Pikachu (SSBM): Difference between revisions

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*{{nerf|Pikachu walks slower (0.42 → 1.24).}}
*{{nerf|Pikachu walks slower (0.42 → 1.24).}}
*{{change|Pikachu's [[short hop]] is lower.}}
*{{change|Pikachu's [[short hop]] is lower.}}
*{{buff|Forward [[roll]] has less ending lag (frame 36 → 32).}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Neutral attack has less ending lag (frame 34 → 22) and can now be reset.}}
*{{buff|Neutral attack has less ending lag (frame 34 → 22) and can now be reset.}}
*{{nerf|Neutral attack has a shorter duration (frames 2-5 → 2-3). Additionally, Pikachu can no longer cancel neutral attack into grab.}}
*{{nerf|Neutral attack has a shorter duration (frames 2-5 → 2-3). Additionally, Pikachu can no longer cancel neutral attack into grab.}}
*{{nerf|Forward tilt (11%/10%/9% → 9%/8%/7%), up tilt (11% → 7%/6%) and down tilt (12% → 7%) deal less damage.}}
*{{nerf|Forward tilt (11%/10%/9% → 9%/8%/7%), up tilt (11% → 7%/6%) and down tilt (12% → 7%) deal less damage without full compensation on their knockback.}}
*{{buff|Up tilt has less ending lag (frame 26 → 24).}}
*{{buff|Up tilt has less ending lag (frame 26 → 24).}}
*{{nerf|Up tilt has more startup lag and a shorter duration (frames 5-14 → 7-14). It is harder to combo from due to its increased knockback (10 (base), 100 (scaling) → 40/124), altered angle (87° → 96°/88°) decreased hitstun and cannot chain into itself nearly as reliably. Its hitbox is also slightly less [[disjointed]], hindering its range.}}
*{{nerf|Up tilt has more startup lag and a shorter duration (frames 5-14 → 7-14). It is harder to combo from due to its increased knockback (10 (base), 100 (scaling) → 40/124), altered angle (87° → 96°/88°) decreased hitstun and cannot chain into itself nearly as reliably. Its hitbox is also slightly less [[disjointed]], hindering its range.}}
*{{buff|Down tilt has less ending lag (frame 26 → 19).}}
*{{buff|Down tilt has less ending lag (frame 26 → 19).}}
*{{nerf|Down tilt has more startup lag and a shorter duration (frames 6-13 → 7-9).}}
*{{nerf|Down tilt has more startup lag and a shorter duration (frames 6-13 → 7-9). It is overall a less effective edgeguarding tool due to its lower damage.}}
*{{buff|Dash attack has less ending lag (frame 58 → 50).}}
*{{buff|Dash attack has less ending lag (frame 58 → 50).}}
*{{nerf|Dash attack has a shorter duration (frames 5-19 → 5-16) and deals less damage (12% → 8%).}}
*{{nerf|Dash attack has a shorter duration (frames 5-19 → 5-16) and deals less damage (12% → 8%).}}
*{{buff|Forward and up smashes deal much higher damage and knockback, improving their KO potential, with the latter now being the strongest Up-smash in the game}}
*{{buff|Forward and up smashes deal much higher damage and knockback, improving their KO potential, with the latter now being the strongest Up-smash in the game}}
*{{change|Up Smashes clean hit no longer does consistent damage (18% → 19%/18%/17%). Forward smash also does not deal consistent damage throughout the whole move (18% → 21%/19%/18%).}}
*{{change|Up Smash's clean hit no longer does consistent damage (18% → 19%/18%/17%). Forward smash also does not deal consistent damage throughout the whole move (18% → 21%/19%/18%).}}
*{{buff|Forward smash has less startup (frame 21 → 16) and ending lag (frame 62 → 50).}}
*{{buff|Forward smash has less startup (frame 21 → 16) and ending lag (frame 62 → 50).}}
*{{nerf|Forward smash has a much shorter duration (frames 21-42 → 16-23).}}
*{{nerf|Forward smash has a much shorter duration (frames 21-42 → 16-23) and deals less knockback (20 (base), 100 (scaling) → 25/92 (clean), 25/(95/90) (mid), 25/(95/90/85) (late)) hindering the late hit's KO potential.}}
*{{buff|Up smash has less startup lag with a longer duration (frames 10-18 → 8-17) and has more knockback growth (100 → 110).}}
*{{buff|Up smash has less startup lag with a longer duration (frames 10-18 → 8-17) and has more knockback scaling (100 → 110) on most of its hitboxes.}}
*{{nerf|Up smash's sourspot is weaker (9% → 7%) dealing less knockback (10 (base), 100 (scaling) → 5/48) and its clean hit is now harder to land. It also has slightly higher ending lag (frame 40 → 41).}}
*{{nerf|Up smash's sourspot is weaker (9% → 7%) dealing less knockback (10 (base), 100 (scaling) → 5/48) and its clean hit is now harder to land with the clean hit's sourspot being weaker than the previous up smash. It also has slightly higher ending lag (frame 40 → 41).}}
*{{change|Pikachu has a new down smash. It is a multi hit move that has more combo potential due to it having lower knockback and sending foes at a more vertical angle.}}
*{{change|Pikachu has a new down smash. It is a multi hit move that has more combo potential due to it having lower knockback and sending foes at a more vertical angle (361° → 70°).}}
*{{buff|Down smash has less startup (frame 10 → 7) and ending lag (frame 55 → 51).}}
*{{buff|Down smash has less startup (frame 10 → 7) and ending lag (frame 55 → 51).}}
*{{nerf|Down smash is much less reliable due to being a multi hit as opponents can now [[SDI]] out of it. It also deals less damage (16% (front), 13% (back) → 13%) and has much less KO potential.}}
*{{nerf|Down smash is much less reliable due to being a multi hit as opponents can now [[SDI]] out of it. It also deals less damage (16% (front), 13% (back) → 13%) and has much less KO potential as the knockback on the final hit wasn't compensated enough (30 (base), 120 (scaling) → 70/170).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|All aerials [[auto-cancel]] later (frame 28 → 35 (neutral), frame 26 → 34 (forward), frame 21 → 50 (back), frame 1 → 18 (up), frame 26 → 39 (down)). When combined with its lower short hop, this prevents Pikachu from auto-cancelling its aerials in a short hop except for up aerial which is made worse with the weakening of [[L-canceling]].}}
*{{nerf|All aerials [[auto-cancel]] later (frame 28 → 35 (neutral), frame 26 → 34 (forward), frame 21 → 50 (back), frame 1 → 18 (up), frame 26 → 39 (down)). When combined with its lower short hop, this prevents Pikachu from auto-cancelling its aerials in a short hop except for up aerial which is made worse with the weakening of [[L-canceling]].}}
*{{change|Pikachu has a new neutral aerial: a somersault.}}
*{{change|Pikachu has a new neutral aerial: a somersault.}}
**{{nerf|Neutral aerial deals less damage (14% (clean), 11% (late) → 12%/9%) hindering its KO potential and has more ending lag (frame 37 → 40). It also has a smaller hitbox.}}
**{{nerf|Neutral aerial deals less damage (14% (clean), 11% (late) → 12%/9%) without full compensation on the clean hits base knockback (15 → 18) hindering its KO potential and has more ending lag (frame 37 → 40). It also has a smaller hitbox.}}
**{{buff|Neutral aerial has more combo potential.}}  
**{{buff|Neutral aerial has more combo potential.}}  
*{{nerf|Forward aerial deals much less damage (21% → 7%), has more startup lag (frame 7 → 10), has less combo potential and no longer has a landing hitbox.}}
*{{nerf|Forward aerial deals much less damage (21% → 7%), has more startup lag (frame 7 → 10), has less combo potential and no longer has a landing hitbox.}}
*{{change|Pikachu has a new back aerial: a sideways spin.}}
*{{change|Pikachu has a new back aerial: a sideways spin.}}
**{{buff|New back aerial has less startup lag and a longer duration (frames 10-21 → 4-37).}}
**{{buff|New back aerial has less startup lag and a longer duration (frames 10-21 → 4-37).}}
**{{nerf|New back aerial has heavily increased [[ending lag|ending]] (frame 42 → 60) and [[landing lag]], has less range, and deals less damage (16% (clean)/14% (late) → 12%/9%).}}
**{{nerf|New back aerial has heavily increased [[ending lag|ending]] (frame 42 → 60) and [[landing lag]], has less range, and deals less damage (16% (clean)/14% (late) → 12%/9%) without enough compensation on its base knockback (15 → 20).}}
*{{change|Up aerial has much higher base knockback (10 → 100) and can now [[semi-spike]], granting it edgeguarding potential at the cost of some of its juggling potential.}}
*{{change|Up aerial has much higher base knockback (10 → 100) and can now [[semi-spike]], granting it edgeguarding potential at the cost of some of its juggling potential.}}
*{{buff|Up aerial has less ending lag (frame 34 → 28).}}
*{{buff|Up aerial has less ending lag (frame 34 → 28).}}
*{{nerf|Up aerial has a shorter duration (frames 3-10 → 3-8) and deals much less damage (10% → 4%) and has less knockback growth (100 → 60). It also no longer auto-cancels throughout its entire duration giving it much more landing lag (4 frames → 26).}}
*{{nerf|Up aerial has a shorter duration (frames 3-10 → 3-8) and deals much less damage (10% → 4%) and has less knockback scaling (100 → 60). It also no longer auto-cancels throughout its entire duration giving it much more landing lag (4 frames → 26).}}
*{{nerf|Down aerial has less combo ability, more startup lag, a shorter duration (frames 8-25 → 14-26) and more ending lag (frame 45 → 48).}}
*{{nerf|Down aerial has less combo ability, more startup lag, a shorter duration (frames 8-25 → 14-26) and more ending lag (frame 45 → 48). It also deals less damage (13% → 12%).}}
*{{buff|Down aerial deals more damage (10% → 12%) and now has a landing hitbox.}}
*{{buff|Down aerial now has a landing hitbox.}}


===Grabs and Throws===
===Grabs and Throws===
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*{{nerf|[[Grab]] range has been reduced, now being the shortest in ''Melee''. Additionally, Pikachu's grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
*{{nerf|[[Grab]] range has been reduced, now being the shortest in ''Melee''. Additionally, Pikachu's grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
*{{change|Pikachu's old back throw was moved to forward throw.}}
*{{change|Pikachu's old back throw was moved to forward throw.}}
**{{nerf|Forward deals less damage (12% → 10%) and significantly lower knockback no longer being a viable kill option.}}
**{{nerf|Forward deals less damage (12% → 2% (hits 1-4), 2% (throw), 9% (total)) and significantly lower knockback (80 (base), 70 (scaling) → 45/110) no longer being a viable kill option.}}
*{{buff|Pikachu's new back throw involves Pikachu rolling backwards allowing it to move closer to the edge to set up edgeguards.}}
*{{buff|Pikachu's new back throw involves Pikachu rolling backwards allowing it to move closer to the edge to set up edgeguards.}}
*{{nerf|Back throw deals significantly less damage (18% → 9%) and knockback no longer being a viable KO option.}}
*{{nerf|Back throw deals significantly less damage (18% → 9%) and knockback (60 (base), 80 (scaling) → 75/50) no longer being a viable KO option.}}
*{{change|All throws now have electrical properties.}}
*{{change|All throws now have electrical properties.}}


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*{{buff|[[Quick Attack]] now has hitboxes and has less startup lag.}}
*{{buff|[[Quick Attack]] now has hitboxes and has less startup lag.}}
*{{nerf|Quick Attack travels slightly less distance, can no longer be extended by allowing the [[control stick]] to snap back to its neutral position, and has had most of its invincibility frames removed. This means it is much less useful for escaping combos, recovering and maneuvering across platforms.}}
*{{nerf|Quick Attack travels slightly less distance, can no longer be extended by allowing the [[control stick]] to snap back to its neutral position, and has had most of its invincibility frames removed. This means it is much less useful for escaping combos, recovering and maneuvering across platforms.}}
*{{buff|[[Thunder]] has less startup lag. Also, [[Thunder]]'s blast deals more damage.}}
*{{buff|[[Thunder]] has less startup lag. Thunder's blast also deals more damage (16% → 17%).}}
*{{bugfix|Thunder has a new glitch called the ceiling glitch.}}
*{{bugfix|Thunder has a new glitch called the ceiling glitch.}}
**{{buff|This glitch improves Thunder's edgeguarding potential.}}
**{{buff|This glitch improves Thunder's edgeguarding potential.}}
*{{nerf|{{b|Thunder|Pokémon}} no longer has infinite vertical range and now strikes at a fixed height from a thundercloud. It also has much more ending lag, which when combined with the generally faster [[falling speed]]s in ''Melee'', makes [[Thunderspiking]] more difficult to perform and generally much less effective.}}
*{{nerf|{{b|Thunder|Pokémon}} no longer has infinite vertical range and now strikes at a fixed height from a thundercloud. The thunder bolt also deals less damage (12% → 10%) and Thunder has much more ending lag, which when combined with the generally faster [[falling speed]]s in ''Melee'', makes [[Thunderspiking]] more difficult to perform and generally much less effective.}}


==Moveset==
==Moveset==
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