User:Scr7/Pikachu (SSBB) Guide: Difference between revisions

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===Dash attack===
===Dash attack===
Name: Running Headbutt


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Damage: 7.35%


The rest is coming soon
Rating: [[File:PikachuHeadSSBB.png|19px]]
 
Description: Does a running headbutt while falling forward. I don't like this move at all. It's too laggy to followup, and it leaves Pikachu very vulnerable, along with being easy for the opponent to shield grab Pikachu. Its knockback isn't too bad, so it can get opponents offstage, but there are almost always better options.
 
====Frame data====
{|class="wikitable"
|-
!Hits
|5-16
|-
!IASA
|50
|-
!Advantage on block
||-35 (normal shield drop) / -42 (jump/grab OoS)
|}
 
==Smash attacks==
===Forward smash===
Name: ThunderShock
 
Damage: {{DamageWhenCharged|21}} (frames 15-17), {{DamageWhenCharged|17.85}} (frames 18-20), {{DamageWhenCharged|14.7}} (frames 21-22)
 
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
 
KO percentage: {{rollover|110%|70% when fully charged|y}}
 
Description: Releases a bolt of electricity in front of himself. Doesn't have too much lag (with 15 frames of startup lag and minimal ending lag), and has some good KO power. Unfortunately, you need to be really close to the opponent for the move to actually work - if you hit with the tip of the bolt, it does very weak knockback instead. So against someone who can easily stay at a distance like Marth, this move is unreliable. But against someone with lower range and spacing capabilities, this isn't a bad KO option at all.
 
====Frame data====
{|class="wikitable"
|-
!Hits
|15-22
|-
!From charge, hits on
|2
|-
!IASA
|50
|-
!Advantage on block
||-26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OoS)
|}
 
===Up smash===
Name: Tail Flip
 
Damage: {{DamageWhenCharged|14.7}}/{{DamageWhenCharged|13.65}} (frames 9-10) (more damage closer to Pikachu), {{DamageWhenCharged|11.55}} (frames 11-12), {{DamageWhenCharged|7.35}} (frames 13-16)
 
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
 
KO percentage: {{rollover|125%|80% when fully charged|y}}
 
Description: Flips while attacking with his tail upwards. This is definitely one of Pikachu's best moves. It is very fast (9 frames startup), has high vertical KO power (despite being nerfed quite a bit from Melee), and can easily lead into a Thunderspike. Just like all up smashes, you can do this out of a dash, which is what I usually do. You can also easily followup with a down throw with this, whether it's just a single throw or a chaingrab finisher. As I said, the move isn't nearly as powerful as in Melee, but since Thunderspiking is much more effective, this doesn't matter too much if you're going for a Thunderspike. At low percentages, it can also be used for juggling and as a combo starter. A problem is that, again, you need to be quite close to the opponent for the move to be effective, but not as much as the forward smash.
 
====Frame data====
{|class="wikitable"
|-
!Hits
|9-16
|-
!From charge, hits on
|5
|-
!IASA
|44
|-
!Advantage on block
||-22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OoS)
|}
 
===Down smash===
Name: Electric Spin
 
Damage: {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|2.1}}, {{DamageWhenCharged|3.15}} (7 hits) (maximum: {{DamageWhenCharged|15.75}})
 
Rating: [[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]][[File:PikachuHeadSSBB.png|19px]]
 
KO percentage: {{rollover|125%|80% when fully charged|y}}
 
Description: Spins around on the ground while surrounded with electricity, a multi-hit attack. It has only 6 frames of startup lag, being Pikachu's fastest smash. I like this move because it can rack up damage nicely and the final hit has good vertical KO power (and can lead into a Thunderspike like the up smash), but I understand that it isn't too hard to SDI out of it before the final hit (which is where all of the knockback comes from). If you use the move too much, you'll be predictable. That said, it can be very useful as a sort of "panic" option for spacing. It can also counter Stale-Move Negation due to having multiple hits.
 
====Frame data====
{|class="wikitable"
|-
!Hits
|6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24
|-
!From charge, hits on
|2
|-
!IASA
|55
|-
!Advantage on block
||-44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS)
|}
 
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The rest is coming soon.
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