Pikachu (SSBM)

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This article is about Pikachu's appearance in Super Smash Bros. Melee. For other uses, see Pikachu. For information about Pikachu's clone, see Pichu (SSBM).
Pikachu
Pikachu
PokemonSymbol.svg
Universe Pokémon
Appears in SSB
SSBM
SSBB
Availability Starter
Tier Low (16)

Announced at E3 2001, Pikachu (ピカチュウ, Pikachū) is a Pokémon and starter character in Super Smash Bros. Melee. Like Kirby and Ness, Pikachu was nerfed from the original to Melee.

Attributes

Pikachu is a small, light character with medium falling speed. The latter of these two mean it can be juggled fairly easily, but Pikachu makes up for this with very quick speed. Pikachu also has good upwards KO options including a fast, immensely powerful up smash (even more powerful than Fox's up smash) and an up aerial that can semi-spike and KO characters at low percents. Pikachu also has a decent ground-hugging projectile (which means it can't be avoided by ducking) that can be used to setup approaches, but it still has limited approach. Pikachu has a few chain grabs that work on fast-fallers, but Pikachu itself can easily lose a stock when grabbed, due to being chain grabbed. Pikachu has extremely long, versatile recovery, but there is some landing lag on its up special.

Pikachu's biggest weakness is its range. Its grab and shield are the smallest in the game, and most of its attacks have low range. This severly hurts Pikachu in several areas, including approach and comboing.

Moveset

Ground Attacks

Normal Attacks

  • Neutral A - An extremely quick headbutt. Does very minimal damage (1-2%), and has a short range. This attack can be canceled into itself with two frames between possible inputs, so it can be mashed for a quick series of headbutts. If you need an extremely quick attack, this is basically your only use for this attack. This has low priority, and lags noticeably before you can do anything else aside from chaining this attack into itself.
  • F-tilt - Pikachu plants itself on its upper paws and kicks its lower paws in front of its body. This attack can be a UF-tilt or DF-tilt as well, depending on the direction held. This move has surprising range, and hits for nearly the whole duration of its animation. Can be used as a defensive attack, or as an edgeguard. It is best used as a counter to shuffling characters, as it will almost always interrupt their approach. Low damage, low knockback.
  • U-tilt - Pikachu swings its tail above its body in an arc. This attack is hard to set up, as it has low range and low priority. The knockback works well for juggles however, as it sends opponents upward. Low damage, low knockback.
  • D-tilt - Pikachu sweeps its tail in front of itself. This move has decent range, low knockback, low damage, and low priority. However, it doesn't have a lot of lag and hits rather low. This can be used as an edgeguard against a sloppy recovery, though there are better options.

Smashes

  • Forward smash - Pikachu rears back, then ejects an attached jolt of electricity in front from its cheeks. A powerful attack that can evade some attacks with the initial animation. Has decent range. The hitbox is disjointed, which makes it a wise choice for edge guarding.
  • Up smash - Pikachu does a back flip. This is the most powerful up smash in the game in terms of knockback, and is extremely quick with decent range. Pikachu's Usmash is extremely versatile, whether it be setting up juggles or going for a quick low percent KO. Is also good for shieldstabbing.
  • Down smash - Pikachu spins around in place repeatedly. This is a multi-hit attack that comes out very quickly. As with its other smash attacks, the D-smash is a useful move for Pikachu. Easily used from a successful crouch cancel, and sets up for an aerial at lower percents.

Aerial Moves

  • N-air - Pikachu curls up in a ball and does somersaults in the air. This is a versatile aerial, as it does decent damage, decent knockback, and comes out very quickly. A generic use-anywhere aerial.
  • U-air - Pikachu swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this can be used to juggle opponents repeatedly. Also, if hit with the tip of the tail at certain points during the arc, this will send opponents far at a nasty side angle similar to Sheik's f-air. This trajectory can be achieved even at low percents. This attack makes edgeguarding a breeze with predictable recoveries. An essential attack for controlling a match.
  • F-air - Pikachu does a barrel roll for lack of a better term. This has multiple hits with minimal damage. This has more horizontal range than any of Pikachu's aerials, and even still that is not saying much. This is good when used as an interruption attack and for setups. Next to no knockback on this attack.
  • D-air - Pikachu does a barrel roll, except it is facing the ground. Unlike the f-air, this does one hit in the air, and one hit upon landing if the animation is still going. The aerial hit does decent damage, has good priority and good knockback, more so than the nair. The hit upon landing has far lower knockback and stun, leaving you open for a counterattack. This attack lags significantly more than the n-air however, and has a noticeable startup.
  • B-air - Pikachu spins in a manner similar to its down smash. Decent range, damage and knockback, however it lags noticeably if missed. To summarize it is a worse version of Pikachu's n-air.


Throws

  • Pummel - Pikachu zaps enemy.
  • Forward throw - Pikachu places the opponent on its back and shocks them, sending them forward. This throw is multi-hit, and has low knockback. The only use for this throw is to build damage if you have no other throw setups, which is a rare situation.
  • Back throw - Pikachu does backwards somersaults with the opponent, then flings them behind itself. Has decent knockback, and is best used near an edge so as to get maximum range from your throw.
  • Up throw - Pikachu places the opponent on its head, then headbutts the opponent upward. This is a useful throw for high percent fastfallers, as it will lead to a u-smash or u-air most times.
  • Down throw - Pikachu places the opponent on the ground, then jumps on them. This is good for lower percent lightweights, as it will sometimes lead to a u-smash. This throw is more easily DIed than the up throw.

Special Moves


Changes from N64 to Melee

  • Height of Thunder is no longer infinite.
  • Thunder Jolt travels underneath stages, rather than stopping at the edge.
  • New throw animations.
  • Quick Attack now causes damage.
  • Higher pitched voice.
  • New Down Smash.
  • New Back Air.
  • New Neutral Air.

Trophy Descriptions

In addition to the normal trophy about Pikachu as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Pikachu on any difficulty:

Pikachu (Smash Red):
While its electrical attacks, such as Thunder Jolt, are powerful, Pikachu is at its best speeding around the fray and waiting for its chance to strike. You can control the path of Pikachu's two-directional Quick Attack, allowing you to jump twice. Hold down the B Button to charge up Skull Bash. (B: Thunder Jolt, Smash B: Skull Bash)
Pikachu (Smash Blue):
The angle of the Control Stick controls the direction of Pikachu's Quick Attack. Pikachu will move blindingly fast, and it will also cause damage to any character it runs into. Move the Control Stick during Quick Attack and Pikachu will move in up to two directions. Be sure to check out the ceilings on the level when you use Thunder. (Up & B: Quick Attack, Down & B: Thunder)

Costume Gallery

File:Alt-pikachu2.jpg
Pikachu's changeable clothing in SSBM

Trivia

  • Pikachu can cancel its taunt into any attack or into its shield after the 60th frame (immediately after it starts its second wave). This can be used to trick opponents.
  • Pikachu is easily chain thrown by Sheik and Ganondorf. It is not unusual to see a Sheik combo Pikachu from 0% to KO with chain throws.