User:Scr7/Pikachu (SSBB) Guide: Difference between revisions
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===Dash attack=== | ===Dash attack=== | ||
Name: Running Headbutt | |||
. | Damage: 7.35% | ||
The rest is coming soon | Rating: [[File:PikachuHeadSSBB.png|19px]] | ||
Description: Does a running headbutt while falling forward. I don't like this move at all. It's too laggy to followup, and it leaves Pikachu very vulnerable, along with being easy for the opponent to shield grab Pikachu. Its knockback isn't too bad, so it can get opponents offstage, but there are almost always better options. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|5-16 | |||
|- | |||
!IASA | |||
|50 | |||
|- | |||
!Advantage on block | |||
||-35 (normal shield drop) / -42 (jump/grab OoS) | |||
|} | |||
==Smash attacks== | |||
===Forward smash=== | |||
Name: ThunderShock | |||
Damage: {{DamageWhenCharged|21}} (frames 15-17), {{DamageWhenCharged|17.85}} (frames 18-20), {{DamageWhenCharged|14.7}} (frames 21-22) | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: {{rollover|110%|70% when fully charged|y}} | |||
Description: Releases a bolt of electricity in front of himself. Doesn't have too much lag (with 15 frames of startup lag and minimal ending lag), and has some good KO power. Unfortunately, you need to be really close to the opponent for the move to actually work - if you hit with the tip of the bolt, it does very weak knockback instead. So against someone who can easily stay at a distance like Marth, this move is unreliable. But against someone with lower range and spacing capabilities, this isn't a bad KO option at all. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|15-22 | |||
|- | |||
!From charge, hits on | |||
|2 | |||
|- | |||
!IASA | |||
|50 | |||
|- | |||
!Advantage on block | |||
||-26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OoS) | |||
|} | |||
===Up smash=== | |||
Name: Tail Flip | |||
Damage: {{DamageWhenCharged|14.7}}/{{DamageWhenCharged|13.65}} (frames 9-10) (more damage closer to Pikachu), {{DamageWhenCharged|11.55}} (frames 11-12), {{DamageWhenCharged|7.35}} (frames 13-16) | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: {{rollover|125%|80% when fully charged|y}} | |||
Description: Flips while attacking with his tail upwards. This is definitely one of Pikachu's best moves. It is very fast (9 frames startup), has high vertical KO power (despite being nerfed quite a bit from Melee), and can easily lead into a Thunderspike. Just like all up smashes, you can do this out of a dash, which is what I usually do. You can also easily followup with a down throw with this, whether it's just a single throw or a chaingrab finisher. As I said, the move isn't nearly as powerful as in Melee, but since Thunderspiking is much more effective, this doesn't matter too much if you're going for a Thunderspike. At low percentages, it can also be used for juggling and as a combo starter. A problem is that, again, you need to be quite close to the opponent for the move to be effective, but not as much as the forward smash. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|9-16 | |||
|- | |||
!From charge, hits on | |||
|5 | |||
|- | |||
!IASA | |||
|44 | |||
|- | |||
!Advantage on block | |||
||-22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OoS) | |||
|} | |||
===Down smash=== | |||
Name: Electric Spin | |||
Damage: {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|3.15}} (7 hits) (maximum: {{DamageWhenCharged|15.75}}) | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: {{rollover|125%|80% when fully charged|y}} | |||
Description: Spins around on the ground while surrounded with electricity, a multi-hit attack. It has only 6 frames of startup lag, being Pikachu's fastest smash. I like this move because it can rack up damage nicely and the final hit has good vertical KO power (and can lead into a Thunderspike like the up smash), but I understand that it isn't too hard to SDI out of it before the final hit (which is where all of the knockback comes from). If you use the move too much, you'll be predictable. That said, it can be very useful as a sort of "panic" option for spacing. It can also counter Stale-Move Negation due to having multiple hits. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | |||
|- | |||
!From charge, hits on | |||
|2 | |||
|- | |||
!IASA | |||
|55 | |||
|- | |||
!Advantage on block | |||
||-44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS) | |||
|} | |||
................. | |||
The rest is coming soon. |
Revision as of 11:09, July 26, 2013
Pikachu in Super Smash Bros. Brawl | |
---|---|
Universe | Pokémon |
Other playable appearances | in SSB in Melee in SSB4 |
Availability | Starter |
Final Smash | Volt Tackle |
Tier | B (8) |
This is a guide to Pikachu in SSBB made by Scr7.
Note: I always refer to Pikachu as a he.
Pros & Cons
Pros
- Quick overall speed
- Very good recovery
- Good at edgeguarding
- Useful throws
- Can combo well
- Two chaingrabs
- Fairly small target
- Projectile can be useful
- Can play mindgames with Quick Attack
- Good momentum canceling - Skull Bash and uair work well
Cons
- Relatively weak air game
- Subpar range in most attacks
- Most ranged attacks are much better right next to characters, especially f-smash
- Fifth lightest character (tied with Meta Knight)
- Smallest shield in the game - vulnerable to shield stabbing
- Has a long trip animation
Summary
Pikachu is, overall, a fast character, with fast walking and dashing speeds, attacks with mostly little lag (although there are some laggy ones), and moderate air and falling speeds. His attacks are powerful, especially his smashes, and he doesn't have much trouble KOing unless his best finishers are stale. He can also combo nicely, has two chaingrabs that work on a variety of characters. A new feature he's gained from Melee is Quick Attack Cancel, allowing him to approach quickly while attacking or set up a KO move such as an nair or Thunder. Another great thing about Pikachu is his unpredictable recovery - he can travel far and has many ways to return to the stage with Quick Attack, along with Skull Bash and an occasional wall jump being other options.
Pikachu's main problems are that his air game isn't particularly effective - while he does have an aerial KO move in his nair, it negates all of his momentum, and his second most powerful aerial move - dair - is laggy unless autocancelled. Uair can be okay for combos but does next to no damage and knockback, and the bair is laggy and not very useful. Pikachu also has below average range, with its finishers needing the opponent to be near Pikachu to be effective. F-smash is an example - a powerful finisher when the opponent is next to Pikachu, but very weak at the tip of the bolt.
Matchups
Moveset
Normal attacks
Neutral attack
Name: Headbutt
Damage: 2.1% per hit
Description: Does an extremely quick headbutt. The ending lag is basically you letting go of the A button. It does minimal damage and it can't really followup, but it does have a chance of tripping the opponent. Don't use it much, as the opponent can easily DI out after 3-4 hits.
You can use it to counter Stale-Move Negation by attacking things like the statues in Castle Siege.
Frame data
Hits | 2-3 |
---|---|
IASA | 22 (single jab) |
Trip rate | 10% |
Advantage on block | -12 (normal shield drop) / -19 (jump/grab OoS) |
Forward tilt
Name: Side Kick
Damage: 9.45% (normal), 10.5% (angled up), 8.4% (angled down)
KO percentage: 200%
Description: Quick kick forward. Short range, but it doesn't have bad KO power for a tilt. It's rather awkward to use in combos and for spacing, but it can do both. Also, if you use it right next to the opponent, it knocks them back. I don't really like this move.
Frame data
Hits | 5-10 |
---|---|
IASA | 30 |
Advantage on block | -14 (normal shield drop) / -21 (jump/grab OoS) |
Note: This will always be the same, regardless of how the move is angled.
Up tilt
Name: Tail Whip
Damage: 7.35%/6.3%/5.25% (does more damage closer to Pikachu)
KO percentage: 155%
Description: Whips his tail in an arc above himself, launching opponents up. This is a great move - it's fast, at lower percentages it can juggle and combo into other moves well, and at high percentages it can lead straight into a Thunder for a Thunderspike.
Frame data
Hits | 7-13 |
---|---|
IASA | 24 |
Advantage on block | -7/-7/-8 (normal shield drop) / -14/-14/-15 (jump/grab OoS) |
Down tilt
Name: Tail Sweep
Damage: 7.35%
KO percentage: 250%
Description: Sweeps his tail along the ground in front of himself. I don't particularly like this move. It has little knockback but also launches the opponent very low to the ground, so it's hard to followup. It also has little KO power. It does have decent range however, and the first hit can trip the opponent. Still, I rarely use it.
Frame data
Hits | 7-9 |
---|---|
IASA | 19 |
Trip rate | 30% |
Advantage on block | -2 (normal shield drop) / -9 (jump/grab OoS) |
Dash attack
Name: Running Headbutt
Damage: 7.35%
Description: Does a running headbutt while falling forward. I don't like this move at all. It's too laggy to followup, and it leaves Pikachu very vulnerable, along with being easy for the opponent to shield grab Pikachu. Its knockback isn't too bad, so it can get opponents offstage, but there are almost always better options.
Frame data
Hits | 5-16 |
---|---|
IASA | 50 |
Advantage on block | -35 (normal shield drop) / -42 (jump/grab OoS) |
Smash attacks
Forward smash
Name: ThunderShock
Damage: Template:DamageWhenCharged (frames 15-17), Template:DamageWhenCharged (frames 18-20), Template:DamageWhenCharged (frames 21-22)
KO percentage: 110%
Description: Releases a bolt of electricity in front of himself. Doesn't have too much lag (with 15 frames of startup lag and minimal ending lag), and has some good KO power. Unfortunately, you need to be really close to the opponent for the move to actually work - if you hit with the tip of the bolt, it does very weak knockback instead. So against someone who can easily stay at a distance like Marth, this move is unreliable. But against someone with lower range and spacing capabilities, this isn't a bad KO option at all.
Frame data
Hits | 15-22 |
---|---|
From charge, hits on | 2 |
IASA | 50 |
Advantage on block | -26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OoS) |
Up smash
Name: Tail Flip
Damage: Template:DamageWhenCharged/Template:DamageWhenCharged (frames 9-10) (more damage closer to Pikachu), Template:DamageWhenCharged (frames 11-12), Template:DamageWhenCharged (frames 13-16)
KO percentage: 125%
Description: Flips while attacking with his tail upwards. This is definitely one of Pikachu's best moves. It is very fast (9 frames startup), has high vertical KO power (despite being nerfed quite a bit from Melee), and can easily lead into a Thunderspike. Just like all up smashes, you can do this out of a dash, which is what I usually do. You can also easily followup with a down throw with this, whether it's just a single throw or a chaingrab finisher. As I said, the move isn't nearly as powerful as in Melee, but since Thunderspiking is much more effective, this doesn't matter too much if you're going for a Thunderspike. At low percentages, it can also be used for juggling and as a combo starter. A problem is that, again, you need to be quite close to the opponent for the move to be effective, but not as much as the forward smash.
Frame data
Hits | 9-16 |
---|---|
From charge, hits on | 5 |
IASA | 44 |
Advantage on block | -22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OoS) |
Down smash
Name: Electric Spin
Damage: Template:DamageWhenCharged, Template:DamageWhenCharged, Template:DamageWhenCharged, Template:DamageWhenCharged, Template:DamageWhenCharged, Template:DamageWhenCharged, Template:DamageWhenCharged (7 hits) (maximum: Template:DamageWhenCharged)
KO percentage: 125%
Description: Spins around on the ground while surrounded with electricity, a multi-hit attack. It has only 6 frames of startup lag, being Pikachu's fastest smash. I like this move because it can rack up damage nicely and the final hit has good vertical KO power (and can lead into a Thunderspike like the up smash), but I understand that it isn't too hard to SDI out of it before the final hit (which is where all of the knockback comes from). If you use the move too much, you'll be predictable. That said, it can be very useful as a sort of "panic" option for spacing. It can also counter Stale-Move Negation due to having multiple hits.
Frame data
Hits | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 |
---|---|
From charge, hits on | 2 |
IASA | 55 |
Advantage on block | -44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS) |
.................
The rest is coming soon.