Pikachu (SSBU): Difference between revisions
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Note: A [[Maxim Tomato]] appears after defeating {{SSBU|Mewtwo}} in the final round. | Note: A [[Maxim Tomato]] appears after defeating {{SSBU|Mewtwo}} in the final round. | ||
When Master Hand appears the Master Hand track will play during the battle. | When Master Hand appears the ''Master Hand'' track will play during the battle. | ||
===Character unlock tree=== | ===Character unlock tree=== |
Revision as of 17:15, March 2, 2019
Pikachu in Super Smash Bros. Ultimate | |
---|---|
{{{content1}}}
{{{content2}}} | |
Universe | Pokémon |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Starter |
Final Smash | Volt Tackle |
“ | This fierce fighter uses electric moves like Thunder Jolt and Thunder. Pikachu Libre is one of the alternate costumes and you can tell she's female by the shape of her tail. | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Pikachu (ピカチュウ, Pikachu) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Pikachu is classified as fighter #08.
As in SSB4, Ikue Ōtani's portrayal of Pikachu from Brawl was repurposed for Ultimate.
Changes from Super Smash Bros. 4
Despite being a strong character in Smash 4, ranked 15th of 55 as a high tier, Pikachu has been buffed during the transition. Its overall speed has been increased and most of its moves have much less ending and landing lag, increasing Pikachu's combo potency. Its most significant buff is its altered neutral air and down air, the former now acting like Mewtwo's neutral air and having combo potential, and the latter obtaining the ability to meteor spike which gives it two different attacks that have better hitboxes and better kill power which were some of its biggest weaknesses in Smash 4. Pikachu also greatly benefits from Ultimate's mechanics as it makes its already incredible edge guarding even more terrifying as it is no longer possible to airdodge through thunder.
However, Pikachu is not without its nerfs, the most significant being the increased startup and endlag on its grabs and the altered knockback of up throw, which worsens its combo potential.
Besides its negligible nerfs, Pikachu's buffs have made it even more of a potent fighter than in Smash 4, with some saying Pikachu to be a top tier, but it’s still up for debate.
Aesthetics
- Pikachu has a more subdued color scheme. It more closely resembles its appearance in recent mainline Pokémon games.
- Pikachu is more expressive. It now appears angry during many attacks.
- Pikachu's cheeks flash white when it uses electric attacks.
- Pikachu always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
- Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
- Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its white and cyan costumes from SSB4.
- 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.
Attributes
- Like all characters, Pikachu's jumpsquat animation now 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), now being the fourth highest in the game.
- Forward roll has more ending lag (FAF 27 → 29).
- Back roll grants more intangibility (frames 4-14 → 4-15).
- Back roll has more ending lag (FAF 27 → 34).
- 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. Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
- 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.
- Down tilt:
- Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
- Dash attack:
- Dash attack has much less ending lag (FAF 50 → 36).
- The clean hit deals more damage (10% → 11%) without compensation on knockback, improving its KO potential.
- It has a shorter hitbox duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
- Forward smash:
- Forward smash has increased range.
- The early hit has a shorter duration, which causes the clean and late hits to be active earlier and the late hit lasts for a significantly longer time (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 deals slightly less knockback, hindering its KO potential.
- Up smash:
- Up smash's early and clean hits last longer, 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 hits connect more reliably.
- The last hit always sends in the direction Pikachu is facing, allowing it to launch opponents offstage and KO near edges more consistently.
- The last hit deals more knockback, improving its KO potential.
Aerial attacks
- All aerials have less landing lag (24 frames → 9 (neutral), 15 frames → 12 (forward), 30 frames → 18 (back), 24 frames → 14 (up), 40 frames → 22 (down)).
- Neutral aerial:
- Pikachu has a new neutral aerial: an electric surge around itself that hits multiple times, similar to Mewtwo's neutral aerial.
- Neutral aerial has a longer hitbox duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22).
- The first three hits use the autolink angle. 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. Combined with its multi-hit nature (guaranteeing opponents are launched during the latest active frames), this improves its combo potential, allowing it to be followed up by other aerials.
- It deals more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
- Neutral aerial has slightly less range.
- It auto-cancels later (frame 35 → 37), though it can still auto-cancel in a short hop.
- The last hit has more base knockback, but less knockback scaling, which alongside its more vertical angle diminishes its KO potential.
- Forward aerial:
- Forward aerial hits once more, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 1.4% (hits 1-5), 4.8% (hit 6); 11.8% total).
- The first four hits deal less hitlag, making them harder to SDI out of.
- The last hit has less base knockback, but drastically more knockback scaling, allowing it to KO under 200% from the center of Final Destination, compared to being unable to KO under 250%.
- Forward aerial has more startup (frame 10 → 11).
- The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (hits 1-5), 27 (hit 6)).
- 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 it.
- Back aerial deals six hits 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).
- However, this also shortens its hitbox duration (frames 4-33 → 4-25).
- It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.
- Up aerial:
- Up aerial's clean hit deals more damage (5%/4% → 6%/5%) without compensation on knockback, allowing it to KO at high percents.
- Down aerial:
- Down aerial has a new early hit that deals more damage (12% → 13%) and meteor smashes opponents, improving Pikachu's edgeguarding ability.
- The landing hitbox has a slightly longer duration (frames 1-2 → 1-3).
- It auto-cancels earlier (frame 39 → 38).
Throws and other attacks
- Pikachu grabs and pummels with one hand. When pummeling, it headbutts the victim as well instead of just using electricity.
- All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12), as well as more ending lag (FAF 28/35/33 → 37/45/40).
- Pummel:
- Pummel deals less damage (1.9% → 1%), but is faster.
- Forward throw:
- Forward throw has much less 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.
- Up throw:
- Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw); 4% → 8% total), with knockback not fully compensated, 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 releases the opponent much slower (frame 21 → 38), but has comparatively less ending lag (FAF 44 → 52). While making it easier to react to, this noticeably improves its combo potential.
- The first hit has been removed, reducing the move's damage (8% → 5%) and preventing it from hitting bystanders.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Thunder Jolt:
- Thunder Jolt has less ending lag (FAF 58 → 52).
- It deals less knockback.
- Skull Bash:
- Skull Bash deals slightly more damage when uncharged (6.1714% → 6.2%).
- It has less ending both in the air (FAF 81 → 75) and on hit (FAF 45 → 22).
- It causes Pikachu to bounce back when it hits an opponent, including their shield, making it safer to use.
- Quick Attack:
- Quick Attack no longer has RCO lag.
- After being put into helpless state by Quick Attack, Pikachu can grab ledges that are behind it.
- Quick Attack cancelling is no longer possible.
- Quick Attack 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 deals more knockback, improving its KO potential.
- The meteor smash at the cloud has set knockback, allowing it to connect more consistently into the discharge.
- When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint.
- 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
- Pummel has less hitlag (14 frames → 12). This makes it faster and allows for an additional use at high percents before the opponent escapes.
Moveset
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Headbutt | 1.4% (near), 1.2% (mid), 1% (far) | Quickly headbutts forward. Has minimal startup lag (frame 2) and low cooldown, making it spammable and combo into itself easily. Can lock. | |
Forward tilt | ↗ | 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 | 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. A powerful juggling tool. Has moderate startup lag, however, as it does not hit opponents in front of Pikachu until frames 9-10, depending on their size. | ||
Down tilt | 6% | Lays down and sweeps its tail in front of itself. Has long horizontal reach and low lag, making it somewhat spammable. Can trip at low percents. | ||
Dash attack | Running 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 fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing. | |
Forward smash | 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 center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail deals the second most damage and the least knockback, and the tip deals the least damage and second most knockback. Has very high range, with a hitbox the 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%. Also has high lag. | ||
Up smash | 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 is very difficult to land outside a shield break punish. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, deals minimal damage and knockback. | ||
Down smash | Electric Flower | 2% (hits 1-5), 3% (hit 6) | Charges its tail with electricity before spinning it around, shocking opponents. 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 and deals good horizontal knockback. Also has the least start-up out of all its smash attacks. | |
Neutral aerial | 1.8% (hits 1-3), 3.5% (hit 4) | Poses while charging itself with electricity, shocking nearby opponents. Hits 4 times. One of Pikachu's most versatile tools; it is useful for breaking out of combos due to its very fast startup (frame 3), can combo into itself offstage at very low percent, can be used to drag down opponents for edgeguarding offstage, or for comboing into jab, up tilt, forward tilt, down tilt, grab, or even up smash. Autocancels in a short hop. | ||
Forward aerial | 1.4% (hits 1-5), 4.8% (hit 6) | Spins its forward with an electrically charged head, shocking opponents. Hits 6 times. Has low startup and landing lag, making it an effective spacing option. The multiple hits and long duration make it an effective aerial for SHFFing. | ||
Back aerial | Glider | 1% (hits 1-5), 3.6% (hit 6), 4% (landing) | Spins around horizontally, hitting multiple times, with a pose at the end to launch foes. Can drag down opponents, and has a landing hitbox. | |
Up aerial | 6% (clean, tail), 5% (clean, tip), 4% (late) | An overhead tail swipe, starting from behind Pikachu. A good combo starter, comboing into itself and other aerials at low percents. Has low horizontal knockback. | ||
Down aerial | Electric Screw | 13% (clean), 12% (late), 4% (landing) | Points down and spins its head downwards, launching opponents. The clean hit is a powerful meteor smash, while the late hit has good horizontal knockback. Has a landing hitbox. | |
Grab | — | Reaches out. Pikachu will have a scared look if it misses. Pikachu's grab is fast, but has low range. | ||
Pummel | 1% | Headbutts the opponent, shocking them with electricity. | ||
Forward throw | 2% (hits 1-5) | Lays the opponent on its tail and shocks them. Has little utility outside of racking damage. | ||
Back throw | 9% | Rolls backwards before launching the opponent. 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. Has high knockback, KOing middleweights around 165% at the edge of Final Destination. | ||
Up throw | 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. | ||
Down throw | 5% | Lays the opponent on the ground and performs a senton. A good combo starter comboing into every aerial except down aerial reliably from low to mid percent, allowing Pikachu to start chains. | ||
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, moves quickly, and can be used repeatedly. When it goes over the edge, it sticks to the platform it's on, looping around until its lifespan is over or it hits the bottom of a soft platform. This property allows it to be used to annoy opponents trying to recover by using it near the edge and hitting them when they attempt to grab it. | |
Side special | Skull Bash | 6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged) | Charges up before launching forward at a high velocity. Can be charged to increased damage, knockback, and distance. Useful for horizontal recovery, as it has a hitbox protecting it, high horizontal distance, and can sweetspot the ledge. Can also be used to punish shield breaks due to its high knockback when charged; however, it has high ending lag. 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. Can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. A good option for mobility. | |
Down special | Thunder | 6% 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, they're launched down into Pikachu; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. | |
Final Smash | Volt Tackle | 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. |
Victory poses
- Backflips and spins, much like in its "character chosen" animation in Super Smash Bros..
- Ears perk, scratches its right ear.
- Sleeps.
In competitive play
Notable players
- Airi - 25th at Sumabato SP 2.
- DM888 - Debuting as the best Pikachu player in the Northeast of the United States from 4, DM placed 33rd at Frostbite 2019.
- ESAM - The best Pikachu player in the world. 2nd at Don't Park on the Grass 2018, 13th at Glitch 6, and 7th at GENESIS 6.
- Rideae - 17th at Smash Conference United.
Classic Mode: I Choose You!
Pikachu fights against other Pokémon on various Pokémon stages.
Round | Opponent | Stage | Music |
---|---|---|---|
1 | Pokémon Trainer | Saffron City | Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue |
2 | 6 Jigglypuff | Pokémon Stadium 2 | Road to Viridian City - Pokémon Red / Pokémon Blue |
3 | Pichu and Spiky-eared Pichu | Prism Tower | Pokémon Gold / Pokémon Silver Medley |
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 |
Note: A Maxim Tomato appears after defeating Mewtwo in the final round.
When Master Hand appears the Master Hand track will play during the battle.
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 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 awake it.
In Spirit battles
As the main opponent
- Mouser
- Honey Queen (Giant)
- Zinger
- Little Mouser
- Rick
- Moley (Giant)
- Alolan Raichu
- Mimikyu
- Tapu Koko
- Detective Pikachu
- Great Zapfish (Giant)
- Elec-Man
- Reporter & Wrestler
- Partner Pikachu
As a minion
Spirits
Pikachu's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. 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.
- DetectivePikachuSpirit.png
562. Detective Pikachu
Alternate costumes
Gallery
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.
Character 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 the 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.
- Pikachu's alternate costume featuring goggles has been removed and returned to Pichu, who was the original owner of said palette swap in Melee.
References