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Thunder (Pokémon): Difference between revisions
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In ''Super Smash Bros. Melee'', the move strikes from a cloud at a fixed height relative to the user (this is often not visible unless the stage is rather high). Pichu incurs 3% damage if the bolt strikes it, making it the only special Pichu has that ''might'' not damage it. | In ''Super Smash Bros. Melee'', the move strikes from a cloud at a fixed height relative to the user (this is often not visible unless the stage is rather high). Pichu incurs 3% damage if the bolt strikes it, making it the only special Pichu has that ''might'' not damage it. | ||
In ''[[Brawl]]'' and ''Melee'', the thunder portion of the attack is considered a projectile and can be reflected back at Pikachu or absorbed for health. The explosion cannot, however. Also, in ''Brawl'', Thunder can pass through platforms that are close enough to the cloud. This is best seen in Hyrule Temple if Pikachu uses Thunder on the bottom portion of the stage. | In ''[[Brawl]]'' and ''Melee'', the thunder portion of the attack is considered a projectile and can be reflected back at Pikachu or absorbed for health. The explosion cannot, however. Also, in ''Brawl'', Thunder can pass through platforms that are close enough to the cloud. This is best seen in [[Hyrule: Temple]] if Pikachu uses Thunder on the bottom portion of the stage. | ||
Also in Brawl and Melee, the offscreen cloud portion of the thunder attack can be used as a KO hit if the player being hit is high enough in the air. Pikachu is [[helpless]] while initiating Thunder. | Also in ''Brawl'' and ''Melee'', the offscreen cloud portion of the thunder attack can be used as a KO hit if the player being hit is high enough in the air. Pikachu is [[helpless]] while initiating Thunder. | ||
An interesting property of this is that if this attack connects with Pikachu in mid-air, Pikachu will bounce upwards a bit. Due to its startup time, it won't aid much in recovery, but is useful to [[guard break]], especially against spikers. If used near the edge of a stage, the Thunder can create a wall of electricity to prevent a recovering opponent (especially if [[Thunder Jolt]]s are sent out beforehand), best if they try to go for the ledge. | An interesting property of this is that if this attack connects with Pikachu in mid-air, Pikachu will bounce upwards a bit. Due to its startup time, it won't aid much in recovery, but is useful to [[guard break]], especially against spikers. If used near the edge of a stage, the Thunder can create a wall of electricity to prevent a recovering opponent (especially if [[Thunder Jolt]]s are sent out beforehand), best if they try to go for the ledge. |
Revision as of 14:42, January 25, 2011
Thunder | |
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![]() Thunder in Brawl. | |
Users | Pikachu Pichu |
Universe | Pokémon |
Thunder is Pikachu and Pichu's down special move. When used, the Pokémon yells as a bolt of lightning drops from the sky, striking the user if its horizontal momentum has not carried it out of the way (and if there is no platform in the way). Upon hitting the user a large shockwave is created with stronger knockback than the lightning itself. The user can act quicker if they are not stuck.
In Super Smash Bros., this move has seemingly-infinite vertical range and thus can be used to score KO's when an opponent is near the upper blast line. This is called thunderspiking, and can lead to much lower damage kills. As a result, Pikachu players try to integrate it into their combos as often as they can, typically after an up smash. Though the move is powerful, it has considerable ending lag, especially in Melee.
In Super Smash Bros. Melee, the move strikes from a cloud at a fixed height relative to the user (this is often not visible unless the stage is rather high). Pichu incurs 3% damage if the bolt strikes it, making it the only special Pichu has that might not damage it.
In Brawl and Melee, the thunder portion of the attack is considered a projectile and can be reflected back at Pikachu or absorbed for health. The explosion cannot, however. Also, in Brawl, Thunder can pass through platforms that are close enough to the cloud. This is best seen in Hyrule: Temple if Pikachu uses Thunder on the bottom portion of the stage. Also in Brawl and Melee, the offscreen cloud portion of the thunder attack can be used as a KO hit if the player being hit is high enough in the air. Pikachu is helpless while initiating Thunder.
An interesting property of this is that if this attack connects with Pikachu in mid-air, Pikachu will bounce upwards a bit. Due to its startup time, it won't aid much in recovery, but is useful to guard break, especially against spikers. If used near the edge of a stage, the Thunder can create a wall of electricity to prevent a recovering opponent (especially if Thunder Jolts are sent out beforehand), best if they try to go for the ledge.
Pichu's Thunder deals more hits and has slightly more vertical knockback than Melee Pikachu's Thunder.
Origin
Thunder is based off a move of the same name in the Pokemon RPGs. Thunder is well-known for its very high base power of 120, for being the strongest Electric-type attack in the first Generation of the Pokemon games (and one of the strongest in the generations afterwards), and for its paralysis rate of 30%. It is also known for its relatively low accuracy of 70% (outside of weather effects), causing it to not be too reliable.
Gallery
- ThunderSSB.gif
Mario sent flying by Thunder in SSB.