Pikachu (SSBU): Difference between revisions
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Revision as of 12:19, April 5, 2024
Pikachu in Super Smash Bros. Ultimate | |
---|---|
Universe | Pokémon |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Starter |
Final Smash | Volt Tackle |
Tier | A (17) |
Pikachu (ピカチュウ, Pikachu) is a playable character in Super Smash Bros. Ultimate. Like all veterans, it was confirmed on June 12th, 2018. Pikachu is classified as Fighter #08.
As in Super Smash Bros. 4, Ikue Ōtani's portrayals of Pikachu from Super Smash Bros. Melee and Super Smash Bros. Brawl were repurposed for Ultimate.
Pikachu is ranked 17th out of 82 on the current tier list, placing it in the A tier. This is a notable improvement from its 15th out of 54 placement in SSB4. Pikachu's strengths come from its overall great mobility all around. Its most prominent strengths are in its neutral and edgeguarding game, due to the fast startup, low endlag of all its aerial attacks, and its ability to recover far from the stage thanks to Skull Bash and Quick Attack. All of its aerials also auto-cancel on a short hop, which grants it utility for out of shield punishes and potential zero-to-death combos. Despite its poor range, Pikachu also possesses a strong grab game: its back and forward throws allow it to set up combos leading to edgeguards while its down throw is a valuable combo starter. Finally, Pikachu possesses a strong, far-travelling projectile in Thunder Jolt, which is used to help Pikachu's approach and edgeguards.
However, Pikachu has some notable weaknesses. Due to being one of the lightest fighters in the game, its survivability is hindered against characters with strong finishers. Pikachu also struggles to KO effectively due to none of its aerials having the ability to KO onstage, while most of its KO moves are either only effective at high percents or have notable downsides such as sourspots or high ending lag. Lastly, its poor range and lack of disjoints gives it few options to approach aside from Thunder Jolt; its reliance on the projectile provide it with a noticeable disadvantage against characters who can properly deal with it.
Overall, Pikachu's strengths outweigh its weaknesses. Even before the release of Ultimate, many players saw Pikachu as a top tier character, and its strengths have been proven by strong performances from players such as ESAM and ShinyMark. However, Pikachu's playerbase is rather small while its overall results are mediocre compared to other top tiers, with both ESAM and ShinyMark seeing high highs but mediocre lows. As such, Pikachu status as a top tier character has been subject to debate, with opinions on the character varying wildly depending on region.
Attributes
Pikachu is a lightweight with a small hurtbox, tied with Kirby, Olimar, Sephiroth, and Mewtwo for the seventh lightest fighter. It has overall good mobility, possessing fast walking and dashing speeds, high jumps, is tied for the ninth-highest air acceleration, and has the fourth-highest traction, but slightly above average falling speed and gravity and below-average air speed. Due to its fast mobility, a strong projectile in Thunder Jolt, exceptional frame data, and among the fastest defensive options, Pikachu has an exceptional neutral game and rarely struggles to approach.
Pikachu's main strengths are its fast frame data and dominant edgeguarding game, with each being considered among the best of the cast. This is mainly due to Pikachu's aerials, each of which can autocancel in a short hop. Its neutral, forward, back, and up aerials are fast, all of them except for up aerial being multihit attacks that can combo into each other and most of Pikachu's other moves, with their extremely low ending lag making them excellent for combos, edgeguarding, and potential zero-to-deaths. Forward and back aerials in particular are notoriously effective as neutral options due to their animation low-profiling Pikachu's already small hurtbox, which makes them notably hard for most characters to punish out of shield. Up aerial is a fantastic juggling option to boot, while neutral aerial notably converts into both up smash and down smash if used while landing, making it Pikachu's most reliable method of confirming KOs at high percentages. Down aerial can meteor smash in its first two active frames and is fast for a move of its category, with its long-lasting hitbox making it an extremely potent edgeguarding option as well. Down aerial also is its only aerial with over 20 frames of ending lag, though it still has relatively low lag compared to other meteor smashes of its kind.
Another notable strength Pikachu has is its ability to escape pressure. It boasts a frame 2 air dodge and an incredibly small hurtbox, which combined with its light weight and fantastic frame data make it among the most difficult characters to combo. The speed and versatility of its up special Quick Attack makes it trivial to land and escape disadvantage compared to the majority of the cast, while its aforementioned frame data gives it one of the strongest out-of-shield games through its neutral aerial, back aerial, and up smash. It additionally boasts a phenomenal recovery, with Quick Attack's long distance and multiple angles (there must be a difference of 30 degrees between each jolt's arc, or the second jolt will not come out) making it exceptionally difficult to edgeguard, and its side special Skull Bash providing additional horizontal distance if necessary despite being risky to use. All in all, Pikachu boasts an incredible disadvantage state that allows him to rapidly and effectively reverse the situation on the opponent if they make a single mistake.
Pikachu has a potent grab and throw game despite its poor grab range. It has a fast pummel and its forward and back throws are good for setting up edgeguards, with back throw also being able to KO near the ledge at high percents. Its up throw can combo into down special Thunder and reliably KOs middleweights around 170%. Down throw is a fantastic combo starter, being able to combo into Thunder and all of Pikachu's aerials setting up "nair loops" which involves using dragdown nair and up tilt to rack up damage while reacting to the DI of the opponent to continue the combo. It can also lead into various combos and kill confirms depending on the opponent's DI, including up air bridges which can take the opponent all the way offstage before Pikachu KOs them with a forward air. Extending Pikachu's notorious combo game revolves around using its aerial attacks to drag the opponent down, thereby extending the combo further. Thunder Jolt also complements its advantage state nicely as it can combo into any of Pikachu's moveset or be used to pressure the opponent and make them hesitatingly pick options while under pressure.
Pikachu is not without weaknesses, however. All of its normal attacks excluding forward smash have poor range, with most of said attacks being barely disjointed or not at all. Because of its lack of range, Pikachu tends to rely on using Thunder Jolt to help it approach the opponent. It gets KO'd relatively early due to its diminutive weight, and it also bears inconsistent raw KO power itself. Dash attack is powerful but extremely unsafe if whiffed, up throw doesn't KO under 170% without rage, and its forward and up smashes are burdened by several sourspots that make them unwieldy to use. Beyond this, none of its aerials are strong enough to KO reliably while onstage, and its other KO moves (down smash, forward tilt, and back throw) are unfit for KOing until around 150% by the ledge. While Thunder is powerful, it has slow start-up and high ending lag that limits its usage to be a situational combo finisher and edgeguarding option. A notable weakness in Pikachu's otherwise potent neutral is its inability to trade due to many of its aerials being multihits, meaning that if a trade occurs Pikachu will deal about 1% while taking the full damage of the move it trades with, a substantial weakness considering how light the character is.
Overall, Pikachu's strengths outweigh its weaknesses and it is universally considered to be a top-tier character, with many proclaiming it as a top 3 character.
Changes from Super Smash Bros. 4
Pikachu has been heavily buffed in its transition from SSB4 to Ultimate. All of its moveset's aspects were greatly improved during its transition, in addition to its moveset benefiting noticeably from the changes to gameplay mechanics.
Pikachu's largest buffs arguably come from its improved speed: its already above-average mobility has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag; while the former and latter buffs are shared with the rest of the cast, they especially benefit Pikachu, the former due to its small size and the latter since its aerials had among the highest landing lag in SSB4. These buffs improve Pikachu's neutral game and overall comboing capabilities; plus, due to its "pancaking" during many of their landing animations, allow it to avoid mistimed attacks with more ease and retaliate. To further complement this, its already great air game was enhanced as well: Pikachu has a new neutral aerial that hits multiple times and has much more combo potential; both its forward and up aerials have increased KO power, alleviating one of Pikachu's biggest weaknesses in SSB4; its back aerial auto-cancels from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point that it is able to perform a pseudo-Wall of Pain with the move; and its down aerial now has a clean hitbox that meteor smashes opponents, further improving Pikachu's aerial KOing ability.
Although not as buffed as its aerial game, Pikachu's other moves have also seen noteworthy improvements. In particular, its dash attack has increased KO power and significantly increased shieldstun, to the point it can be unpunishable on shield at certain distances depending on the character. Its forward smash has increased range, making it a more dangerous tool for trapping opponents on the edge; its up smash's strong hit lasts longer, making it more reliable for KOing; and its down smash will always send opponents in the direction Pikachu faces and at a lower angle, making it more useful, as well as gaining a KO confirm into it from Pikachu's new neutral aerial. Pikachu's standing grab extends farther; its down throw now inflicts additional hit lag on the opponent on release, improving its combo ability; and its up throw has increased knockback, allowing it to KO at high percentages. On top of this, some of its special moves were significantly buffed, as Thunder Jolt has less ending lag, which improves Pikachu's neutral game and grants it a trapping option if opponents shield it from far away; Skull Bash has drastically reduced ending lag on hit, making it much safer unless it is perfect shielded; and Thunder's cloud hitbox deals set knockback, allowing it to connect consistently into the discharge, which also inflicts much more knockback.
Finally, Pikachu notably benefits from the changes to game mechanics. The new limits to air dodges and smaller edge sweetspot sizes make Pikachu's already great edgeguarding prowess more dangerous, especially with its down aerial's new meteor smash hitbox, its stronger aerial attacks all-around, and improved primary projectile in Thunder Jolt; they also don't impair its disadvantage state much thanks to its long-distanced and unpredictable recovery. The changes to air dodging also make its on-stage offense even more effective, which combined with its improved mobility, streamlined jumpsquat, and reintroduction of dash-dancing allow it to chase opponents, giving it an excellent combo game that has the potential of causing zero-to-death combos. The nerfs to rage also notably improves its poor endurance, while not nerfing its KOing ability due to its stronger moveset.
In spite of mostly receiving drastic buffs, Pikachu is not without a few nerfs. Most significantly, the removal of Quick Attack canceling noticeably reduces Pikachu's mobility and approach options, making it more predictable. The changes to neutral aerial, in lieu of an improved combo game, also remove its KO potential. The increased startup and ending lag on its grabs, and dash grab and pivot grab not reaching as far, limit the benefits its grab game has received. Lastly, up throw's altered knockback, while giving it KO potential, makes it more difficult for Pikachu to combo into Thunder. Outside of these nerfs, however, other nerfs Pikachu received have generally been minor, while a good amount of the buffs it received make up for said shortcomings, most notably its improved neutral game.
In the end, Pikachu's entire moveset has seen drastic improvements all around, it benefits significantly from the new engine, and its limited KOing ability was mostly alleviated, causing its buffs to severely outweigh the nerfs it received. Although Pikachu still suffers from the same weaknesses that plagued it in SSB4, such as short range, poor endurance, and still limited KOing ability, its improved strengths now more than compensate for its shortcomings, allowing Pikachu to fare better than in SSB4 and once again cementing it as one of the most viable "fragile speedster" characters. This has led to a positive perception of Pikachu since release, and has performed significantly better overall than in previous games (save for its appearance in SSB).
Aesthetics
- Due to the aesthetic used in Ultimate, Pikachu's model has a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games.
- Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and Choice Band costumes from SSB4, partially due to reintroduction of Pichu as a playable character.
- The first costume features Selene's casual cap from Pokémon Sun and Moon.
- The second costume features the Libre costume from Pokémon Omega Ruby and Alpha Sapphire.
- Pikachu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
- Like other fighters, Pikachu is significantly more expressive. It appears much angrier during some animations, such as neutral air and shielding; it also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.
- Pikachu's cheeks flash white when it uses electric attacks.
- Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
- For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.
- All of Pikachu's tail-based attacks now use a slap SFX rather than a kick SFX.
Attributes
- Like all characters, Pikachu's jumpsquat animation takes 3 frames to complete (down from 4).
- Pikachu walks slightly faster (1.24 → 1.302).
- Pikachu runs faster (1.85325 → 2.039).
- Pikachu's initial dash is faster (1.8 → 1.98).
- Pikachu's air speed is slightly higher (0.9118 → 0.957).
- Pikachu's traction is significantly higher (0.0596 → 0.132), being the fourth highest in the game.
- Both rolls have more ending lag (FAF 27 → 29 (forward), 34 (back)).
- Back roll grants more intangibility (frames 4-14 → 4-15).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 51).
Ground attacks
- Neutral attack:
- Neutral attack has less ending lag (FAF 22 → 18).
- It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
- The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes to jostle mechanics make up for the hitboxes not reaching in as far as a result.
- Forward tilt:
- Forward tilt has an electric effect.
- Up tilt:
- Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
- Because of this, it can no longer hit opponents hanging at the ledge.
- The middle hitbox is marginally smaller (3.84u → 3.8u).
- Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
- Down tilt:
- Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
- Dash attack:
- Dash attack has significantly less ending lag (FAF 50 → 36).
- It has gained a shieldstun multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by a shield grab.
- The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.
- Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
- It has a higher hitlag multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.
- Forward smash:
- All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).
- The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).
- Forward smash has more ending lag (FAF 49 → 54).
- The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).
- The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.
- Up smash:
- Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).
- Down smash:
- Down smash's looping hits have a lower SDI multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.
- The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.
- The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192). Overall it deals slightly less knockback.
Aerial attacks
- All aerials have much less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).
- Neutral aerial:
- Pikachu has a new neutral aerial: it discharges electricity around itself, hitting 4 times, similarly to Mewtwo's neutral aerial.
- Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.
- The first three hits use the autolink angle (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.
- The last hit launches at a more vertical angle (361° → 60°). Combined with its multi-hit nature, this significantly improves its combo potential.
- It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
- Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.
- It auto-cancels slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.
- Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.
- It has a lower hitlag multiplier (1× → 0.8×).
- Forward aerial:
- Forward aerial hits six times instead of five, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).
- It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.
- The looping hits have different angles (74°/280° → 35°/290°/60°/280°), allowing them to connect better.
- The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.
- It has slightly more startup lag (frame 10 → 11).
- However, its total duration is unchanged, giving it one frame less ending lag.
- The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).
- Back aerial:
- Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
- The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.
- The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.
- The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.
- It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.
- This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.
- However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).
- It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position, allowing it to duck under some attacks like certain rising aerials.
- Up aerial:
- Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.
- Down aerial:
- Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.
- Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.
Throws and other attacks
- Grabs:
- Standing grab has a larger hitbox (3.1u → 4u), slightly increasing its range despite extending slightly less far horizontally (Z2 offset: 8.1u → 7.9u).
- All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).
- Dash and pivot grab do not extend as far horizontally (Z2 offset: 9.8u → 9u (dash), 13.4u → 12.7u (pivot)), reducing their range.
- Pikachu grabs the opponent with one hand instead of two.
- Pummel:
- Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.
- It deals less damage (1.9% → 1%).
- When pummeling, Pikachu headbutts the victim as well instead of just using electricity.
- Forward throw:
- Forward throw no longer has any hitlag, executing faster as a result.
- Back throw:
- Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
- The throw's speed is no longer weight-dependent.
- Up throw:
- Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.
- The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in doubles play.
- Its increased knockback reduces its combo potential, especially into Thunder.
- Down throw:
- Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential despite its increased total duration (FAF 44 → 52).
- The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.
- It launches at a slightly more vertical angle (80° → 83°).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
- It has increased intangibility (frames 1-20 → 1-25).
- It has more ending lag (FAF 54 → 56).
Special moves
- Thunder Jolt:
- Thunder Jolt has less ending lag (FAF 58 → 52).
- The grounded version's late hit has a longer duration (15 frames → 29; total: 82 frames → 96), allowing it to travel across the entire Final Destination platform. Coupled with the move's lower ending lag, this improves its camping ability.
- It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).
- It has negative shield damage instead of additional (1 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)), dealing roughly 0.6× of its damage to shields.
- Skull Bash:
- Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).
- It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).
- If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.
- Quick Attack:
- Quick Attack no longer has RCO lag.
- Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.
- Quick Attack cancelling is no longer possible, hindering Pikachu's approach options, especially from the ledge.
- It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.
- Thunder:
- Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.
- The meteor smash at the cloud deals set knockback (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.
- When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint, much like its depiction in the Pokémon anime.
- Volt Tackle:
- Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.
- Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
- Pikachu can no longer chase down opponents if the initial attack misses, and may self-destruct if initiated too close to the edge.
Update history
Pikachu was slightly buffed via game updates. Its grab game was slightly improved, thanks to a faster pummel and larger grabboxes. The only nerf it has received is Thunder Jolt's shield damage being slightly decreased as part of a near-universal nerf to projectiles. His shield size was also increased as a part of a near-universal buffs to shields.
While Pikachu does fare slightly better since the launch of Ultimate, the changes it received were very minor overall, and as a result, the general opinion of Pikachu being a very powerful and top tier character in the competitive scene has remained the same since day one.
- Pummel deals less hitlag (14 frames → 12), shortening its duration.
- Thunder Jolt deals less shield damage (1 → -2.5/-2/-1.5/-1 (grounded, clean/mid/late), -1.9 (aerial)).
- Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.
Technical changelist
Change | Old value | New value |
---|---|---|
Grab hitbox radius | grounded opponents: 3.1u, airborne opponents: 1.55u | 4.0u, 2.0u |
Grab Y1 and Y2 offsets | 5.0u (both, all hitboxes) | 5.9u |
Grab Z1 and Z2 offsets | grounded opponents: 4.0u (Z1)/7.4u (Z2), airborne opponents: 2.45u (Z1)/8.95u (Z2) | 4.9u/7.9u, 2.9u/9.9u |
- Overall shield size has been increased.
- Forward aerial's looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.
Moveset
For a gallery of Pikachu's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Headbutt (ずつき) | 1.4% (near), 1.2% (mid), 1% (far) | Quickly headbutts forward. While it has minimal startup lag by coming out on frame 2 and can jab lock, it cannot combo into itself easily due to opponents falling out of the move easily when spammed and being able to punish Pikachu for the move. Other moves such as down tilt or dash attack are better options since Pikachu does not have a finisher for its jab. | |
Forward tilt | ↗ | Double-Footed Kick (りょうあしげり) | 10% | An electrified double kick performed from the baby freeze, a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower angles semi-spike. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination. |
→ | 9% | |||
↘ | 8% | |||
Up tilt | Tail Attack (しっぽアタック) | 5% | An overhead tail swipe, starting from behind Pikachu. An excellent combo starter, comboing into itself at low percents and into Pikachu's aerials at low to mid percents. It's a great combo tool, but not such a good anti air. | |
Down tilt | Tail Sweep (あしばらい) | 6% | Lays down and sweeps its tail in front of itself. It has good horizontal reach and very low ending lag, making it somewhat spammable. It can cause tripping at low percents and sets up for tech situations at mid-high percents. | |
Dash attack | Running Headbutt (ジャンプずつき, Jump Headbutt) | 11% (clean), 6% (late) | A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has a fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. Additionally, it is decently safe on shield due to having a high shieldstun multiplier, although it can still be punished by quick out-of-shield options. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing. | |
Forward smash | Thundershock (ショートでんげき, Electrical Short) | 15% (early), 18% (clean), 12% (late) | Rears its head back before leaning forward and releasing a large orb of electricity in front of it, leaving a trail of electricity. The early hit comes out on frame 15, the sweetspot on frame 17 and the late hit on frame 20. The center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail does the second most damage and the least knockback, and the tip does the least damage and second most knockback. It has good range, with a hitbox close to the size of Pikachu. The uncharged sweetspot KOs Mario around 80% at the edge of Final Destination, although the early hit doesn't KO until 105% and the late hit until 100%, giving the attack several sourspots and making it very inconsistent. It also has a long duration and noticeable ending lag (25 frames, when counting the latest hit), making it very easy to punish if shielded or dodged. Pikachu can end a jab lock with forward smash, although it'll only sweetspot on various chararcters, and depends on whether they're facing up or down. Note that it'll always sweetspot Luigi, Sheik, Bayonetta, Steve and Pyra/ Mythra. | |
Up smash | Tail Somersault (しっぽサマーソルト) | 14% (early, body), 13% (early, tail), 11% (clean), 7% (late) | An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body and can be comboed into with falling nair. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, does minimal damage and knockback. | |
Down smash | Electric Flower (ねずみはなび, Mouse Fireworks) | 2% (hits 1-5), 3% (hit 6) | Charges its tail with electricity before spinning it around, shocking opponents. It has the least damage potential out of all its smash attacks, dealing only 13%. It KOs middleweights around 95% at the edge of Final Destination with no DI, and deals good horizontal knockback. It also has the least startup out of all its smash attacks, coming out on frame 8, but its 42 frames of ending lag make it very punishable if used poorly. As well as up smash, neutral aerial can combo into this move to confirm a KO. | |
Neutral aerial | Pikachu Shock (ピカチュウショック) | 1.8% (hits 1-3), 3.5% (hit 4) | Poses while charging itself with electricity, shocking nearby opponents. It hits 4 times, with the final hit having weak knockback. It is one of Pikachu's most versatile tools; being useful for breaking out of combos due to its very fast startup (frame 3), and a generously low amount of ending lag (17 frames). It's notorious for its ability to be fastfalled to drag the opponent down and extend combos, and being a very quick out-of-shield option at frame 6. It can be fastfalled to combo into all of its tilts, grab, and both up and down smash due to its low ending lag. Like all of Pikachu's other aerials, it can autocancel in a short hop. | |
Forward aerial | Electric Drill (でんげきドリル) | 1.4% (hits 1-5), 4.8% (hit 6) | Spins forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, and extremely low ending lag (15 frames), the lowest of Pikachu's aerials, making it an effective spacing option, but has two very small looping hitboxes, which are very close to Pikachu's head and don't use the auto-link angle and, unlike Pichu's version, the hits don't always connect properly because they don't launch at the auto-link angle. The multiple hits and long duration make it an effective short hop aerial to pressure the opponent's shield and possibly shield poke. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to kill at high percents. | |
Back aerial | Glider (グライダー) | 1% (hits 1-5), 3.6% (hit 6), 4% (landing) | Spins around horizontally in a skydiver position, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 with a long active duration and very low ending lag (18 frames) and can hit all around Pikachu, but its below average knockback makes it unreliable for KOing until very high percentages and has poor range, only hitting opponents close to Pikachu. To compensate, it is a great combo starter and, at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox. | |
Up aerial | Tail Chop (しっぽはたき) | 6% (clean, tail), 5% (clean, tip), 4% (late) | An overhead tail swipe, starting from behind Pikachu. Extremely fast, coming out on frame 4, with very low ending lag (19 frames) as it autocancels and is interruptible at frame 27. It is useful for juggling or comboing into itself and other aerials at low-mid percents. The move has a strong hitbox behind and above Pikachu, which will send the opponent upwards, and a small weak hitbox in front of it which combos into itself and forward air. | |
Down aerial | Electric Screw (でんげきスクリュー) | 13% (clean), 12% (late), 4% (landing) | Points down and spins its head downwards, launching opponents. The clean hit lasts for two frames and is a powerful meteor smash, while the late hit has good horizontal knockback. It has low ending lag with 22 frames of vulnerability, but it's the highest of Pikachu's aerials. Also has a landing hitbox. | |
Grab | Grab (つかみ) | — | Reaches out. Pikachu will have a scared look if it misses. Fast but has low range. | |
Pummel | Grab Electric Shock (つかみでんきショック) | 1% | Headbutts the opponent, shocking them with electricity. | |
Forward throw | Electric Throw (でんきなげ) | 2% (hits 1-5) | Lays the opponent on its tail and shocks them. It's Pikachu's most damaging throw, but too weak to KO and not fit for combos either, thus having little utility outside its high damage output or throwing the opponent offstage. | |
Back throw | Submission (じごくぐるま, Hell Wheel) | 9% | Rolls backward before launching the opponent with a tomoe nage, a throw used in judo. Very good for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge, but it is unimpressive as a KOing option as it only starts KOing middleweights around 165% at the edge of Final Destination. May be based on Submission, a Fighting-type move that Pikachu could learn in Generation 1 games. | |
Up throw | Heading (ヘディング) | 3% (hit 1), 5% (throw) | Heaves the opponent onto its head and headbutts it upwards. A good low percent combo throw. Has decent knockback growth, making it Pikachu's best KOing throw, as it KOs opponents at around 170%. However, its KO setup with Thunder is less consistent due to its higher knockback. Can combo into Thunder at high percents. | |
Down throw | Hip Press (ヒッププレス) | 5% | Lays the opponent on the ground and performs a senton. A good combo starter comboing into every aerial from low to mid percents, allowing Pikachu to start combos. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spins its tail around itself while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Spins its tail around itself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins its tail around itself while getting up. | ||
Edge attack Edge getups |
9% | Swings its tail in an overhead arcing motion while climbing up. | ||
Neutral special | Thunder Jolt | 6% (clean), 5% (mid), 4% (late), 4.8% (aerial) | Shoots a ball of electricity. A very useful projectile, as it deals good damage and moves quickly, helping Pikachu to control the neutral game. When it hits the stage or a platform, it sticks to it, looping across it until its lifespan is over or it hits the bottom of a soft platform. This allows Pikachu to run alongside it to approach, cover many grounded options, and help it get out of the corner. | |
Side special | Skull Bash | 6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged) | Charges up before launching forward at a high velocity. It can be charged to increase damage, knockback, and distance. Useful for horizontal recovery and can sweetspot the ledge, but leaves Pikachu vulnerable due to being fairly slow, and the hitbox being within its hurtbox. If inputted like a smash attack, it immediately starts with some charge. | |
Up special | Quick Attack | 2% (hit 1), 3% (hit 2) | Zips upward at high speeds, dealing damage to opponents on contact. It can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. It covers great distances and can be unpredictable if used well, but Pikachu goes into freefall after using it. It's also an approach option, but doesn't true combo into anything. Pikachu also cannot use the Quick Attack cancelling technique from Smash 4. | |
Down special | Thunder | 15% (shockwave), 8% (thunderbolt), 6% (thunderbolt meteor) | Calls down a bolt of lightning from the sky. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt or at the cloud, they're launched down into Pikachu and will get hit by the discharge as well; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. The thunderbolt becomes active on frame 13, but there is a long gap before the discharge, and thus, it's easy to attack Pikachu before the thunderbolt hits it and is very vulnerable to counters. The projectile comes out on frame 2, and can be used to break combos. | |
Final Smash | Volt Tackle | 0.3% (6 hits during startup), 1% (initial hit), 1.5% (loop), 20% (launch) | Surrounds itself with electricity before dashing forwards. If it connects, Pikachu will barrage the opponents caught with repeated strikes in this form before launching them. |
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 79 | 1.98 – Initial dash 2.039 – Run |
1.302 | 0.132 | 0.0075 | 0.957 | 0.01 – Base 0.09 – Additional |
0.095 | 1.55 – Base 2.48 – Fast-fall |
3 | 35.5 - Base 17.12 - Short hop |
35.5 |
Announcer call
English/Japanese/Chinese
On-screen appearance
- Emerges from a Poké Ball, then briefly discharges electricity around itself.
Taunts
- Up taunt: Charges up its cheeks with electricity and glares at the screen, saying "Piii..."
- Side taunt: Waves at the screen with one paw, yelling "Pika Pika!"
- Down taunt: Lies on the ground, curls and rolls around, saying "Pikaaa...!"
Idle poses
- Scratches its right ear.
- Stands up straight, then looks left, and then right, twitching its ears.
Crowd cheer
Victory poses
- Left: Backflips, spins, and faces the screen with a happy expression. This resembles its "character chosen" animation in Super Smash Bros..
- Up: Looks up with a surprised expression as its ears perk. It then scratches its right ear and smiles.
- Right: Sleeps while muttering "Piii...ka."
In competitive play
Most historically significant players
See also: Category:Pikachu players (SSBU)
- Captain L - The second-best Pikachu player in the early metagame, having achieved several top 32 placements at majors/supermajors such as 13th at Get On My Level 2019 and 25th at MomoCon 2019, Smash 'N' Splash 5, and CEO 2019, and was also ranked 50th on the Spring 2019 PGRU. He has since dropped Pikachu in favor of Sheik.
- ESAM - The best Pikachu player until 2022 and was a major innovator on Pikachu's metagame. He is currently the only Pikachu player who has won a major/supermajor, winning Glitch 7 - Minus World and Glitch 8.5 - Konami Code. At his peak, ESAM was ranked 14th on the Fall 2019 PGRU.
- / H4 - One of the best Pikachu players in the United States, having placed 13th at Port Priority 7 and 17th at Battle of BC 4. Since 2023 he has been studying abroad in Japan, and is also considered the best Pikachu player in Japan, notably placing 1st at Sumabato SP 38 and 33rd at Maesuma TOP 13.
- Kishiru - The best Pikachu player in Japan in the early metagame and during the pandemic period, placing top 32 at several majors/supermajors such as 13th at Kagaribi 5, 17th at Umebura Japan Major 2019, and 25th at Glitch 8 - Missingno. He went inactive in late-2021 and has only made a handful of tournament appearances since.
- Neeroz - The best Pikachu player in Europe. His 7th-place finish at Ultimate WANTED 3 was the first top 8 at a national-level event for a Pikachu player other than ESAM; he has also placed well at several majors/supermajors, including 13th at Temple: Hermès Edition and 25th at both Glitch - Infinite and VCA 2022.
- ShinyMark - The best Pikachu player in the world since 2022. He is the only Pikachu player other than ESAM who has placed top 8 at multiple majors/supermajors, having placed 3rd at Delfino Maza 2023, 5th at Smash Factor 9, and 7th at Collision 2023.
Tier placement and history
Opinions of Pikachu have remained strong throughout the game's competitive lifespan. This is due to several favorable adjustments, such as its new and potent neutral aerial, as well as its strengths, including its ability to pancake (crouch under) a lot of moves, its strong recovery and zoning options, and it possessing some of the best zero-to-death combos in the game. As a result, some players saw Pikachu as one of the best characters in the game, an outlook that only improved following nerfs to the early metagame's best characters, as well as strong performances from ESAM prior to and immediately following the online metagame.
However, Pikachu noticeably lacked the results other contenders for best in the game had. ESAM largely spearheaded Pikachu's results for the first few years of the game's competitive lifespan, and despite seeing high highs, was often brought down by mediocre results. For example, ESAM saw a career-defining victory over MkLeo at Glitch 8.5 - Konami Code but underperformed at most of his other majors in 2021. The post-online metagame also saw the rise of a couple other Pikachu players such as H4, Neeroz, and ShinyMark; the latter especially has seen performances that were on par with ESAM's, which included two top 8 finishes at supermajors. These results, however, were often countered with the players' inconsistency or a lack of results from outside their region. As a result, per OrionRank's character rankings, Pikachu was 25th in results in 2021[1], and then fell to 43rd in 2022[2], a far cry from its top tier perception. Furthermore, Pikachu's position in the post-pandemic metagame became less secure due to the increase in strong players at top level play as well as new metagame standards, with more people preferring to use characters that have easier time racking up damage and KOing, such as Steve and Kazuya.
Overall, opinions on Pikachu have varied greatly. Some players, particularly in North America, continue to argue that Pikachu is one of the best characters despite its underwhelming results due to its thereotical strength, while others, particularly in Japan, believe that Pikachu is overrated due to its mediocre results compared to other top and high tier characters. The clashing opinions was reflected on the first tier list, where Pikachu is ranked 13th, with the character notably having the greatest standard deviation in its tier list voting; the character was ranked in the top 5 in Latin America, and top 10 in the United States and Canada, but conversely was not even ranked in the top 25 in Japan.[3]
Following the first tier list, Pikachu's overall representation remained rather stagnant: although ShinyMark eventually began traveling more and became a notable top level threat, on the other hand ESAM's activity remained low while the results he did have were worse than before. With no other Pikachu players within the top 150 by the end of the year, opinions on Pikachu continued to mellow out, and as such Pikachu fell 4 spots to 17th on the second tier list, ranking in the A tier.
Classic Mode: I Choose You!
Pikachu fights against other Pokémon on various Pokémon stages, with Poké Balls as the only available item. Excluding Mewtwo, the opponents are ordered by their National Pokédex number. The title is a reference to Ash Ketchum's signature catchphrase in the Pokémon anime, which doubles as the title of the first episode and the 20th movie.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Pokémon Trainer | Saffron City | Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue | |
2 | Jigglypuff (x6) | Pokémon Stadium 2 | Road to Viridian City - Pokémon Red / Pokémon Blue | Horde Battle. The presence of 6 Jigglypuff likely references how the player can have at most 6 Pokémon on their team in the Pokémon games. |
3 | Pichu (x2) | Prism Tower | Pokémon Gold / Pokémon Silver Medley | Likely a reference to the Pichu brothers from the Pokémon anime. |
4 | Lucario | Spear Pillar | Battle! (Dialga/Palkia) / Spear Pillar | |
5 | Greninja | Kalos Pokémon League | Battle! (Wild Pokémon) - Pokémon X / Pokémon Y | |
6 | Incineroar | Pokémon Stadium | The Battle at the Summit! | |
Bonus Stage | ||||
Final | Mewtwo, then Master Hand | Final Destination | Pokémon Red / Pokémon Blue Medley (Mewtwo) Master Hand (Master Hand) |
A Maxim Tomato appears after defeating Mewtwo. |
Credits roll after completing Classic Mode. Completing it as Pikachu has Road to Viridian City - Pokémon Red / Pokémon Blue accompany the credits.
Character unlock tree
Pikachu's Classic Mode character unlock tree includes the following characters in order:
Each character can be unlocked by clearing Pikachu's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.
Role in World of Light
Pikachu was among the fighters summoned to the cliffside to fight an army of Master Hands.
During the opening cutscene, Pikachu was present on the cliffside when Galeem unleashed his beams of light. While attempting to run away, Pikachu was noticed by Sonic, who slowed down for Pikachu in an attempt to save it. However, both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters, except for Kirby.
Pikachu can later be found stuck on an island that can only be accessed by falling into the current of a waterfall, then the player must confront the spirit of Esna before they can battle to awaken it.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
08 | Pikachu | 3,300 | Pokémon Stadium (Ω form) | Main Theme - Pokémon Red & Pokémon Blue (Melee) |
Spirits
Pikachu's default fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its Pikachu Libre outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Pikachu makes an appearance in a few support spirits.
In Spirit Battles
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
46 | Mouser | Super Mario Series | •Pikachu | 2,000 | Mushroom Kingdom II (Battlefield form) | •Item: Bob-omb | •The enemy is easily distracted by items •The enemy starts the battle with a Bob-omb |
Boss Theme - Super Mario Bros. 2 | |||
73 | Honey Queen | Super Mario Series | •Giant Pikachu (140 HP) | 3,300 | Mario Galaxy | •Item: Beehive | •Timed stamina battle (1:00) •The enemy is giant |
Gusty Garden Galaxy | |||
160 | Zinger | Donkey Kong Series | •Pikachu | 1,800 | The Great Cave Offensive (Ω form) | •Item: Unira | •The enemy's throwing-type items have increased power | Stickerbush Symphony | |||
308 | Little Mouser | Yoshi Series | •Pikachu | 1,700 | Yoshi's Island | •Item: Throwing Types | •The enemy's throwing-type items have increased power •The enemy has increased move speed |
Flower Field | |||
332 | Rick | Kirby Series | •Pikachu •Kirby |
4,100 | Green Greens | •Hazard: Ice Floor | •The floor is frozen •The enemy starts the battle with a Fire Flower •The enemy has increased move speed |
Planet Popstar | |||
349 | Moley | Kirby Series | •Giant Pikachu | 2,200 | The Great Cave Offensive (Battlefield form) | •Item: Pitfall | •The enemy is giant | Squeak Squad Theme | |||
427 | Alolan Raichu | Pokémon Series | •Pikachu | 4,100 | Tortimer Island (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Only certain Pokémon will emerge from Poké Balls (Alolan Raichu) |
Battle! (Trainer) - Pokémon Sun / Pokémon Moon | |||
555 | Mimikyu | Pokémon Series | •Pikachu | 3,700 | Luigi's Mansion | •Sudden Damage | •You take serious damage •Only certain Pokémon will emerge from Poké Balls (Mimikyu) |
Main Theme - Luigi's Mansion (Brawl) | |||
556 | Tapu Koko | Pokémon Series | •Pikachu | 9,600 | Temple (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •Only certain Pokémon will emerge from Poké Balls (Tapu Koko) |
Battle! (Island Kahuna) | |||
562 | Detective Pikachu | Detective Pikachu | •Pikachu Team ×4 | 4,100 | Gamer (Book stacks layout, hazards off) | N/A | •Defeat the main fighter to win •Timed battle (1:30) |
Shop | |||
881 | Elec Man | Mega Man Series | •Pikachu (140 HP) | 4,400 | Wily Castle (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •Stamina battle |
Guts Man Stage | |||
1,046 | Great Zapfish | Splatoon Series | •Giant Pikachu | 9,800 | Prism Tower (Ω form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •The enemy is giant |
Splattack! (Remix) | |||
1,198 | Reporter & Wrestler | Rhythm Heaven Series Rhythm Paradise Series |
•Pikachu | 4,100 | Boxing Ring (Battlefield form) | •Assist Trophy Enemies (Yuri Kozukata) •Easy to Launch |
•You are easy to launch •Hostile assist trophies will appear |
Title Theme - Punch-Out!! (Wii) | Wrestler | ||
1,298 | Partner Pikachu | Pokémon Series | •Pikachu (150 HP) •Mii Brawler (Moveset 1113, SSB T-shirt) (100 HP) |
8,000 | Saffron City | •Sudden Final Smash •Item: Poké Ball |
•The enemy will suddenly have a Final Smash when the enemy's at high damage •The enemy's electric attacks have increased power •Stamina battle |
Main Theme - Pokémon Red & Pokémon Blue (Melee) | |||
1,309 | Morgana | Persona Series | •Pikachu •Giant Incineroar |
11,500 | Mementos (hazards off) | •Hazard: Heavy Wind | •Defeat the main fighter to win •Dangerously high winds are in effect after a little while •Reinforcements will appear during the battle |
Last Surprise | |||
1,371 | Morpeko | Pokémon Series | •Pikachu | 2,000 | Boxing Ring | •Metal Shift •Item: Food |
•The enemy will occasionally turn metal •The enemy's electric attacks have increased power •The enemy favors special moves |
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon | |||
1,426 | Olivia | Paper Mario Series | •Pikachu •Mario •Tiny Bowser |
3,700 | Paper Mario | •Defense ↑ •Attack Power ↑ •Item: Bob-omb |
•The enemy has increased attack power when the enemy's at high damage •The enemy has increased defense when the enemy's at high damage •The enemy favors air attacks •Reinforcements will appear after an enemy is KO'd |
Battle! - Paper Mario: Color Splash | |||
1,468 | Palico | MONSTER HUNTER Series | •Pikachu | 1,600 | Distant Planet (Battlefield form) | •Item: Pitfall | •The enemy favors side tilt attacks •The enemy is easily distracted by items •The enemy starts the battle with a Bob-omb |
Proof of a Hero ~ 4Version |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
295 | Gandrayda | Metroid Prime Series | •Dark Samus •Pikachu |
1,800 | Frigate Orpheon | N/A | •Take your strongest team into this no-frills battle | Multiplayer - Metroid Prime 2: Echoes | Gandrayda's electric powers | ||
340 | Kracko | Kirby Series | •King Dedede •Pikachu ×2 |
3,500 | Skyworld (clouds only) | N/A | •Defeat the main fighter to win | Boss Theme Medley - Kirby Series | Kracko's lightning attack, or various enemies summoned by Kracko (e.g. Waddle Doos) | ||
482 | Raikou, Entei, & Suicune | Pokémon Series | •Greninja •Incineroar •Pikachu |
9,900 | Suzaku Castle | •Hazard: Lava Floor | •The floor is lava | Pokémon Red / Pokémon Blue Medley | Raikou | ||
734 | Dribble & Spitz | WarioWare Series | •Wario •Pikachu |
4,000 | Saffron City | •Uncontrollable Speed | •All fighters move faster and can't stop quickly after a little while •The enemy favors side specials |
WarioWare, Inc. | Spitz | ||
1,306 | Phantom Thieves of Hearts | Persona Series | •Joker •Pikachu •Captain Falcon •Zero Suit Samus •Chrom •Sheik |
13,300 | Mementos (Haru Okumura background, hazards off) | •Sudden Final Smash •Item: Daybreak Parts |
•The enemy will suddenly have a Final Smash when the enemy's at high damage •Reinforcements will appear during the battle |
Wake Up, Get Up, Get Out There | Morgana | ||
1,334 | Great Sabrecub | DRAGON QUEST Series | •Pichu (60 HP) •Giant Pikachu (120 HP) |
2,900 | Gaur Plain (Ω form) | •Item: Soccer Ball | •Defeat the main fighter to win •Stamina battle •The enemy shields often |
Marching through the Fields | Great Sabrecat | ||
1,362 | Kyo Kusanagi | THE KING OF FIGHTERS Series | •Captain Falcon •Pikachu •Donkey Kong |
9,500 | King of Fighters Stadium | •Jump Power ↓ | •The enemy's explosion and fire attacks have increased power •Reinforcements will appear after an enemy is KO'd •All fighters have reduced jump power |
ESAKA!! - KOF 2002 UM | Benimaru Nikaido |
Alternate costumes
Gallery
Pikachu's unlock notice when obtaining it in World of Light.
Female Pikachu taunting with Pokémon Trainer on Battlefield.
Dashing towards Mario on Tortimer Island.
Performing its down aerial above Diddy Kong on Arena Ferox.
Golden with Squirtle and Ivysaur on Pokémon Stadium 2.
Pikachu Libre using its down throw on Little Mac in the Boxing Ring.
With multiple Pikachu, Pichu, and Incineroar on Paper Mario.
Wearing a Rocket Belt alongside Pichu in Mario Galaxy.
With Pichu and Alolan Raichu on Yoshi's Island.
Guile attacking Pikachu with Sonic Boom on Moray Towers.
Fighter Showcase Video
Trivia
- This is the first time Pikachu was not the first Pokémon character to be explicitly announced for a new Smash title, with Mewtwo being confirmed before it.
- Pikachu's pose in its official artwork resembles its front sprite in Generation III Pokémon games.
- In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case with Link, Mario and Villager.
- Coincidentally, all four of these characters were playable in the Super Smash Bros. for Nintendo 3DS demo.
- Pikachu's alternate costume featuring goggles has been removed and returned to Pichu, who was the original owner of said palette swap in Melee.
- Pikachu, compared to the other starters, has the least number of characters in its unlock tree, having only seven characters as opposed to the standard eight.
- Pikachu is one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs and missing them, being its standing grab (a scared expression) vs. its dash grab (a rather irritated expression) vs. its pivot grab (neutral expression).
- Others include King Dedede (standing vs. dash & pivot) and Squirtle (standing & dash vs. pivot)
- Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of the Original 12 to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
- It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
- On the Sound Test, Pikachu's voice clips are ordered differently from other non-DLC characters, as they all are ordered by the abbreviations of their internal codenames. Roy shares a similar distinction, but with a few minor adjustments.
- Additionally, both of its victory lines are displayed while they should be omitted due to identical voice clips already existing (both of Pikachu's victory quotes come from its jumping and sleeping voice clips).
References
- ^ https://docs.google.com/spreadsheets/d/1zTKrF1HOv70Pp8xdJKrRQy3QiMYKLTCstoVNgxymt0o
- ^ https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M
- ^ UltRank’s First Official SSBU Tier List. Note: the standard deviation is noted in the "Analysis" section, while the placements by region is noted in the "Regional Differences" section