Super Smash Bros. 4

Pikachu (SSB4): Difference between revisions

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===Attributes===
===Attributes===
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{buff|Pikachu [[dash]]es faster (1.765 → 1.85325).}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55).}}
*{{nerf|Pikachu [[jump]]s lower.}}
*{{nerf|Pikachu [[jump]]s lower.}}
*{{change|Pikachu [[Falling speed|falls]] faster (1.5 → 1.55).}}


===Ground attacks===
===Ground attacks===

Revision as of 01:25, May 3, 2016

This article is about Pikachu's appearance in Super Smash Bros. 4. For the character in other contexts, see Pikachu.
Pikachu
in Super Smash Bros. 4
Pikachu
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Volt Tackle
Tier A (5)
Pikachu (SSB4)

Pikachu (ピカチュウ, Pikachu) is a playable starter character in Super Smash Bros. 4. It was confirmed on June 11th, 2013 during E3 2013 and was among the first wave of amiibo. Ikue Ohtani voices Pikachu once again, albeit via recycled voice clips from Melee and Brawl.

Pikachu is currently ranked 5th on the tier list, placing it in the A tier and results in it being the second highest ranking high-tier character. This is a slight improvement from its ranking of 8th out of 38 in Brawl and continues its trend of being a high-tier character. Pikachu's positives include its high speed, good combo game, good approach, excellent recovery and good neutral game, the latter of which is courtesy of Quick Attack and Thunder Jolt. However, it has notable weaknesses to balance this out, with its weak KO potential and poor survivability due to its low weight. This gives Pikachu a high learning curve and small high-level representation compared to other high-tier characters, but it has nonetheless seen notable tournament results, mostly credited to ESAM.

The overall competitive community opinion of Pikachu has been volatile since the SSB4's release. Initially, it was widely seen as an average character, but after a number of impressive tournament showings by ESAM (including his brief period of retirement having added to the "mystery" of Pikachu's potential), was seen as high as a top 3 character by players like ZeRo and ESAM himself, culminating in an extremely close Winners' Finals set at Super Smash Con between the two. In more recent times however, public opinion has swayed again; many consider Pikachu's ranking on the first official tier list to be far too high due to metagame development, introduction of new high-tier characters, balance updates, ESAM's inconsistent showings at major tournaments, as well as a dearth of results for Pikachu at national, regional, and even local levels of play. Though update 1.1.5 nerfed some of Pikachu's hardest match-ups, its current ranking on the tier list is still heavily disputed.

Attributes

Pikachu is a small, light, and agile character. Pikachu has fast dashing and walking speeds, moderate falling speed, above average gravity, below average air speed, and high air acceleration. It is also tied for the sixth lightest weight. It sports a quick 4-frame jumpsquat, and with average traction and a relatively long initial dash (14 frames), Pikachu benefits from a moderately long perfect pivot; however, such attributes give it a slow extended dash dance and foxtrot.

Perhaps Pikachu's greatest strength is its flexible approach. Quick Attack is an excellent mobility option, and due to its two-hit nature, it allows Pikachu to weave in and out of danger, and can be used to start combos. Quick Attack can also be ledge-cancelled, granting even faster movement with the aid of platforms. With this technique, Pikachu can chase opponents and keep up pressure without much risk to itself. Thunder Jolt is a useful projectile, and has good utility in zoning and forcing approaches. Pikachu can take advantage of its quick dashing and walking speeds, short-hop, and pivot, with these traits further aiding its strong neutral game.

Another advantage Pikachu has is its frame data. Most of its attacks come out in 10 frames or less, including its up smash, which is its strongest move. Combined with their low power, this fast attack speed gives Pikachu a formidable combo game. Up aerial can combo into itself and any other aerial. Up tilt can repeatedly chain into itself at lower percents, and its low knockback growth allows it to combo into aerials at higher percents. Down tilt has a chance to trip opponents, leaving them open to a grab. Pikachu's grab game is the centerpiece of its combo ability. Its forward throw can lead into a dash attack or up smash, while down throw launches opponents into the air right above Pikachu, setting them up for aerial combos and juggles. At very high percents, both down and up throws are capable of chaining into Thunder, KOing if the spiking hitbox is landed.

Finally, Pikachu possesses a superb recovery. Skull Bash, though linear and telegraphed, is chargeable and deals high knockback while not rendering Pikachu helpless. Quick Attack can be angled in two consecutive directions and, along with its speed, this makes it a very unpredictable and difficult move to intercept, as well as a favorable recovery option from virtually any position offstage. This contributes to an effective edge-guarding game. Though Pikachu's aerials are not particularly strong, it has the luxury of going far off-stage and challenging recovering opponents while still being able to recover itself.

However, Pikachu has notable flaws. It suffers from poor reach, as most of its attacks have hitboxes very close to its body, putting it at a disadvantage against sword-wielding characters, such as Meta Knight and Cloud. For a character of its speed, Pikachu's aerials have abnormally high landing lag, with its down aerial having an enormous 40 frames of landing lag, being tied for the highest of any aerial in the game. Combined with the previous point, Pikachu cannot efficiently use its aerials to approach and pressure (aside from forward aerial), leaving it susceptible to characters with capable aerial approaches, notably Sheik, and this issue is made worse by its relatively slow air speed.

Even with its powerful combo game, Pikachu's damage output is overall poor, and it commonly takes time for opponents to be brought to KOing range, where another issue is presented: Pikachu has significant trouble KOing. Its set-ups off of up and down throws into Thunder require reads and proper spacing and timing. Aside from these few situations, it has no reliable set-ups into its KO moves. Up smash has short reach and high ending lag, and is thus very punishable. Though it has good range, forward smash has noticeable start-up, and down smash is relatively weak; both have high ending lag, and the latter has short range. Pikachu's edge-guarding ability has its flaws: its aerials aren't very strong, and its neutral, forward, back and down aerials have long durations and small hitboxes.

Pikachu's most glaring flaw is its survivability. Its small size, low weight, and average falling speed make it difficult to combo; however, along with its relatively high gravity, these attributes leave it susceptible to KOs. The rage mechanic further exacerbates this problem, since Pikachu's opponents commonly survive to very high damages, while it cannot reliably take advantage of the mechanic as a result of its endurance. While its impressive recovery somewhat mitigates its survivability issues, Quick Attack is a difficult move to master. When using it for fast movement, inexperienced players can often veer offstage with it, or angle it the wrong way and miss the ledge entirely when recovering, causing Pikachu to fall helplessly and self-destruct.

Despite Pikachu receiving little benefit from customs, they still have their uses. Thunder Wave paralyzes grounded opponents, opening up opportunities for follow-ups at the cost of having much less range. Heavy Skull Bash moves and charges faster, and has immense power if used at point-blank range. Meteor Quick Attack reduces distance traveled, but as the name implies, the entire move is a meteor smash, with much higher knockback at the start of each warp. Quick Feet increases distance traveled and has more power as well, but it loses its unpredictability, as it only moves once. While Distant Thunder has more start-up and a much weaker discharge around Pikachu, it has more vertical range, much more power near the thundercloud, and cannot meteor smash. This allows for easier Thunderspiking, which restores most of its usefulness from Super Smash Bros.

Overall, Pikachu is a notably viable character, thanks to its mobility, attack speed, combo game and versatile recovery. However, it has a high learning curve, largely due to the skill required for proper use of Quick Attack and its heavy reliance on reads to KO, though its strengths generally make up for these flaws. While Pikachu has low tournament representation, the efforts of a few dedicated mains such as ESAM have gained it strong tournament results. In spite of this, some resent its high-tier placing due to ESAM being the only notable Pikachu main that can place well in tournaments in general and himself having inconsistent results when playing as Pikachu.

Changes from Brawl

Pikachu received a mix of buffs and nerfs in the transition to SSB4. The removal of early hitstun cancelling greatly aids its combo game and gives it a few notable KO set-ups off of its throws, while its up and forward smashes have become stronger, with the former having regained some of its power from Melee. Pikachu has also gained access to a new technique know as the Quick Attack ledge cancel, which gives Quick Attack new mobility options when used with ledges and platforms. As many of its moves deal electric damage, it benefits from the increased shieldstun. A few of its moves' ranges were increased, such as its forward tilt, dash attack, and down aerial, somewhat mitigating one of its more glaring issues.

However, Pikachu has also received significant nerfs. Quick Attack can no longer be canceled into the ground, making it less flexible as an approach option, and its new Quick Attack ledge cancel technique does not fully compensate for this. Its already low damage output has been worsened, particularly its aerials. Pikachu's grab game has also been crippled, courtesy of the removal of chain grabbing resulting in its forward and down throws no longer being capable of performing highly damaging chain throws, while down throw's higher knockback makes it less reliable for follow-ups at higher percents. Its grab range has also been shortened, and while Pikachu has gained new combos due to the changes to hitstun, they are nevertheless inferior to the options granted by its now-lost chain grab. Though the changes to ledge mechanics boost its already impressive recovery, they also give it a more difficult time edge-guarding, especially with the improved recoveries of the rest of the cast, and the introduction to rage worsens its endurance.

Although Pikachu was a high-tier character in Brawl, its ranking in SSB4 is mixed; some consider it to be even better than in Brawl, while some think it should not be ranked as highly in SSB4's high-level play, let alone worse than it was in Brawl. Despite having a rather small playerbase in competitive play due to its very high learning curve and degree of technical skill required, Pikachu is still considered a notable force in the metagame thanks to players such as ESAM, but whether or not Pikachu should be at its current ranking on the tier list is debatable among the SSB4 competitive community due to its below-average representation compared to other high-tier characters.

Aesthetics

  • Change Pikachu's appearance has been updated to match the latest Pokémon core series games and PokéPark Wii: Pikachu's Adventure, as its model has been altered and continues the trend of being gradually less chubby with each subsequent appearance in the Super Smash Bros. series. Pikachu's coloration is also considerably brighter in comparison to its previous appearances.
  • Change Pikachu is more expressive. It now smiles more often when attacking and grimaces when being grabbed or landing on the ground after being launched.
  • Change Pikachu is more bipedal.
  • Change Walk's animation has been slightly changed. Pikachu now walks in a more slanted movement.

Attributes

  • Buff Pikachu dashes faster (1.765 → 1.85325).
  • Change Pikachu falls faster (1.5 → 1.55).
  • Nerf Pikachu jumps lower.

Ground attacks

  • Nerf Neutral attack deals less damage (2% → 1.4%/1.2%/1%).
  • Buff Neutral attack has slightly improved jab lock potential.
  • Change Neutral attack pushes away opponents rather than keeping them in place.
  • Buff Forward tilt and dash attack have increased range.
  • Nerf Forward tilt has increased start-up and a shorter hitbox duration (frame 5-10 → 6-8).
  • Nerf Up tilt deals less damage (7%/6%/5% → 5%) and increased ending lag (24 frames → 27).
  • Buff Up tilt has decreased knockback growth, improving its combo potential to the point that it is very useful for combos at a variety of percents.
  • Nerf Down tilt deals 1% less damage (7% → 6%), has decreased reach and 1 less active frame.
  • Buff Down tilt has decreased knockback, improving its combo potential to the point that it can now combo into aerial attacks.
  • Change Dash attack now has a sweetspot and a sourspot (7% → 10% (sweetspot)/6% (sourspot)).
  • Buff Sweetspotted and sourspotted dash attack has increased knockback.
  • Nerf Dash attack comes out 1 frame later (frame 5 → 6).
  • Buff Clean forward smash deals 1% more damage (17% → 18%) and its hitbox is larger.
  • Nerf Early and late forward smash deals less damage (20% (early)/14% (late) → 15%/12%) and has decreased range.
  • Buff Forward smash hits twice and has decreased ending lag.
  • Buff Forward and down smashes are much harder to SDI out of.
  • Change Forward smash's animation has slightly changed. Pikachu now stands on one of its hind legs while charging and using it.
  • Nerf Sourspotted up smash has decreased knockback and hitstun during its very last few frames, to the point that it is nearly useless.
  • Buff Up smash has increased knockback, to the point that it can KO under 90% when sweetspotted. It has also received utility by becoming capable of partaking in combos and punishing rolls.
  • Nerf Up smash comes out 1 frame later and has increased ending lag.
  • Nerf Down smash deals 2% less damage (15% → 13%) due to consisting of six hits instead of seven. It also has increased start-up and ending lag.
  • Change Down smash's animation has slightly changed. Pikachu now clumsily falls on its rear after spinning.

Aerial attacks

  • Nerf Neutral, forward, back and up aerials deal less damage (12%/6% → 8.5%/5.5% (neutral), 11% → 9.8% (forward), 11% → 8.6% (back), 6%/5%/4% → 5%/4% (up)).
  • Buff Neutral aerial has decreased ending lag (40 frames → 39).
  • Nerf Neutral aerial has decreased duration (frame 3-25 → 3-20) and range.
  • Buff Forward aerial's hits connect together better and its last hit is stronger, to the point that it now has KO potential off-stage. It also auto-cancels earlier (frame 35 → 32).
  • Nerf Forward aerial has 1 less active frame and increased ending lag (40 frames → 42).
  • Buff Back aerial's hits connect together better, improving its KOing potential. It also auto-cancels earlier (frame 50 → 48) and has decreased ending lag (60 frames → 59).
  • Nerf Back aerial has 5 less active frames.
  • Buff Up aerial has decreased ending lag (28 frames → 27), improving its combo potential.
  • Buff Up aerial received a hitbox that deals slightly less knockback and launches at a lower angle, which almost entirely reverts it to how it functioned in Melee. It is also stronger, to where it can now almost KO at 170%.
  • Nerf Up aerial comes out 1 frame later (frame 3 → 4) and deals slightly less shield damage.
  • Nerf Down aerial's first hit has increased knockback growth, making it harder to land both hits.
  • Buff Down aerial's second hit has increased range and knockback growth. It also deals slightly more shield damage.
  • Buff Forward and back aerials have some meteor capabilities, improving their edge-guarding potential.

Throws/other attacks

  • Nerf All grabs have decreased range, though not as severely as in Melee.
  • Buff Standing and dash grabs are faster.
  • Nerf The removal of chain grabbing has significantly hindered Pikachu's grab game and damage racking ability.
  • Nerf Pummel deals 0.1% less damage (2% → 1.9%).
  • Buff Pummel is faster and its hitbox is larger.
  • Nerf Up and down throws deal less damage (10% → 4% (up), 10% → 8% (down)).
  • Nerf Back throw has a more vertical launching angle, hindering its edge-guarding potential.
  • Buff The changes to hitstun canceling has improved Pikachu's up and down throws. Up throw can now combo into Thunder at high percents, while down throw is more useful for aerial follow-ups and combos.
  • Buff Up throw is stronger, KOing around 200%.
  • Nerf Down throw has increased knockback growth, hindering its follow-up potential at high percents, while it is still too weak to KO reliably.
  • Nerf Front floor attack has decreased knockback.
  • Buff Back floor attack has increased knockback and range. It also has decreased start-up.

Special moves

  • Buff Skull Bash travels farther when charged and can be charged like a smash attack.
  • Nerf Skull Bash is weaker and has increased ending lag, making it more punishable.
  • Change Skull Bash's animation has slightly changed. Pikachu now assumes a slightly different stance while charging it.
  • Buff Quick Attack's second hit has increased knockback.
  • Nerf Quick Attack is slower, has increased ending lag and covers less total distance.
  • Buff Quick Attack has a new technique called Quick Attack ledge canceling, which can be used on ledges, moving platforms and tilting stages.
  • Nerf The changes to Quick Attack canceling have significantly hindered Pikachu's aerial game and approach.
  • Buff Thunder falls faster, has improved combo potential and can meteor smash, despite being very difficult to edge-guard and combo at high percents. Its meteor smash hitbox can set up into the shockwave hitbox around Pikachu, allowing Pikachu to have KO set-ups.
  • Nerf Thunder has decreased vertical range and is harder to land. When coupled with its new hitbox, this makes Thunderspiking very difficult to perform and thus significantly weakens its usefulness. The shockwave hitbox around Pikachu is also weaker.
  • Buff Volt Tackle's duration has increased.
  • Nerf Volt Tackle deals less damage (13%-25% → 1%/8%), less knockback and is slower.
  • Buff Volt Tackle now has a small, purple ball of electricity that is analogous to a cursor, making it easier to aim its trajectory.

Update history

Pikachu has received a mix of buffs and nerfs in updates. While update 1.0.4 buffed some of Pikachu's KOing options by increasing their power, it then received only direct nerfs afterward. Update 1.0.6 standardized Pikachu's ledge grab animation, making it slower and effectively weakening its ledge-trumping ability, while update 1.1.0 removed Thunder Wave's ability to lock and thus its ability to perform zero-to-death combos in custom matches. 1.1.5 also removed a glitch where Pikachu could ledge cancel Quick Attack on both versions of Umbra Clock Tower. However, the changes on shield mechanics benefit its electric attacks, most notably its forward smash and Thunder's grounded hitbox, making them safer on shield due to their high hitlag. Overall, Pikachu's potency in the metagame has not been reduced.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).
  • Buff Thunder Jolt can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.
  • Buff Skull Bash has higher knockback scaling (60 → 62)
  • Change Thunder is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be absorbed four times (by Oil Panic, for example.)
  • Buff Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).


Super Smash Bros. 4 1.0.6

  • Nerf Ledge grab animation standardized. This makes it slower.

Super Smash Bros. 4 1.1.0

  • Change Thunder Jolt and Thunder Wave's projectile hitbox angles have been altered to 0°.
  • Nerf The angle change removes Thunder Wave's ability to lock.

Super Smash Bros. 4 1.1.5


Moveset

  Name Damage Description
Neutral attack   1.4% (tip), 1.2% (mid), 1% (base) A very quick headbutt. Deals negligible damage and knockback. Can be used rapidly if the attack button is held, allowing it to deal more damage and potentially trip opponents.
Forward tilt   10% A double hind leg kick. It deals increased damage when angled upward and has a chance to trip when angled downward. KOs at around 110% near the edge.
9%
8%
Up tilt   5% Swings its tail in an overhead arcing motion. A fast attack with low base knockback and growth, making it a reliable combo move, particularly into itself and aerials.
Down tilt   6% Sweeps its tail in front of itself. It is very quick in terms of both start-up and ending lag and has a chance of tripping opponents.
Dash attack   10% (clean), 6% (late) A dashing headbutt. Very laggy and easily punished if whiffed, but has high knockback, allowing it to KO near the edge at very high percents.
Forward smash   15% (early), 18% (clean), 12% (late) Rears back and then leans forward to discharge a bolt of electricity from its cheeks. Its knockback is far stronger when the opponent is hit by the inner portion of the jolt, while it is at its weakest when they are hit by Pikachu's cheeks during start-up.
Up smash   13% (clean tail), 14% (clean body), 11% (mid), 7% (late) Backflips and strikes with its tail. This move is slightly stronger when hit close during start-up.
Down smash   2% (hits 1-5), 3% (hit 6) Repeatedly spins around while discharging electricity. Hits multiple times and has decent power, but punishable ending lag.
Neutral aerial   8.5% (clean), 5.5% (late) A somersaulting tackle. Extremely fast start-up with good horizontal knockback, making it a good aerial finisher or edge-guarding move. Can be auto-canceled when performed alongside a non-fast-fallen short hop, though it has high landing lag otherwise.
Forward aerial   1.7% (hits 1-4), 3% (hit 5) An electrified, corkscrew headbutt. Hits multiple times, with the last hit dealing decent horizontal knockback. The move has little landing lag, which can potentially set up into a grounded move or grab. This move has minor meteor capabilities due to most of its hits having the auto-link angle.
Back aerial   0.8% (hits 1-7), 3% (hit 8), 4% (landing) Performs multiple helicopter spins. Hits multiple times, with the last hit dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop.
Up aerial   5%/4% (clean), 4% (late) Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, it can combo into itself or act as a set-up into a neutral aerial. Can be auto-canceled when performed alongside a fast-fallen short hop, though it has high landing lag otherwise.
Down aerial   12% (attack), 4% (landing) An electrified, downward corkscrew headbutt. A lingering single hit with decent horizontal knockback, it can be auto-canceled from a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around it, which deals little damage at the cost of very high landing lag.
Grab   Pikachu reaches out and tumbles if it misses. Quick, but short-ranged.
Pummel   1.9% Zaps the opponent. A fairly good pummel due to its speed and damage output.
Forward throw   2% (hits 1-4), 2% (throw) Places the opponent on its back and zaps them, launching them forward. It can set up a dash attack, neutral aerial, or a dashing up smash at very low percents.
Back throw   9% A high-speed version of the tomoe nage, a Judo throw. Best used near the edge to put the opponent into an edge-guarding situation. Appears almost identically to the anime's depiction of Submission.
Up throw   1% (hit 1), 3% (throw) Places the opponent on its head and then headbutts them upward. Can be followed up by Thunder at high percents, allowing for potential KOs, but DI can make this difficult.
Down throw   3% (hit 1), 5% (throw) Places the opponent on the ground, then jumps on them. Can be followed up with any aerial at lower percents, and like up throw, it can be used as a set-up to Thunder at high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Thunder Jolt 4.8% (ball), 6%/5% (jolt clean), 5%/4% (jolt mid), 4%/3% (jolt late) Discharges a semi-circular bolt of electricity. Pikachu's primary projectile and a very useful move for keeping on-stage opponents at bay and threatening off-stage opponents. The grounded version travels forward while bouncing along the ground, it can also travel up walls, below the edge, and along ceilings. The aerial version travels downward diagonally and in the shape of a ball. Disappears after about three seconds.
Custom 1 Thunder Wave 3%/1% (ball), 3%/1% (wave clean), 2% (wave late) Weaker and lacks range, but can paralyze grounded targets.
Custom 2 Thunder Shock 3% (ball), 10% (explosion) Discharges a ball of electricity, which moves almost horizontally. As a result, it does not bounce and disappears upon hitting the ground.
Side special Default Skull Bash 6% (uncharged), 22% (fully charged) A leaping headbutt. It is chargeable and when nearly or fully charged, it has KO power. Primarily used as a recovery move, as it gains a lot of horizontal distance (especially when charged) and does not leave Pikachu helpless. On the ground, it has high landing lag and is very punishable.
Custom 1 Shocking Skull Bash 1.2% (loop), 3% (last) Hits multiple times, with the last hit launching the opponent.
Custom 2 Heavy Skull Bash 15%/10%/5%/2% (uncharged), 32%/21%/10%/4% (fully-charged), 6%-0% (running) Covers less travel distance, but deals more damage near the start. If used (uncharged) to cancel reeling from an attack's knockback, the distance traveled nearly doubles, and Pikachu retains some forward momentum while falling after the move.
Up special Default Quick Attack 2% per dash Dashes at an extremely fast speed in two directions that can be selected via the control stick. Pikachu's main recovery move, its speed and unpredictability also enable it to partake in combos. The second warp is optional, but if used, the direction must be at least 45° different than the first direction to work. Leaves Pikachu helpless when used in the air.
Custom 1 Meteor Quick Attack 2% Each dash travels less distance, but has a meteor effect on aerial opponents and stronger knockback at the start of each dash.
Custom 2 Quick Feet 5% Travels farther than Quick Attack, but only one dash can be performed.
Down special Default Thunder 6% (thunderbolt meteor), 8% (thunderbolt non-meteor), 15% (blast) Causes a large thunderbolt to come down on itself. The move is laggy in general, though the shockwave around Pikachu deals very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the Thunderspiking technique, though this is very difficult to land. The move also has a meteor smash hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favorable position for this is difficult.
Custom 1 Thunder Burst 2% (early), 15%/12% (clean) Instead of bringing a thunderbolt down, Pikachu discharges electricity around itself as if the default version of the move had struck. Has slow start-up, but more knockback.
Custom 2 Distant Thunder 13%/9%/5% (thunderbolt), 6% (blast) The thundercloud starts higher up and deals more damage. Has no meteor hitbox, but Thunderspikes much easier.
Final Smash Volt Tackle 1% (collision), 8% (spark) Surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the ball to discharge electricity, causing significantly more damage and knockback. Volt Tackle now has a small, purple ball of electricity that is analogous to a cursor, which makes it easier to aim its trajectory.

On-screen appearance

  • Emerges from a Poké Ball, then briefly discharges electricity around itself.
PikachuOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Huddles down and discharges electricity, saying "Piiiii!"
  • Side taunt: Faces the screen and waves twice with its left paw, then its right, saying "Pika Pika!"
  • Down taunt: Rolls on its back, saying "Pikaaaaa!"
Up taunt Side taunt Down taunt
PikachuUpTauntSSB4.gif PikachuSideTauntSSB4.gif PikachuDownTauntSSB4.gif

Idle poses

  • Scratches its right ear.
  • Stands up straight, then looks right, and then left, twitching its ears.
PikachuIdlePose2SSB4.jpg PikachuIdlePose1SSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Pi-ka-chu! Pi-ka-chu!
Pitch Group chant Female

Victory poses

A small excerpt of the music that would play on the title screen of Pokémon Red, Blue and Green Versions.
  • Twitches its ears, then scratches its right ear.
  • Jumps up and somersaults while saying "Pi!", then spins around once before happily facing the camera. Its "character chosen" animation in Super Smash Bros.
  • Lies sideways on the ground and sleeps, while saying "Piiika" drowsily.
PikachuPose1WiiU.gif PikachuPose2WiiU.gif PikachuPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Pikachu (SSB4) Pikachu 1311 2311 2312 1312 1313
1331 2313 2331 3311 1321

Notable players

Trophies

Pikachu
Ntsc Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.
Pal Pikachu is famous worldwide as the face of the Pokémon series. There's a lot of electricity stored in those rosy cheeks, and in this game, that allows for some devastating attacks, like Thunder Jolt. Tip: Input another direction after using Quick Attack to get a second burst. It's top-notch for recoveries!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Pikachu (Alt.)
Ntsc Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. It does more damage to enemies in the air. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
Pal Pikachu's Thunder Jolt fires off a ball of electricity that bounces across the stage, getting weaker as it travels. Airborne enemies will take extra damage from it and get launched further. The default down special, Thunder, causes a lightning strike that both shocks opponents and turns Pikachu invincible for a split second.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
Game Boy: Pokémon Yellow: Special Pikachu Edition (10/1999)
Volt Tackle
Ntsc Pikachu's Final Smash turns its whole body into a powerful ball of electricity that darts around at high speed, tackling opponents. While Pikachu is charging around, press the attack button to unleash powerful sparks. There's also a little ball of light that flies ahead of Pikachu itself. Use that as a guide if Pikachu seems out of control!
Pal For Pikachu's Final Smash, it surrounds itself with a ball of electricity and darts around at high speed, tackling opponents. While it's charging around, press the attack button to unleash powerful sparks. You can also use little ball of light that flies ahead of Pikachu as a guide if it seems out of control!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Pikachu Palette (SSB4).png
Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4) Pikachu (SSB4)

Gallery

Trivia

  • Pikachu is the only playable Pokémon in SSB4 to not have a weakness to the type of another playable Pokémon.
  • This is the first game in the series where Pikachu's teeth are visible. They can be seen when Pikachu is being grabbed by an opponent.
  • When Pikachu is stunned, its eyes turn into swirls. This is a reference to when a Pokémon in the anime has been knocked out.
  • In the Pokémon series, Quick Feet, one of Pikachu's up special customs in SSB4, is an Ability rather than an actual move, in a similar vein to Victini's and Munchlax's Poké Ball effects. However, Pikachu does not legitimately have Quick Feet as an Ability.
  • Pikachu's SSB4 artwork depicts it striking the same pose as its artwork from SSB, though it is no longer slightly slouching to the side.