|It has one hit and it's non-electrical.}}
**{{nerf|Its different angle has removed its combo potential. It also deals slightly less damage than Pikachu's (13.83% → 13%).}}
**{{nerf|Despite dealing more damage than the final hit of Pikachu's down smash, it is significantly weaker than Pikachu's down smash, due to its lowered knockback values (70 (base)/170 (scaling) → 30/70).}}


Pichu can also easily manoeuvre around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power.
====Aerial attacks====
*[[Neutral aerial]]:
**{{buff|Neutral aerial has less landing lag (15 → 12).}}
*[[Forward aerial]]:
**{{buff|It has less landing lag (12 → 9).}}
**{{nerf|It causes recoil damage (4% (1% per hit)).}}
*[[Back aerial]]:
**{{nerf|Back aerial deals less damage (12%/9% → 9%).}}
**{{buff|It has significantly less landing lag (30 → 18).}}
*[[Up aerial]]:
**{{nerf|Up aerial has a consistent angle throughout the entire attack (80°/0°/120° → 80°), slightly improving its combo ability against fast-fallers, but entirely removing its gimping ability due to not being able to [[semi-spike]].}}
**{{nerf|It has slightly more start-up (frame 3 → 4).}}
***{{buff|However, its total duration remains unchanged, giving it less ending lag.}}
**{{buff|It has a slightly longer initial auto-cancel window (frames 1-2 → 1-3).}}
**{{buff|It has significantly less landing lag (26 → 18).}}
*[[Down aerial]]:
**{{buff|Down aerial has significantly less landing lag (40 → 26).}}
**{{nerf|It causes recoil damage (1% (aerial hitbox), 1% (landing), total: 2%).}}


Pichu's greatest flaw, however, is the recoil damage it gets from using almost any of its attacks involving electrical hitboxes. In almost all of Pichu's attacks, at least one percent of damage is directly inflicted onto it, and because of Pichu's light weight, it acts as an extreme detriment to its gameplay; for merely recovering, for instance, Pichu gains four percent directly. Due to Pichu's incredibly light weight (the lightest in the game), this can stack up quickly against Pichu, making it more and more vulnerable by merely attacking the foe. As such, Pichu players need to strike a balance between electric and non-electric attacks; Pichu, however, is reliant on electric attacks for most of its KO and comboing moves.
====Grabs and throws====
*{{buff|[[Grab]] range is slightly longer than Pikachu's, although it is still one of the shortest in the game.}}
*{{nerf|[[Pummel]] and [[forward throw]] cause recoil damage (1%).}}


Additionally, Pichu suffers from large range problems. All of its best and most powerful attacks are very close to its body, making it tough for Pichu to KO or inflict damage easily. Pichu, however, does have access to two projectiles ([[Thunder Jolt]] and [[Thunder]]), but both cause recoil damage and have little KO potential; Thunder Jolt, however, does force opponents into the air, but Thunder itself only attacks above Pichu. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game.
====Special moves====
*[[Thunder Jolt]]:
**{{nerf|Thunder Jolt causes recoil damage (1%).}}
*[[Skull Bash]]:
**{{buff|Skull Bash can be charged for a longer period of time, is more powerful when fully charged, and travels a longer distance than Pikachu's.}}
***{{buff|It deals much more damage when fully charged (29% → 39%).}}
**{{nerf|It has more ending lag than Pikachu's.}}
**{{nerf|It causes recoil damage (1%).}}
*[[Agility]]:
**{{nerf|Pichu's [[Agility]] is slower than Pikachu's [[Quick Attack]], cannot travel as far, and inflicts neither damage nor knockback.}}
**{{buff|It can go in more directions than Quick Attack.}}
**{{nerf|It causes recoil damage (1% (first zip), 3% (second zip), total: 4%).}}
*{{b|Thunder|Pokémon}}:
**{{nerf|Thunder's lightning bolt does less damage than Pikachu's and is a multi-hit move (hitting up to 4 times), allowing opponents to [[Smash DI]] out of the move.}}
**{{change|Its lightning bolt has a vertical knockback angle unlike Pikachu's (70° → 94°).}}
**{{nerf|Thunder's discharge causes recoil damage (3%).}}
**{{nerf|Thunder's discharge does significantly less damage (17% → 13%), and less base knockback (100 → 90). Combined these changes significantly hinders the discharge's KO potential.}}
**{{nerf|Thunder's discharge hitbox size was slightly reduced (3,000 → 2,800).}}


Pichu's defence game is also poor, with short tech rolls, rolling dodges, and a slow, short ledge roll, though its shield is rather large, making shield stabbing less of a problem for Pichu. Furthermore, Pichu is also quite vulnerable to combos, due to suffering from rather high hitstun.
==Moveset==
==Moveset==
====[[Ground attack]]s====
''For a gallery of Pichu's hitboxes, see [[Pichu (SSBM)/Hitboxes|here]].''
=====Normal=====
[[File:PichuAerialAttacksSSBM.png|thumb|Pichu's aerial attacks]]
*[[Neutral attack]]- Jabs its head forward, can chain into itself. Quite fast, can infinite against some characters on walls. 1-2% per jab.
{{MovesetTable
*[[Forward tilt]]- Shoves both of its feet forward. Low range and knockback, though a fast move. 8% damage.
|game=SSBM
*[[Up tilt]]- Swipes its tail in an arch above it. Very low range and somewhat slow, though sets up for aerial combos and follow ups. 6% damage.
|neutralcount=1
*[[Down tilt]]- Swipes its tail in front of it. Short ranged, but can act as a good method for spacing. 7% damage.
|neutralname=Headbutt ({{ja|ずつき|Zutsuki}})
*[[Dash attack]]- A basic dash attack, sticks its head out and trips mid-dash. 8% damage.
|neutral1dmg=2%
=====[[Smash attack]]s=====
|neutraldesc=Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls.
*[[Forward smash]]- Launches a short jolt of electricity from its cheeks. Very powerful finisher, kills at somewhat low %s. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Several hits that add up to 12% uncharged, 16% fully charged. Always has a 2% damage recoil regardless of charge time.
|ftiltname=Pichu Kick ({{ja|りょうあしげり|Ryo Ashi Geri}}, ''Double Foot Kick'')
*[[Up smash]]- Headbutts upwards, good finisher. 16% uncharged, 20% fully.
|ftiltangles=3
*[[Down smash]]- Quickly spins in place. It has more range than it appears and has invincibility frames, as well as powerful. 13% uncharged, 17% fully charged.
|ftiltupdmg=9%
|ftiltsidedmg=8%
|ftiltdowndmg=7%
|ftiltdesc=Plants itself on its upper paws and kicks both its feet forward. Low range and knockback, though a fast move. This attack can be angled up and down.
|utiltname=Tail Smack ({{ja|しっぽアタック|Shippo Atakku}}, ''Tail Attack'')
|utiltdmg=6%
|utiltdesc=Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups.
|dtiltname=Tail Sweep ({{ja|あしばらい|Ashibarai}}, ''Foot Sweep'')
|dtiltdmg=7%
|dtiltdesc=Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing.
|dashname=Running Headbutt ({{ja|ジャンプずつき|Janpu Zutsuki}}, ''Jump Headbutt'')
|dashdmg=8%
|dashdesc=Jumps and headbutts forward. It has noticeable endlag and can be unsafe on hit at lower percents.
|fsmashname=Thundershock ({{ja|ショートでんげき|Shōto Dengeki}}, ''Electrical Short'')
|fsmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-5), {{ChargedSmashDmgSSBM|6}} (hit 6), 2% recoil
|fsmashdesc=Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has [[Priority#Transcendent_priority|transcendent priority]].
|usmashname=Jumping Headbutt ({{ja|ヘッドバット|Heddobatto}}, ''Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBM|16}}
|usmashdesc=Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game.
|dsmashname=Spinning Mouse ({{ja|こうそくかいてん|Kōsoku Kaiten}}, ''Rapid Spinning'')
|dsmashdmg={{ChargedSmashDmgSSBM|13}}
|dsmashdesc=Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful.
|nairname=Pichu Roll ({{ja|ピチュースピン|Pichū Supin}}, ''Pichu Spin'')
|nairdmg=12% (clean), 9% (late)
|nairdesc=Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability.
|fairname=Electric Drill ({{ja|でんげきドリル|Dengeki Doriru}})
|fairdmg=2% (hits 1-4) with 1% recoil for every hitbox
|fairdesc=Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset.
|bairname=Glider ({{ja|グライダー|Guraidā}})
|bairdmg=9%
|bairdesc=Spins in a manner similar to its down smash. Relatively high ending and landing lag.
|uairname=Tail Chop ({{ja|しっぽはたき|Shippo Hitaki}})
|uairdmg=4%
|uairdesc=Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks [[semi-spike]] properties compared to {{SSBM|Pikachu}}'s.
|dairname=Electric Screw ({{ja|でんげきスクリュー|Dengeki Sukuryū}})
|dairdmg=12%, 4% (landing) (1% recoil for both the attack & landing)
|dairdesc=Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|pummelname=Electric Shock ({{ja|つかみでんきショック|Tsukami Denki Shokku}}, ''Grab Electric Shock'')
|pummeldmg=3% (pummel), 1% recoil
|pummeldesc=Zaps the opponent.
|fthrowname=Electrocution ({{ja|でんきなげ|Denki Nage}}, ''Electric Throw'')
|fthrowdmg=2% (hits 1-4), 2% (throw), 1% recoil
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. This throw hits multiple times and has low knockback. Oddly, this is Pichu's only throw that inflicts recoil, despite all of them dealing electrical damage.
|bthrowname=Submission ({{ja|じごくぐるま|Jigoku Gurama}}, ''Hell Wheel'')
|bthrowdmg=9%
|bthrowdesc=Does backwards somersaults with the opponent, then flings them behind itself.
|uthrowname=Electric Skull ({{ja|でんきトス|Denki Tosu}}, ''Electric Toss'')
|uthrowdmg=5% (hit 1), 5% (throw)
|uthrowdesc=Tosses foe up and headbutts them with electricity. Decent chaingrabbing ability, especially against fast fallers.
|dthrowname=Electric Slam ({{ja|でんきプレス|Denki Puresu}}, ''Electric Press'')
|dthrowdmg=5% (hit 1), 5% (throw)
|dthrowdesc=Places the opponent on the ground, then jumps on them.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Gets up and headbutts both sides of itself.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Gets up and kicks both sides of itself.
|edgefname=&nbsp;
|edgefdmg=8%
|edgefdesc=Quickly does a cartwheel and attacks with its foot.
|edgesname=&nbsp;
|edgesdmg=6%
|edgesdesc=Slowly gets up, then flicks its tail.
|nsname=Thunder Jolt
|nsdmg=7% (ground), 10% (aerial), 1% recoil
|nsdesc=Pichu's main [[projectile]]. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the [[edge]], and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to [[gimp]] certain recoveries.
|ssname=Skull Bash
|ssdmg=5-39%, 1% recoil
|ssdesc=Charges and, when the [[B button]] is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. On the ground, the attack has rather high lag and is easy to shield grab. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but takes longer to fully charge the move and suffers recoil damage.
|usname=Agility
|usdmg=0%, 1% (recoil warp 1), 3% (recoil warp 2)
|usdesc=Pichu's primary recovery move. Moves at warp speed in two directions that can be selected via the [[control stick]]. The main difference from Pikachu's [[Quick Attack]] is that Agility can be used in almost the same direction both times, but it deals no damage, moves slower, and inflicts recoil damage on Pichu.
|dsname=Thunder|dspage=Thunder (Pokémon)
|dsdmg=4% (bolt hits 1-4), 13% (blast), 3% recoil
|dsdesc=Shouts "PICHU!", then a large thunderbolt comes down on Pichu. The move in general is rather laggy. Hits multiple times and has greater vertical knockback, while Pikachu's Thunder hits once and has greater horizontal knockback. Pichu will suffer recoil damage only if the bolt hits Pichu. Has transcendent priority.
}}
 
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 55
|rweight = 26
|dash = 1.8
|rdash = 5-7
|run = 1.72
|rrun = 6
|walk = 1.24
|rwalk = 4-5
|trac = 0.1
|rtrac = 1-4
|airfric = 0.01
|rairfric = 15-20
|air = 0.85
|rair = 17-18
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.11
|rgravity = 8-11
|fall = 1.9
|rfall = 12-14
|ff = 2.5
|rff = 11-12
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 32.04
|rjumpheight = 13-14
|shorthop = 14
|rshorthop = 10-11
|djump = 29.44
|rdjump = 6-7
|ellag = 2
|rellag = 1
}}
 
'''PAL'''
{{Attributes
|cast = 26
|weight = 55
|rweight = 26
|dash = 1.8
|rdash = 5-7
|run = 1.72
|rrun = 6
|walk = 1.24
|rwalk = 4-5
|trac = 0.1
|rtrac = 1-4
|airfric = 0.01
|rairfric = 15-20
|air = 0.85
|rair = 15-17
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.11
|rgravity = 8-11
|fall = 1.9
|rfall = 12-14
|ff = 2.5
|rff = 11-12
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 32.04
|rjumpheight = 13-14
|shorthop = 14
|rshorthop = 10-11
|djump = 29.44
|rdjump = 6-7
|ellag = 2
|rellag = 1
}}
 
===[[Announcer]] call===
[[File: Pichu Announcer SSBM.wav]]
 
===[[Taunt]]s===
''Note: Just like {{SSBM|Captain Falcon}}, Pichu's taunt will be different depending on which side it is facing, but both taunts finish at the same time and have the same [[IASA]] frames, like Captain Falcon (as both of his taunts have 60 frames apiece).''
{{Taunt/SSBM
|char=Pichu
|desc-left=Jumps up and down four times, while saying "Pichu!"
|desc-right=Lies on the ground and squirms around, while saying "Pichu!"}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Jumps while looking side to side.
|desc-2=Leans slightly forward while looking side to side for a slightly longer duration, cheerfully twitching its ears while doing so.
|image-1=Pichu Idle Pose Melee 1.gif
|image-2=Pichu Idle Pose Melee 2.gif}}
 
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (International)
!Cheer (Japanese)
|-
! scope="row"|Cheer
|[[File:Pichu Cheer International SSBM.ogg|center]]||[[File:Pichu Cheer Japanese SSBM.ogg|center]]
|-
! scope="row"|Description
|Pi - chu! || Piiii - chu!
|}
 
===[[Victory pose]]s===
{{Victory/SSBM
|victory-theme=PokemonThemeMelee.ogg
|victory-desc=An excerpt from the main theme of ''Pokémon''.
|desc-1=Dances excitedly then jumps around three times in a circle.
|desc-2=Jumps up twice, then jump up high a third time while spinning and waves at the screen before landing.
|desc-3=Spins around twice on one foot, then jumps up twice while clapping both its feet.
|char=Pichu}}
 
==In [[competitive play]]==
===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 -->


=====Other attacks=====
:''See also: [[:Category:Pichu players (SSBM)]]''
*[[Ledge attack]]- Gets up and flips its tail. 8% damage.
*100% ledge attack- Slowly gets up and swipes its tail. 6% damage.
*[[Floor attack]]- Gets up and spins its tail around. 6% damage.


====[[Aerial attack]]s====
*{{Sm|Codeman|USA}} - Has taken sets off players such as {{Sm|Wes}}, {{Sm|MacD}}, {{Sm|Excel Zero}}, and {{Sm|Rikzz}}. Has also taken games off players such as {{Sm|n0ne}}, {{Sm|Panda|p=Florida}}, {{Sm|2saint}}, {{Sm|S2J}}, and {{Sm|Kalvar}}. Currently considered the best active solo main of the character, and among the very few to reach genuine competitive notability with the character. Placed 33rd at {{Trn|Wavelength 2024}}, 49th at {{Trn|Shine 2022}}, and 65th at {{Trn|Get On My Level 2018}} and {{Trn|Get On My Level X}}; the former is the best result of any [[major]] achieved by a Pichu player.
*[[Neutral aerial]]- Spins around, has a generous hitbox. 12% damage.
*[[Forward aerial]]- Jolts many electrical shocks from its cheeks. Around 7% damage if all hitboxes land. Has a 4% recoil damage regardless if the move hits or not.
*[[Back aerial]]- Flips to its rear many times, though only has one hitbox. Relatively high ending and landing lag. 9% damage.
*[[Up aerial]]- Flips up and thrusts its tail, sets up many combos on fast fallers. Lacks semi-spike properties. 4% damage.
*[[Down aerial]]- Releases many electrical shocks from its cheeks downward. Around 14% if all hits connect. 1% recoil damage to Pichu another one if it hits the ground.
====[[Grab]]s & [[throw]]s====
*[[Pummel]]- Zaps opponent with electricity. 2-3% damage per pummel. 1% recoil damage to Pichu per pummel.
*[[Forward throw]]- Puts foe on its back and zaps him or her. 9% damage to foe, 1% recoil damage to Pichu.
*[[Back throw]]- Does many rolls backwards and tosses foe. 9% damage. Does not suffer recoil, although the attack deals electricity.
*[[Up throw]]- Tosses foe up and headbutts them with electricity. 10% damage to foe and oddly no recoil damage to Pichu, even though the attack consists of electricity.
*[[Down throw]]- Launches foe to floor and zaps him or her. 10% damage to foe and, just like its Up Throw, no recoil damage whatsoever.


===[[Special move]]s===
===Tier placement and history===
{{Special Moves|char=Pichu|game=SSBM}}
Pichu was developed as an intentional joke character, and has historically been seen as such by the competitive ''Melee'' community. From the start, many noted that it was completely outclassed by {{SSBM|Pikachu}}, who was already considered a below-average character at the time. With its poor [[approach]] coupled with many attacks that damaged itself, including its own [[recovery]], as well as its terrible overall [[reach]], extremely light [[weight]], and difficulty in putting [[pressure]] on the opponent, many professionals doubted that Pichu could ever develop a deep metagame or gain any notable professional players. Because of this, Pichu has been almost never seen outside of sandbagging or low-tier exhibitions. Pichu's initial placements on each [[tier list]] reflected its stance, typically shifting between 25th and 26th for over a decade of ''Melee''{{'}}s lifespan, competing with characters such as {{SSBM|Bowser}}, {{SSBM|Kirby}}, and {{SSBM|Mewtwo}} for the lowest placement on the tier list, before placing 24th on the twelfth tier list in 2015.


==[[Matchup]]s==
While still considered to be an awful character and is nearly unused outside of [[sandbagging]], players began to recognize Pichu's strengths, namely its agility and decent set of normals. Several professionals, such as {{Sm|Mew2King}} and {{Sm|Armada}}, believe that while Pichu is still unviable, they believe that other characters, like {{SSBM|Kirby}}, {{SSBM|Zelda}}, and {{SSBM|Bowser}}, are even worse than it, [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ ranking it 19th] and [https://youtu.be/17n7Tcjrifg?t=264 22nd], respectively. Pikachu's rise in the competitive scene also helped Pichu's ascent out of the bottom tier, with players noting that Pichu shared a few of the tools that ultimately made Pikachu a viable pick. Despite Pichu's barren results, most players believed that the former was attributed to a different metagame and the latter has other bottom-tier characters that have also failed to achieve significant results.
{{SSBMMatchupTable|pichu=yes}}


==In Single Player Modes==
With its strengths being recognized better, it is currently ranked 22nd on the current tier list. While universally not considered a contender for the worst character in the game, Pichu is still widely considered to be a non-viable choice in the metagame with a terrible matchup spread, with its playerbase and results only marginally improving compared to the early metagame.


===In [[Classic Mode]]===
==In 1-P Mode==
In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside Kirby or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on [[Pokémon Stadium]], with its alternate music ''Battle Theme'' playing.
===In {{SSBM|Classic Mode}}===
In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside {{SSBM|Kirby}} or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on [[Pokémon Stadium]], with its alternate music ''Battle Theme'' playing; when fought with Kirby it will appear on [[Fountain of Dreams]] instead.


===In [[Adventure Mode]]===
===In [[Adventure Mode]]===
Line 84: Line 372:
===In [[Event Match]]es===
===In [[Event Match]]es===
Pichu appears in the following Event Matches:
Pichu appears in the following Event Matches:
*'''[[Event 48: Pikachu and Pichu]]''': In this match, the player must fight against a team of two Pichu and one Pikachu. The goal is for the player to KO the two Pichu in the shortest time possible; Pikachu has infinite stocks, while the player has two and the Pichu have one. The stage used is {{SSB|Dream Land}}, making the event the only one in the game to take place on a Past Stage.
*'''[[Event 49: All-Star Match Deluxe]]''': Pichu is the third opponent fought in this series of staged battles. The selected character battles it on the [[Pokémon Stadium]] stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.


*'''[[Event 48: Pikachu and Pichu]]''': In this match, the player must fight against a team of two Pichus and one Pikachu. The goal is for the player to KO the two Pichus in the shortest time possible; Pikachu has infinite lives, while the player has two and the Pichus have one. The stage used in [[Dream Land]], making the event the only one in the game to take place on a Past Stage.
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
*'''[[Event 49: All-Star Match Deluxe]]''': Pichu is the third opponent fought in this series of staged battles. The selected character battles him on the [[Pokémon Stadium]] stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Young Link}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.
 
===Ending images===
<center><gallery>
<center><gallery>
File:PichuClassicMode.jpg|Classic Mode.
PichuClassicMode.jpg|Classic Mode
File:PichuAdventureMode.jpg|Adventure Mode.
PichuAdventureMode.jpg|Adventure Mode
File:PichuAllStarMode.jpg|All-Star Mode.
PichuAllStarMode.jpg|All-Star Mode
</gallery></center>
</gallery></center>


==Trophy descriptions==
==[[Trophies]]==
In addition to the normal trophy about Pichu as a character, there are two trophies about it as a fighter, unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star Mode]]s respectively with Pichu on any difficulty:
In addition to the normal trophy about Pichu as a character unlocked by completing {{SSBM|Classic Mode}} as Pichu on any difficulty, there are two trophies about it as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Pichu on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Pichu:
:'''Pichu''' ''(Smash Red)''
 
:''Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.''
{{Trophy/Fighter
*B: [[Thunder Jolt]]
|name=Pichu
*Smash B: [[Skull Bash]]
|image=Pichu Trophy Melee.png
|mode=Classic
|desc=(1.0/1.01 NTSC) A baby Electric-type Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
:(1.02 NTSC/PAL) A Tiny Mouse Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
|gamelist={{Trophy games|game1=Pokémon Gold & Silver|release1=10/00}}
|game=Melee
}}
{{clrl}}


:'''Pichu''' ''(Smash Blue)''
{{Trophy/Fighter
:''Pichu is the lightest character in Super Smash Bros. Melee, and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.''
|name=Pichu
*Up & B: [[Agility]]
|image=Pichu Trophy (Smash).png
*Down & B: [[Thunder]]
|mode=Adventure
|desc=Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.
|gamelist=:B: Thunder Jolt
:Smash B: Skull Bash
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Pichu
|image=Pichu Trophy (Smash 2).png
|mode=All Star
|desc=Pichu is the lightest character in Super Smash Bros. Melee., and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.
|gamelist=:Up & B: Agility
:Down & B: Thunder
|game=Melee
}}
{{clrl}}
 
==[[Alternate costume (SSBM)#Pichu|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=4|[[File:Pichu Palette (SSBM).png]]
|-
|{{Head|Pichu|g=SSBM|s=25px}}
|{{Head|Pichu|g=SSBM|s=25px|cl=Red}}
|{{Head|Pichu|g=SSBM|s=25px|cl=Blue}}
|{{Head|Pichu|g=SSBM|s=25px|cl=Green}}
|}
 
==Gallery==
<center>
<gallery>
SSBMWebsitePichu1.jpg|[[Idle|Idling]] next to {{SSBM|Pikachu}} and {{SSBM|Kirby}} on [[Pokémon Stadium]].
SSBMWebsitePichu2.jpg|[[Dash]]ing away from {{SSBM|Fox}} and {{SSBM|Sheik}} on [[Corneria]].
SSBMWebsitePichu3.jpg|[[Crouching]] next to {{SSBM|Mario}} and {{SSBM|Luigi}} on [[Temple]].
Pichu Thunder.jpg|Using {{b|Thunder|Pokémon}} near {{SSBM|Yoshi}} on [[Onett]].
SSBMWebsitePichu5.jpg|Using its [[down aerial]] on Fox and {{SSBM|Captain Falcon}} on Temple.
SSBMWebsitePichu6.jpg|Multiple Pichus idling on [[Rainbow Cruise]].
</gallery>
</center>


==[[Palette swap (SSBM)#Pichu|Costumes]]==
[[File:Pichu Palette (SSBM).png|frame|center|Pichu's changeable clothing in ''SSBM'']]


==Trivia==
==Trivia==
*Pichu has two [[taunt]]s: when facing left, it will do a dance, when facing right, it will lie down. This feature is shared with [[Captain Falcon (SSBM)|Captain Falcon]].
*Pichu falls asleep when it crouches, though this is merely an animation and not an actual effect.
*When Pichu crouches, it falls asleep. This is clear because its eyes are closed and bubbles come out of its mouth, similar to when Jigglypuff uses its [[Rest]] attack, although Pichu will awake instantly when the player presses any other button.
*Pichu, along with {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}}, Young Link, and {{SSBM|Jigglypuff}}, are the only unlockable characters in ''Melee'' seen in the [[opening movie]].
*Other than ''Super Smash Bros. Melee'', or by using Volt Tackle, Pichu had never been hurt by using electrical attacks in other games, although they could faint from overuse of their electricity in animé, as seen in the [[bulbapedia:Pikachu Short|Pikachu Short]] that coincided with the third ''Pokémon'' movie.
*Pichu's neutral aerial significantly outclassing Pikachu's was likely unintentional. While it shares identical hitboxes, Pichu's version benefits from smaller collision bubbles and three frames less landing lag. It is possible that the move's range was intended to be reduced alongside the landing lag adjustment but was left unchanged, possibly due to time constraints.
*Pichu, along with [[Roy (SSBM)|Roy]] and [[Mr. Game & Watch (SSBM)|Mr. Game & Watch]], are the only characters in ''Melee'' to have an attack that can damage themselves.
*Pichu's textures are higher-resolution versions of its textures in ''{{iw|bulbapedia|Pokémon Stadium 2}}'', suggesting that the model from that game was used to make Pichu.
**{{SSBM|Kirby}} can also damage himself if he copies either Roy's or Pichu's moves.
 
*While Pichu can use both Skull Bash and Agility in ''Melee'', it couldn't learn either of these moves in the ''Pokémon'' games.
==References==
{{reflist}}


==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html Pichu's page at Smabura-Ken]
*[https://sourcegaming.info/2015/09/24/meleepichusite/ Translation]
*[http://www.smashboards.com/showthread.php?t=98282 Pichu Video List]
*[http://www.smashboards.com/showthread.php?t=98282 Pichu Video List]
*[http://www.smashboards.com/showthread.php?t=96978 Pichu Player List]
*[http://www.smashboards.com/showthread.php?t=96978 Pichu Player List]
*[https://smashboards.com/threads/a-guide-for-pichu-in-the-2019-meta.476773/ Pichu Guide for 2019]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Characters (SSBM)]]
[[Category:Pokémon (SSBM)]]
[[Category:Pichu (SSBM)| ]]
[[Category:Trophies (SSBM)]]
[[Category:Trophies (SSBM)]]
[[Category:Pokémon universe]]
[[es:Pichu (SSBM)]]

Latest revision as of 10:52, December 21, 2024

This article is about Pichu's appearance in Super Smash Bros. Melee. For the character in other contexts, see Pichu.
Pichu
in Super Smash Bros. Melee
Pichu SSBM.jpg
PokemonSymbol(preBrawl).svg
Universe Pokémon
Other playable appearance in Ultimate


Availability Unlockable
Tier D (22) (North America)
H (26) (Europe)
Pichu (SSBM)

Pichu (ピチュー, Pichu) is a Pokémon character in Super Smash Bros. Melee. Pichu is the "baby" pre-evolution of Pikachu, and in Melee, Pichu has a nearly identical moveset, making it a clone.

Pichu is voiced by Satomi Kōrogi, who also voiced one of the Pichu Brothers in the Pokémon anime.

Pichu is currently ranked 22nd in the D tier. Pichu has solid overall movement, complemented with some very quick attacks and an excellent neutral air, along with good chaingrabbing ability. However, all of Pichu's strengths are severely outweighed by its weaknesses. It has abysmal range and very poor endurance due to its light weight, and is unusually prone to chaingrabs itself despite its small size, due to the high amount of hitstun it sustains as a result of being the game's lightest character. It also takes recoil damage from its electric-based moves, including its own recovery move Agility, further hampering its defensive game. As a result, Pichu suffers from abysmal matchups- with nearly the entire cast taking advantage of its fragility and poor range. Historically, Pichu was considered to have the worst matchup spread in the game, with no universally agreed upon winning matchups. However, its perception has mildly improved over time due to developments in the metagame- partially because its unexpectedly fast frame data was undervalued. Regardless, Pichu's survivability remains absolutely atrocious, drastically hampering the effectiveness of any metagame developments.

Pichu has a rather high technical learning curve compared to many other low tier characters, frequently requiring particularly fast reaction time and taking advantage of small fringe benefits it has- such as being tied with Fox for having the best ledgedash GALINT (grounded actionable ledge intangibility) in the game.

Although no longer considered a contender for the worst character competitively, Pichu was intended to be a sub-par character in general, with its trophy descriptions mentioning Pichu as "top of the class in weakness" and "best suited for handicapped matches." This was confirmed in a development news update, shortly after the game's release.[1]

How to unlockEdit

Pichu must be defeated in battle before it can be unlocked. There are two ways the player can encounter Pichu:

  • One way is to complete Event 37: Legendary Pokémon. If the player fails to defeat Pichu, they can re-fight it by completing the event again.
  • Another way is to play 200 VS. matches to completion. If the player fails to defeat Pichu, they can re-fight it by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Pichu can be fought.

Upon meeting either requirement, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.

AttributesEdit

  This article or section may require competitive expertise.
The editor who added this tag elaborates: Most paragraphs contain partially correct information, and this section as a whole somewhat misprioritizes Pichu's drawbacks and strengths. A few comparisons to Pikachu need to be moved to the Differences from Pikachu section.
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Pichu, as a character, falls under the archetype of being nimble, yet relatively fragile. Due to its high traction and average falling speed, Pichu has a rather short wavedash; additionally, its quick and low-lag aerials also give Pichu a good SHFFL. As such, Pichu can easily maneuver around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power, making it surprisingly difficult to hit in the hands of a capable player. However, its poor endurance due to its very light weight ensures that opponents will not have to find too many openings against it to secure KOs.

One of Pichu's main advantages is its perhaps surprising power. While its moveset generally consists of attacks that deal less knockback than its clone Pikachu or most other characters in the cast, the few strong moves it possesses can be deadly if utilized properly. Pichu's smashes are all of short range, but all are unusually powerful; its up smash and forward smash contain incredible power, being able to KO characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frames. Pichu also has decent throws; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can chain throw fastfallers and tech chase characters respectively.

Pichu's best tool is its neutral aerial, becoming active in just three frames and has minimal landing lag, especially when L-canceled. This move serves as a viable approach option, can rack up respectable damage with long strings of just itself, and can create a pseudo-wall of pain if the player can complete a string of hits off-stage. Pichu's up aerial complements neutral aerial's utility, allowing it to juggle enemies into the air. Most of its other aerials are situational in use, but these two moves alone give Pichu quite a force in the air.

Pichu also boasts an excellent recovery. Its up special, Agility, can travel in many different directions and cover very large distances; while Pikachu's Quick Attack is superior in speed and distance, Agility is still a solid recovery tool in its own right. Pichu's Skull Bash also further aids its horizontal recovery, with surprising power and distance when charged; at full power, it deals a massive 39% damage and guarantees KOs at very low percentages. With Agility being able to seamlessly mix up edgeguarders, and Skull Bash's potential strength serving as a direct deterrent to attempted edgeguards, Pichu has one of the best recoveries in the game.

A key weakness of Pichu is its poor range. All of its best and most powerful attacks are very close to its body, and it lacks a full set of tools to consistently approach enemies to make use of these moves, making it very difficult for Pichu to KO or even find any openings against its opponents (especially against characters with disjointed hitboxes). Its neutral aerial and Thunder Jolt projectile are among its only reliable options, making Pichu's overall neutral game play very predictable; the latter also inflicts recoil damage to it, making it unreliable long-term. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game, making it difficult for players to consistently take advantage of Pichu's decent throws. Many of Pichu's poorest matchups stem from it struggling to deal with some individual moves of characters (such as Fox's neutral air or a large portion of Marth's moveset) because it lacks tools that have enough range to counter the attacks.

Pichu's defensive game is also notoriously poor. Although it has a rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore, despite being a lightweight, Pichu is also quite vulnerable to combos (some of which are either infinite or zero-death, such as Ganondorf's chain throw) due to its abnormally high hitstun and average falling speed. These traits exacerbate Pichu's range issues; its problems in the neutral game are very reminiscent of Pikachu's, but Pichu is punished harder for losing exchanges by several orders of magnitude, making the risk-reward of its approaching heavily skewed against it in the vast majority of situations.

Finally, Pichu suffers from the infamous recoil damage it receives while using almost any move involving electrical hitboxes. Several of Pichu's moves, especially those that involve electricity, add at least one percent of damage to the user. For example, using both segments of Agility to recover adds four percent to Pichu each time it is used. While most of Pichu's best moves do not use electricity, making this less of a problem at higher levels of play, the threat of recoil damage reduces the utility of its electric-based attacks, and there is no way for Pichu to avoid recoil when recovering. If players are not careful with balancing Pichu's electrical and non-electrical attacks, the recoil damage can add up quickly, which can be especially crippling to Pichu. With the lowest weight in the game (being lighter than Jigglypuff) and average falling speed, Pichu's survivability is already among the worst in the game, even without recoil damage. Additionally, the extra damage taken also reduces how long it can utilize crouch cancelling.

Overall, Pichu is a very poor character at all levels of play, with its advantages being thoroughly outweighed by its numerous deficiencies. While Pichu could potentially pose a threat to the opponent with its decent frame data, evasion, and chain grabs, its horrific survivability heavily counters any benefits over higher tiered characters. The vast majority of the Melee cast can outrange and out-punish Pichu in many instances. This is amplified by Pichu's need to sometimes win vastly more neutral interactions than the opponent to be victorious, owed to Pichu being easily comboed and knocked out at low percentiles. As such, Pichu is almost never seen at any level of play.

Differences from PikachuEdit

 

Pichu performs significantly worse than Pikachu, being largely outclassed in most areas by its counterpart. A key change is the added recoil damage on several of its moves, making such moves less rewarding to land and mildly punishing the user for choosing the option, regardless of whether or not it connects. Pichu is also smaller than Pichu, while also having a shield that protects its body more consistently than Pikachu's. Both traits culminate into a character that is significantly harder to hit than its evolved form- although its lighter weight counteracts these benefits.

Asides from some of Pichu's recovery options dealing recoil damage, the movement of Agility is slower and has no attack hitboxes unlike Pikachu's version. Pichu however has the ability to wall jump. With wall jumping being a rather situational option, this makes Pikachu's recovery superior.

One of the key differences across Pichu's moveset is the change of some single-hit moves to multi-hit, and vice versa. The greater presence of multi-hit moves in its moveset is mostly to Pichu's detriment, allowing opponent's to use directional influence to escape the remaining hits. Perhaps most notably, it makes Forward Smash largely unsafe on hit if the opponent is on stage, as the finisher can be escaped. Neutral aerial is the same hitbox wise as its counterpart. However, due to Pichu having significantly smaller damageable collision bubbles than Pikachu, and Pichu's version having three frames less landing lag, the move is vastly better than Pikachu's version. This is possibly the only monumental benefit Pichu has over Pikachu that doesn't come with a significant drawback.

Pichu's up aerial lacks a semi-spike hitbox, largely resulting in Pichu's inferiority to Pikachu in terms of edgeguarding. Up aerial instead launches the opponent upward in a consistent manner, making it better for setting up a follow up attack. Regardless, this loss of an integral edgeguarding tool harms its off stage presence. This is significant as edgeguarding is considered one of Pikachu's biggest strengths, and one of the main reasons that it can stand up to the top Melee characters at the highest levels of play. Due to this, Pichu tends to take stocks via Neutral aerial, with the move being reasonably strong and disjointed. This also as a result of the move being decent frame data wise, whilst not having the drawbacks that usually saddle his moveset (multi hitting attacks or recoil damage). However, as Pichu's neutral air is respectably challenging to contest with and is a solid finisher offstage, Pichu's edgeguarding ability is arguably average among the cast.

As a result of its major flaws, it is arguably the worst clone in the game, and overall one of the worst clones in the series.

AestheticsEdit

  •   Pichu's idle animations, taunt, and victory poses are all different from Pikachu's.

AttributesEdit

  •   Pichu can wall jump, aiding its recovery.
  •   All of Pichu's electrical attacks inflict recoil damage.
  •   Pichu runs slower than Pikachu (1.8 → 1.72).
  •   Pichu's fast fall speed is lower (2.7 → 2.5).
  •   Pichu's traction is higher than Pikachu's (0.09 → 0.1). This makes it easier for Pichu to punish out of shield but it also gives Pichu a shorter wavedash.
  •   Pichu is significantly lighter than Pikachu (80 → 55), giving it a much lower survivability.
  •   Pichu's rolls go slightly further than Pikachu's.
  •   Pichu is slightly smaller than Pikachu, reducing its range and hurtbox.

Ground attacksEdit

  •   Pichu's jab, forward and down tilts have shorter reach than Pikachu's.
  •   All three of Pichu's smash attacks deal less damage and have less reach than Pikachu's.
  • Up tilt:
    •   Up tilt becomes significantly more disjointed than Pikachu's from the fourth active frame onwards.
    •   It deals less damage (7%/6% → 6%) and has lower knockback (45 (base)/124 (scaling) → 25/120).
  • Forward smash:
    •   Forward smash strikes multiple times instead of once, and can therefore be SDI'd out of before the final blow connects.
    •   It is a multi hitting move making it far less reliable than Pikachu's. It also deals less damage (21% (early), 19% (mid), 18% (late) → 2% (hits 1-5), 6% (hit 6), 14% (total)).
    •   The final hit has increased knockback values (25 (base)/92 (scaling) → 90/140). Combined with the lower damage value, this results in the move's knockback being more base-heavy, improving its KO potential near the horizontal blastline, while worsening its KO potential from further away.
    •   It causes recoil damage (2%).
  • Up smash:
    •   Up smash is completely different; it hits the opponent with its head. Similar to Mario and his clones.
    •   Its sweetspot has a much larger hitbox than Pikachu's (2u/3.2u/4.8u → 5.6u).
    •   It has more startup lag with a shorter duration due to it lacking a late hit (frames 8-17 → 9-11). It also deals less damage than Pikachu's clean hit (19%/18%/17% → 16%) and knockback (40 (base)/110/100 (scaling) → (50/40)/105).
  • Down smash:
    •   Down smash is more reliable due to consisting of a single hit and it is a semi spike (70° → 160°, sending opponents behind it, like the first hit of Ganondorf's down smash), giving it edge-guarding ability, as long as Pichu is close to the edge while facing its opponent. It also has intangibility on frames 7-10 and it deals more damage than the final hit of Pikachu's down smash (3% → 13%)).
    •   It has one hit and it's non-electrical.
    •   Its different angle has removed its combo potential. It also deals slightly less damage than Pikachu's (13.83% → 13%).
    •   Despite dealing more damage than the final hit of Pikachu's down smash, it is significantly weaker than Pikachu's down smash, due to its lowered knockback values (70 (base)/170 (scaling) → 30/70).

Aerial attacksEdit

  • Neutral aerial:
    •   Neutral aerial has less landing lag (15 → 12).
  • Forward aerial:
    •   It has less landing lag (12 → 9).
    •   It causes recoil damage (4% (1% per hit)).
  • Back aerial:
    •   Back aerial deals less damage (12%/9% → 9%).
    •   It has significantly less landing lag (30 → 18).
  • Up aerial:
    •   Up aerial has a consistent angle throughout the entire attack (80°/0°/120° → 80°), slightly improving its combo ability against fast-fallers, but entirely removing its gimping ability due to not being able to semi-spike.
    •   It has slightly more start-up (frame 3 → 4).
      •   However, its total duration remains unchanged, giving it less ending lag.
    •   It has a slightly longer initial auto-cancel window (frames 1-2 → 1-3).
    •   It has significantly less landing lag (26 → 18).
  • Down aerial:
    •   Down aerial has significantly less landing lag (40 → 26).
    •   It causes recoil damage (1% (aerial hitbox), 1% (landing), total: 2%).

Grabs and throwsEdit

  •   Grab range is slightly longer than Pikachu's, although it is still one of the shortest in the game.
  •   Pummel and forward throw cause recoil damage (1%).

Special movesEdit

  • Thunder Jolt:
    •   Thunder Jolt causes recoil damage (1%).
  • Skull Bash:
    •   Skull Bash can be charged for a longer period of time, is more powerful when fully charged, and travels a longer distance than Pikachu's.
      •   It deals much more damage when fully charged (29% → 39%).
    •   It has more ending lag than Pikachu's.
    •   It causes recoil damage (1%).
  • Agility:
    •   Pichu's Agility is slower than Pikachu's Quick Attack, cannot travel as far, and inflicts neither damage nor knockback.
    •   It can go in more directions than Quick Attack.
    •   It causes recoil damage (1% (first zip), 3% (second zip), total: 4%).
  • Thunder:
    •   Thunder's lightning bolt does less damage than Pikachu's and is a multi-hit move (hitting up to 4 times), allowing opponents to Smash DI out of the move.
    •   Its lightning bolt has a vertical knockback angle unlike Pikachu's (70° → 94°).
    •   Thunder's discharge causes recoil damage (3%).
    •   Thunder's discharge does significantly less damage (17% → 13%), and less base knockback (100 → 90). Combined these changes significantly hinders the discharge's KO potential.
    •   Thunder's discharge hitbox size was slightly reduced (3,000 → 2,800).

MovesetEdit

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

 
Pichu's aerial attacks
  Name Damage Description
Neutral attack Headbutt (ずつき) 2% Does an extremely quick headbutt. Can easily chain into itself, and even infinite against some characters on walls.
Forward tilt Pichu Kick (りょうあしげり, Double Foot Kick) 9% Plants itself on its upper paws and kicks both its feet forward. Low range and knockback, though a fast move. This attack can be angled up and down.
8%
7%
Up tilt Tail Smack (しっぽアタック, Tail Attack) 6% Swipes its tail above its body in an arc. Very low range and somewhat slow, though sets up for aerial combos and follow ups.
Down tilt Tail Sweep (あしばらい, Foot Sweep) 7% Swipes its tail in front of itself. Short ranged, but can act as a good method for spacing.
Dash attack Running Headbutt (ジャンプずつき, Jump Headbutt) 8% Jumps and headbutts forward. It has noticeable endlag and can be unsafe on hit at lower percents.
Forward smash Thundershock (ショートでんげき, Electrical Short) 2% (hits 1-5), 6% (hit 6), 2% recoil Launches a short jolt of electricity from its cheeks. Very powerful finisher, KOs at relatively low percentages. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Has transcendent priority.
Up smash Jumping Headbutt (ヘッドバット, Headbutt) 16% Headbutts upwards similar to Mario's up smash, except that Pichu's head has no intangibility frames. One of his best finishers and one of the strongest up smashes in the game.
Down smash Spinning Mouse (こうそくかいてん, Rapid Spinning) 13% Quickly spins in place. It has more range than it appears and has some invincibility frames at the beginning of the move, as well as being powerful.
Neutral aerial Pichu Roll (ピチュースピン, Pichu Spin) 12% (clean), 9% (late) Curls up in a ball and does somersaults in the air. Notorious for effectively comboing into itself at almost any percent. One of the best neutral airs overall for its speed and combo ability.
Forward aerial Electric Drill (でんげきドリル) 2% (hits 1-4) with 1% recoil for every hitbox Does a barrel roll in the air, emitting sparks. Hits multiple times with minimal damage. Tied with Agility for the most recoil damage in Pichu's moveset.
Back aerial Glider (グライダー) 9% Spins in a manner similar to its down smash. Relatively high ending and landing lag.
Up aerial Tail Chop (しっぽはたき) 4% Swiftly swings its tail above itself in an arc. Can set up many combos on fast fallers. Lacks semi-spike properties compared to Pikachu's.
Down aerial Electric Screw (でんげきスクリュー) 12%, 4% (landing) (1% recoil for both the attack & landing) Does a barrel roll, like its forward aerial, except that it is facing downwards. Creates a small shockwave that hurts nearby opponents when Pichu lands during the attack.
Grab Grab (つかみ)
Pummel Electric Shock (つかみでんきショック, Grab Electric Shock) 3% (pummel), 1% recoil Zaps the opponent.
Forward throw Electrocution (でんきなげ, Electric Throw) 2% (hits 1-4), 2% (throw), 1% recoil Places the opponent on its back and shocks them, sending them forward. This throw hits multiple times and has low knockback. Oddly, this is Pichu's only throw that inflicts recoil, despite all of them dealing electrical damage.
Back throw Submission (じごくぐるま, Hell Wheel) 9% Does backwards somersaults with the opponent, then flings them behind itself.
Up throw Electric Skull (でんきトス, Electric Toss) 5% (hit 1), 5% (throw) Tosses foe up and headbutts them with electricity. Decent chaingrabbing ability, especially against fast fallers.
Down throw Electric Slam (でんきプレス, Electric Press) 5% (hit 1), 5% (throw) Places the opponent on the ground, then jumps on them.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and headbutts both sides of itself.
Floor attack (back)
Floor getups (back)
  6% Gets up and kicks both sides of itself.
Edge attack (fast)
Edge getups (fast)
  8% Quickly does a cartwheel and attacks with its foot.
Edge attack (slow)
Edge getups (slow)
  6% Slowly gets up, then flicks its tail.
Neutral special Thunder Jolt 7% (ground), 10% (aerial), 1% recoil Pichu's main projectile. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to gimp certain recoveries.
Side special Skull Bash 5-39%, 1% recoil Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. On the ground, the attack has rather high lag and is easy to shield grab. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but takes longer to fully charge the move and suffers recoil damage.
Up special Agility 0%, 1% (recoil warp 1), 3% (recoil warp 2) Pichu's primary recovery move. Moves at warp speed in two directions that can be selected via the control stick. The main difference from Pikachu's Quick Attack is that Agility can be used in almost the same direction both times, but it deals no damage, moves slower, and inflicts recoil damage on Pichu.
Down special Thunder 4% (bolt hits 1-4), 13% (blast), 3% recoil Shouts "PICHU!", then a large thunderbolt comes down on Pichu. The move in general is rather laggy. Hits multiple times and has greater vertical knockback, while Pikachu's Thunder hits once and has greater horizontal knockback. Pichu will suffer recoil damage only if the bolt hits Pichu. Has transcendent priority.

StatsEdit

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 55 1.8 – Initial dash
1.72 – Run
1.24 0.1 0.01 0.85 0.02 – Base
0.03 – Additional
0.11 1.9 – Base
2.5Fast-fall
3 32.04 - Base
14 - Short hop
29.44 2

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 55 1.8 – Initial dash
1.72 – Run
1.24 0.1 0.01 0.85 0.02 – Base
0.03 – Additional
0.11 1.9 – Base
2.5Fast-fall
3 32.04 - Base
14 - Short hop
29.44 2

Announcer callEdit

TauntsEdit

Note: Just like Captain Falcon, Pichu's taunt will be different depending on which side it is facing, but both taunts finish at the same time and have the same IASA frames, like Captain Falcon (as both of his taunts have 60 frames apiece).

  • Left: Jumps up and down four times, while saying "Pichu!"
  • Right: Lies on the ground and squirms around, while saying "Pichu!"
Left taunt Right taunt
   

Idle posesEdit

  • Jumps while looking side to side.
  • Leans slightly forward while looking side to side for a slightly longer duration, cheerfully twitching its ears while doing so.
   

Crowd cheerEdit

Cheer (International) Cheer (Japanese)
Cheer
Description Pi - chu! Piiii - chu!

Victory posesEdit

An excerpt from the main theme of Pokémon.
  • Dances excitedly then jumps around three times in a circle.
  • Jumps up twice, then jump up high a third time while spinning and waves at the screen before landing.
  • Spins around twice on one foot, then jumps up twice while clapping both its feet.
     

In competitive playEdit

Most historically significant playersEdit

See also: Category:Pichu players (SSBM)

Tier placement and historyEdit

Pichu was developed as an intentional joke character, and has historically been seen as such by the competitive Melee community. From the start, many noted that it was completely outclassed by Pikachu, who was already considered a below-average character at the time. With its poor approach coupled with many attacks that damaged itself, including its own recovery, as well as its terrible overall reach, extremely light weight, and difficulty in putting pressure on the opponent, many professionals doubted that Pichu could ever develop a deep metagame or gain any notable professional players. Because of this, Pichu has been almost never seen outside of sandbagging or low-tier exhibitions. Pichu's initial placements on each tier list reflected its stance, typically shifting between 25th and 26th for over a decade of Melee's lifespan, competing with characters such as Bowser, Kirby, and Mewtwo for the lowest placement on the tier list, before placing 24th on the twelfth tier list in 2015.

While still considered to be an awful character and is nearly unused outside of sandbagging, players began to recognize Pichu's strengths, namely its agility and decent set of normals. Several professionals, such as Mew2King and Armada, believe that while Pichu is still unviable, they believe that other characters, like Kirby, Zelda, and Bowser, are even worse than it, ranking it 19th and 22nd, respectively. Pikachu's rise in the competitive scene also helped Pichu's ascent out of the bottom tier, with players noting that Pichu shared a few of the tools that ultimately made Pikachu a viable pick. Despite Pichu's barren results, most players believed that the former was attributed to a different metagame and the latter has other bottom-tier characters that have also failed to achieve significant results.

With its strengths being recognized better, it is currently ranked 22nd on the current tier list. While universally not considered a contender for the worst character in the game, Pichu is still widely considered to be a non-viable choice in the metagame with a terrible matchup spread, with its playerbase and results only marginally improving compared to the early metagame.

In 1-P ModeEdit

In Classic ModeEdit

In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside Kirby or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on Pokémon Stadium, with its alternate music Battle Theme playing; when fought with Kirby it will appear on Fountain of Dreams instead.

In Adventure ModeEdit

In Adventure Mode, Pichu can appear in Stage 7 on Pokémon Stadium, appearing alongside a team consisting of Pikachu and, if unlocked, Jigglypuff. Pichu's theme, Battle Theme can also play on the stage.

In All-Star ModeEdit

In All-Star Mode, Pichu and its allies are fought on Fourside. Unlike normal gameplay, however, Battle Theme plays here.

In Event MatchesEdit

Pichu appears in the following Event Matches:

  • Event 48: Pikachu and Pichu: In this match, the player must fight against a team of two Pichu and one Pikachu. The goal is for the player to KO the two Pichu in the shortest time possible; Pikachu has infinite stocks, while the player has two and the Pichu have one. The stage used is Dream Land, making the event the only one in the game to take place on a Past Stage.
  • Event 49: All-Star Match Deluxe: Pichu is the third opponent fought in this series of staged battles. The selected character battles it on the Pokémon Stadium stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: Dr. Mario, Falco, Young Link, Roy and Ganondorf.

Congratulations ScreensEdit

TrophiesEdit

In addition to the normal trophy about Pichu as a character unlocked by completing Classic Mode as Pichu on any difficulty, there are two trophies about it as a fighter, unlocked by completing Adventure Mode and All-Star Mode respectively as Pichu on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Pichu:

 
Classic Mode trophy
Pichu
(1.0/1.01 NTSC) A baby Electric-type Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
(1.02 NTSC/PAL) A Tiny Mouse Pokémon identifiable by its big ears, Pichu evolves into Pikachu. It's not very skilled at storing up electrical energy and will sometimes discharge it if jarred. Although it's small, it has enough electrical power to give even an adult quite a shock. It's often startled by its own power.
Pokémon Gold & Silver (10/00)
 
Adventure Mode SMASH trophy
Pichu SMASH
Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.
B: Thunder Jolt
Smash B: Skull Bash
 
All-Star Mode SMASH trophy
Pichu SMASH
Pichu is the lightest character in Super Smash Bros. Melee., and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.
Up & B: Agility
Down & B: Thunder

Alternate costumesEdit

 
       

GalleryEdit


TriviaEdit

  • Pichu falls asleep when it crouches, though this is merely an animation and not an actual effect.
  • Pichu, along with Ganondorf, Mewtwo, Young Link, and Jigglypuff, are the only unlockable characters in Melee seen in the opening movie.
  • Pichu's neutral aerial significantly outclassing Pikachu's was likely unintentional. While it shares identical hitboxes, Pichu's version benefits from smaller collision bubbles and three frames less landing lag. It is possible that the move's range was intended to be reduced alongside the landing lag adjustment but was left unchanged, possibly due to time constraints.
  • Pichu's textures are higher-resolution versions of its textures in Pokémon Stadium 2, suggesting that the model from that game was used to make Pichu.

ReferencesEdit

  1. ^ News Flash! Smash Bros. Dojo: Pichu (translated 2015-09-24; original posted 2001-12-11)

External linksEdit