User:Scr7/Pikachu (SSBB) Guide: Difference between revisions
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|2-3 | |2-3 | ||
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!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|22 (single jab) | |22 (single jab) | ||
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|5-10 | |5-10 | ||
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|30 | |30 | ||
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Name: Tail Whip | Name: Tail Whip | ||
Damage: 7.35%/6.3%/5.25% ( | Damage: 7.35%/6.3%/5.25% <small>(more damage closer to Pikachu)</small> | ||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | ||
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|7-13 | |7-13 | ||
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!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|24 | |24 | ||
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|7-9 | |7-9 | ||
|- | |- | ||
!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|19 | |19 | ||
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|5-16 | |5-16 | ||
|- | |- | ||
!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|50 | |50 | ||
|- | |- | ||
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Name: ThunderShock | Name: ThunderShock | ||
Damage: {{DamageWhenCharged|21}} (frames 15-17), {{DamageWhenCharged|17.85}} (frames 18-20), {{DamageWhenCharged|14.7}} (frames 21-22) | Damage: {{DamageWhenCharged|21}} (frames 15-17), {{DamageWhenCharged|17.85}} (frames 18-20), {{DamageWhenCharged|14.7}} (frames 21-22) <small>(hitbubbles extend on frames 18 and 21)</small> | ||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | ||
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|2 | |2 | ||
|- | |- | ||
!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|50 | |50 | ||
|- | |- | ||
Line 203: | Line 203: | ||
Name: Tail Flip | 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) | Damage: {{DamageWhenCharged|14.7}}/{{DamageWhenCharged|13.65}} (frames 9-10) <small>(more damage closer to Pikachu)</small>, {{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]] | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | ||
Line 220: | Line 220: | ||
|5 | |5 | ||
|- | |- | ||
!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|44 | |44 | ||
|- | |- | ||
Line 230: | Line 230: | ||
Name: Electric Spin | 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}}) | Damage: {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|3.15}} (7 hits) <small>(maximum: {{DamageWhenCharged|15.75}})</small> | ||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | ||
Line 247: | Line 247: | ||
|2 | |2 | ||
|- | |- | ||
!IASA | !{{rollover|IASA|Interruptible as soon as frames|y}} | ||
|55 | |55 | ||
|- | |- | ||
!Advantage on block | !Advantage on block | ||
||-44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab | ||-44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OoS) | ||
|} | |} | ||
................. | ==Aerial attacks== | ||
===Neutral aerial=== | |||
Name: Roll Spin | |||
Damage: 12.6% (frames 3-5), 6.3% (frames 6-25) | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: 135% | |||
Description: Spins around in a circle. This is Pikachu's strongest aerial and his only reliable aerial KO option. It can be used in SHFF and it can be used in combos pretty nicely. It also has very little startup lag (only 3 frames), meaning that it can also break opponent combos. To add to that, it has decent priority and the hitboxes will be still be active if Pikachu hits the ground. However, the ending lag can work against you if your opponent gets the chance to punish. It also negates all of your momentum. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|3-25 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|40 | |||
|- | |||
!Landing lag | |||
|25 | |||
|- | |||
!{{rollover|RCO|Recovery carryover|y}} landing lag | |||
|34 frames | |||
|- | |||
!Autocancel | |||
|35-39 | |||
|- | |||
!Advantage on block | |||
||-25, -24 (normal shield drop) / -32, -31 (jump/grab OoS) <small>(does not include landing lag)</small> | |||
|} | |||
===Forward aerial=== | |||
Name: Electric Drill | |||
Damage: 2.1%, 2.1%, 2.1%, 2.1%, 3.15% (5 hits) <small>(maximum: 11.55%)</small> | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
Description: Does a drill-like attack forward while surrounded with damaging electricity. This isn't a very useful attack, as it is hard to land the multiple hits, and even if you do land all of them, it doesn't do too much damage (you could deal more damage with a nair or dair). It also does very little knockback. If Pikachu lands, the move will slightly lag, but one good thing is that it can set up a grab or d-smash. Also, you can control Pikachu very smoothly during the attack. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|10-12, 14-16, 18-20, 22-24, 26 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|40 | |||
|- | |||
!Landing lag | |||
|15 | |||
|- | |||
!{{rollover|RCO|Recovery carryover|y}} landing lag | |||
|21 | |||
|- | |||
!Autocancel | |||
|1-9, 35-39 | |||
|- | |||
!Advantage on block | |||
||-23, -19, -15, -11, -5 (normal shield drop) / -30, -26, -22, -18, -12 (jump/grab OoS) <small>(does not include landing lag)</small> | |||
|} | |||
===Back aerial=== | |||
Name: Pikacopter | |||
Damage: 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 4.2% (8 aerial hits) <small>(maximum: 11.55%)</small> / 4.2% (landing hit) | |||
Rating: [[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: 250% | |||
Description: Spins around like a disc, hitting multiple times. I don't like this move, it has very high aerial and landing lag, and like the fair, it can't deal as much damage as a simple nair/dair (although it is much easier to land all the hits compared to fair). One thing is that it can be used to chase opponents' DI, but this is quite situational and hard to do. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37 | |||
|- | |||
!Landing hitbox | |||
|2 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|60 | |||
|- | |||
!Landing lag | |||
|30 | |||
|- | |||
!{{rollover|RCO|Recovery carryover|y}} landing lag | |||
|41 | |||
|- | |||
!Autocancel | |||
|1-3, 50-59 | |||
|- | |||
!Advantage on block | |||
||-48, -44, -40, -36, -32, -28, -24, -19 (normal shield drop) / -55, -51, -47, -43, -39, -35, -31, -26 (jump/grab OoS) <small>(does not include landing lag)</small> | |||
|} | |||
===Up aerial=== | |||
Name: Tail Flick | |||
Damage: 6.3%/5.25% (frames 3-4), 5.25%/4.2% (frames 5-8) <small>(more damage closer to Pikachu)</small> | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
Description: Flicks his tail above himself while flipping forward. Does little damage, and has almost no KO'ing potential. It's useful for juggling though, and can combo into a nair nicely. It's best used to push opponents away in the air. There are also certain tail frames that send the opponent away, at an angle good for gimping at high percentages. Unfortunately, it's lost the tail tip semi-spike from Melee. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|3-8 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|28 | |||
|- | |||
!Landing lag | |||
|24 | |||
|- | |||
!{{rollover|RCO|Recovery carryover|y}} landing lag | |||
|33 | |||
|- | |||
!Autocancel | |||
|1-2, 18-27 | |||
|- | |||
!Advantage on block | |||
||-15/-16, -14 (normal shield drop) / -22/-23, -21 (jump/grab OoS) <small>(does not include landing lag)</small> | |||
|} | |||
===Down aerial=== | |||
Name: Electric Screw | |||
Damage: 12.6% (aerial hit) / 4.2% (landing hit) <small>(maximum: 16.8%)</small> | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: 165% | |||
Description: Does a drill-like attack while diving down, surrounded by damaging electricity. This attack consists of two hits. The aerial hit is Pikachu's second strongest aerial (although it's still weak), and the landing hit also deals knockback. If you land both, the move can deal 16% damage. While it has high aerial lag and very high landing lag, if you do it in a short hop there won't be any lag. The attack knocks opponents horizontally, like the nair, but weaker. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|14-26 | |||
|- | |||
!Landing hitbox | |||
|2 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|48 | |||
|- | |||
!Landing lag | |||
|40 | |||
|- | |||
!{{rollover|RCO|Recovery carryover|y}} landing lag | |||
|55 | |||
|- | |||
!Autocancel | |||
|39-47 | |||
|- | |||
!Advantage on block (aerial hit) | |||
||-27 (normal shield drop) / -34 (jump/grab OoS) <small>(does not include landing lag)</small> | |||
|- | |||
!Advantage on block (landing hit) | |||
||-34 (normal shield drop) / -41 (jump/grab OoS) | |||
|} | |||
==Grabs and throws== | |||
===Grab=== | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Grabs | |||
|6-7 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|30 | |||
|} | |||
===Dash grab=== | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Grabs | |||
|9-10 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|39 | |||
|} | |||
===Pivot grab=== | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Grabs | |||
|10-11 | |||
|- | |||
!{{rollover|IASA|Interruptible as soon as frames|y}} | |||
|36 | |||
|} | |||
===Pummel=== | |||
Damage: 2% per pummel | |||
Description: Shocks the opponent. Fairly quick. | |||
====Frame data==== | |||
{|class="wikitable" | |||
|- | |||
!Hits | |||
|3 | |||
|} | |||
===Forward throw=== | |||
Name: Electrocuting Throw | |||
Damage: 10% | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
Description: Places the opponent on his back, electrocutes them, then throws them forward. It has pretty low knockback, and it works as a chaingrab, which you can do with dash grabs. This works on almost every character, and it can be done from 0% to 50-70% depending on the character. It can also counter Stale-Move Negation thanks to having multiple hits. You can followup the throw using a running up smash, which can set up a Thunderspike. | |||
===Back throw=== | |||
Name: Submission | |||
Damage: 9% | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
KO percentage: 260% | |||
Description: Rolls back a considerable distance with the opponent and then throws them back. It can get opponents offstage to set up an edgeguard, but other than that, it doesn't have many uses. I don't use this throw much. | |||
===Up throw=== | |||
Name: Headbutt Throw | |||
Damage: 10% | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
Description: Headbutts the opponent while knocking them upward. It can lead into some aerials, but at low percentages I would prefer to use a d-throw -> u-tilt. It can also combo into a Thunderspike, but a u-tilt or u-smash would be much better for that. Again, this isn't a throw that I particularly like. | |||
===Down throw=== | |||
[[File:Pika dthrow cg brawl.gif|thumb|Here's what the chaingrab looks like on Fox.]] | |||
Name: Slam | |||
Damage: 10% | |||
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]] | |||
Description: Slams on top of the opponent, knocking them up with low knockback. Another chaingrab, and while it doesn't work on as many characters as the f-throw chaingrab does (since most can jump out of it), it works very effectively against some. It can combo into a u-tilt or u-smash, which can set up some aerials at low percentages, or lead into a Thunderspike at high percentages. The throw can 0-death Fox by ending with a u-smash -> Thunder, as well as Falco, Wolf, and Captain Falcon. (Notably, for Falco and Wolf, you must use a fresh d-throw at 20% - you can reach this with two f-throws and a pummel.) It can also rack up huge damage against Sheik. | |||
An extremely advanced 0-death is to use the d-throw, then u-tilt, footstool, QAC lock repeatedly, then jab lock, ending with a f-smash at KO percentage. I'll put a link to this in the Quick Attack section. | |||
==Special moves== | |||
........................ | |||
The rest is coming soon. | The rest is coming soon. |
Revision as of 07:29, July 27, 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% (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) (hitbubbles extend on frames 18 and 21)
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) |
Aerial attacks
Neutral aerial
Name: Roll Spin
Damage: 12.6% (frames 3-5), 6.3% (frames 6-25)
KO percentage: 135%
Description: Spins around in a circle. This is Pikachu's strongest aerial and his only reliable aerial KO option. It can be used in SHFF and it can be used in combos pretty nicely. It also has very little startup lag (only 3 frames), meaning that it can also break opponent combos. To add to that, it has decent priority and the hitboxes will be still be active if Pikachu hits the ground. However, the ending lag can work against you if your opponent gets the chance to punish. It also negates all of your momentum.
Frame data
Hits | 3-25 |
---|---|
IASA | 40 |
Landing lag | 25 |
RCO landing lag | 34 frames |
Autocancel | 35-39 |
Advantage on block | -25, -24 (normal shield drop) / -32, -31 (jump/grab OoS) (does not include landing lag) |
Forward aerial
Name: Electric Drill
Damage: 2.1%, 2.1%, 2.1%, 2.1%, 3.15% (5 hits) (maximum: 11.55%)
Description: Does a drill-like attack forward while surrounded with damaging electricity. This isn't a very useful attack, as it is hard to land the multiple hits, and even if you do land all of them, it doesn't do too much damage (you could deal more damage with a nair or dair). It also does very little knockback. If Pikachu lands, the move will slightly lag, but one good thing is that it can set up a grab or d-smash. Also, you can control Pikachu very smoothly during the attack.
Frame data
Hits | 10-12, 14-16, 18-20, 22-24, 26 |
---|---|
IASA | 40 |
Landing lag | 15 |
RCO landing lag | 21 |
Autocancel | 1-9, 35-39 |
Advantage on block | -23, -19, -15, -11, -5 (normal shield drop) / -30, -26, -22, -18, -12 (jump/grab OoS) (does not include landing lag) |
Back aerial
Name: Pikacopter
Damage: 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 1.05%, 4.2% (8 aerial hits) (maximum: 11.55%) / 4.2% (landing hit)
KO percentage: 250%
Description: Spins around like a disc, hitting multiple times. I don't like this move, it has very high aerial and landing lag, and like the fair, it can't deal as much damage as a simple nair/dair (although it is much easier to land all the hits compared to fair). One thing is that it can be used to chase opponents' DI, but this is quite situational and hard to do.
Frame data
Hits | 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37 |
---|---|
Landing hitbox | 2 |
IASA | 60 |
Landing lag | 30 |
RCO landing lag | 41 |
Autocancel | 1-3, 50-59 |
Advantage on block | -48, -44, -40, -36, -32, -28, -24, -19 (normal shield drop) / -55, -51, -47, -43, -39, -35, -31, -26 (jump/grab OoS) (does not include landing lag) |
Up aerial
Name: Tail Flick
Damage: 6.3%/5.25% (frames 3-4), 5.25%/4.2% (frames 5-8) (more damage closer to Pikachu)
Description: Flicks his tail above himself while flipping forward. Does little damage, and has almost no KO'ing potential. It's useful for juggling though, and can combo into a nair nicely. It's best used to push opponents away in the air. There are also certain tail frames that send the opponent away, at an angle good for gimping at high percentages. Unfortunately, it's lost the tail tip semi-spike from Melee.
Frame data
Hits | 3-8 |
---|---|
IASA | 28 |
Landing lag | 24 |
RCO landing lag | 33 |
Autocancel | 1-2, 18-27 |
Advantage on block | -15/-16, -14 (normal shield drop) / -22/-23, -21 (jump/grab OoS) (does not include landing lag) |
Down aerial
Name: Electric Screw
Damage: 12.6% (aerial hit) / 4.2% (landing hit) (maximum: 16.8%)
KO percentage: 165%
Description: Does a drill-like attack while diving down, surrounded by damaging electricity. This attack consists of two hits. The aerial hit is Pikachu's second strongest aerial (although it's still weak), and the landing hit also deals knockback. If you land both, the move can deal 16% damage. While it has high aerial lag and very high landing lag, if you do it in a short hop there won't be any lag. The attack knocks opponents horizontally, like the nair, but weaker.
Frame data
Hits | 14-26 |
---|---|
Landing hitbox | 2 |
IASA | 48 |
Landing lag | 40 |
RCO landing lag | 55 |
Autocancel | 39-47 |
Advantage on block (aerial hit) | -27 (normal shield drop) / -34 (jump/grab OoS) (does not include landing lag) |
Advantage on block (landing hit) | -34 (normal shield drop) / -41 (jump/grab OoS) |
Grabs and throws
Grab
Frame data
Grabs | 6-7 |
---|---|
IASA | 30 |
Dash grab
Frame data
Grabs | 9-10 |
---|---|
IASA | 39 |
Pivot grab
Frame data
Grabs | 10-11 |
---|---|
IASA | 36 |
Pummel
Damage: 2% per pummel
Description: Shocks the opponent. Fairly quick.
Frame data
Hits | 3 |
---|
Forward throw
Name: Electrocuting Throw
Damage: 10%
Description: Places the opponent on his back, electrocutes them, then throws them forward. It has pretty low knockback, and it works as a chaingrab, which you can do with dash grabs. This works on almost every character, and it can be done from 0% to 50-70% depending on the character. It can also counter Stale-Move Negation thanks to having multiple hits. You can followup the throw using a running up smash, which can set up a Thunderspike.
Back throw
Name: Submission
Damage: 9%
KO percentage: 260%
Description: Rolls back a considerable distance with the opponent and then throws them back. It can get opponents offstage to set up an edgeguard, but other than that, it doesn't have many uses. I don't use this throw much.
Up throw
Name: Headbutt Throw
Damage: 10%
Description: Headbutts the opponent while knocking them upward. It can lead into some aerials, but at low percentages I would prefer to use a d-throw -> u-tilt. It can also combo into a Thunderspike, but a u-tilt or u-smash would be much better for that. Again, this isn't a throw that I particularly like.
Down throw
Name: Slam
Damage: 10%
Description: Slams on top of the opponent, knocking them up with low knockback. Another chaingrab, and while it doesn't work on as many characters as the f-throw chaingrab does (since most can jump out of it), it works very effectively against some. It can combo into a u-tilt or u-smash, which can set up some aerials at low percentages, or lead into a Thunderspike at high percentages. The throw can 0-death Fox by ending with a u-smash -> Thunder, as well as Falco, Wolf, and Captain Falcon. (Notably, for Falco and Wolf, you must use a fresh d-throw at 20% - you can reach this with two f-throws and a pummel.) It can also rack up huge damage against Sheik.
An extremely advanced 0-death is to use the d-throw, then u-tilt, footstool, QAC lock repeatedly, then jab lock, ending with a f-smash at KO percentage. I'll put a link to this in the Quick Attack section.
Special moves
........................
The rest is coming soon.