Super Smash Bros. Ultimate

Pikachu (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This article is about Pikachu's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pikachu.
Pikachu
in Super Smash Bros. Ultimate
{{{content1}}}
{{{content2}}}

PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Volt Tackle
Pikachu (SSBU)
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

  • Change Pikachu has a more subdued color scheme. It more closely resembles its appearance in recent mainline Pokémon games.
  • Change Pikachu is more expressive. It now appears angry during many attacks.
  • Change Pikachu's cheeks flash white when it uses electric attacks.
  • Change Pikachu always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
  • Change 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.

Attributes

  • Buff Like all characters, Pikachu's jumpsquat animation now takes 3 frames to complete (down from 4).
  • Buff Pikachu walks slightly faster (1.24 → 1.302).
  • Buff Pikachu runs faster (1.85325 → 2.039).
    • Buff Pikachu's initial dash is faster (1.8 → 1.98).
  • Buff Pikachu's air speed is slightly higher (0.9118 → 0.957).
  • Buff Pikachu's traction is significantly higher (0.0596 → 0.132), now being the fourth highest in the game.
  • Nerf Forward roll has more ending lag (FAF 27 → 29).
  • Buff Back roll grants more intangibility (frames 4-14 → 4-15).
  • Nerf Back roll has more ending lag (FAF 27 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack has less ending lag (FAF 22 → 18).
    • Buff 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:
  • Up tilt:
    • Change Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail.
  • Down tilt:
    • Change Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
  • Dash attack:
    • Buff Dash attack has much less ending lag (FAF 50 → 36).
    • Buff The clean hit deals more damage (10% → 11%) without compensation on knockback, improving its KO potential.
    • Nerf It has a shorter hitbox duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
  • Forward smash:
    • Buff Forward smash has increased range.
    • Buff 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).
    • Nerf Forward smash has more ending lag (FAF 49 → 54).
    • Nerf The clean hit deals slightly less knockback, hindering its KO potential.
  • Up smash:
    • Buff 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:
    • Buff Down smash's hits connect more reliably.
    • Buff The last hit always sends in the direction Pikachu is facing, allowing it to launch opponents offstage and KO near edges more consistently.
    • Buff The last hit deals more knockback, improving its KO potential.

Aerial attacks

  • Buff 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:
    • Change Pikachu has a new neutral aerial: an electric surge around itself that hits multiple times, similar to Mewtwo's neutral aerial.
    • Buff Neutral aerial has a longer hitbox duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22).
    • Buff 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.
    • Buff 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.
    • Buff 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).
    • Nerf Neutral aerial has slightly less range.
    • Nerf It auto-cancels later (frame 35 → 37), though it can still auto-cancel in a short hop.
    • Nerf The last hit has more base knockback, but less knockback scaling, which alongside its more vertical angle diminishes its KO potential.
  • Forward aerial:
    • Buff 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).
    • Buff The first four hits deal less hitlag, making them harder to SDI out of.
    • Buff 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%.
    • Nerf Forward aerial has more startup (frame 10 → 11).
    • Change 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:
    • Buff Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
    • Buff The last hit always sends behind Pikachu, making it easier to combo and edgeguard with it.
    • Change 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.
      • Buff This drastically reduces its ending lag (FAF 59 → 44).
      • Nerf However, this also shortens its hitbox duration (frames 4-33 → 4-25).
    • Change It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.
  • Up aerial:
    • Buff 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:
    • Buff Down aerial has a new early hit that deals more damage (12% → 13%) and meteor smashes opponents, improving Pikachu's edgeguarding ability.
    • Buff The landing hitbox has a slightly longer duration (frames 1-2 → 1-3).
    • Buff It auto-cancels earlier (frame 39 → 38).

Throws and other attacks

  • Change Pikachu grabs and pummels with one hand. When pummeling, it headbutts the victim as well instead of just using electricity.
  • Nerf 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:
    • Change Pummel deals less damage (1.9% → 1%), but is faster.
  • Forward throw:
    • Buff Forward throw has much less hitlag, executing faster as a result.
  • Back throw:
    • Nerf 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:
    • Buff 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%.
    • Buff The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in doubles play.
    • Nerf Its increased knockback reduces its combo potential, especially into Thunder.
  • Down throw:
    • Buff 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.
    • Nerf The first hit has been removed, reducing the move's damage (8% → 5%) and preventing it from hitting bystanders.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Thunder Jolt:
    • Buff Thunder Jolt has less ending lag (FAF 58 → 52).
    • Nerf It deals less knockback.
  • Skull Bash:
    • Buff Skull Bash deals slightly more damage when uncharged (6.1714% → 6.2%).
    • Buff It has less ending both in the air (FAF 81 → 75) and on hit (FAF 45 → 22).
    • Buff It causes Pikachu to bounce back when it hits an opponent, including their shield, making it safer to use.
  • Quick Attack:
    • Bug fix Quick Attack no longer has RCO lag.
    • Buff After being put into helpless state by Quick Attack, Pikachu can grab ledges that are behind it.
    • Nerf Quick Attack cancelling is no longer possible.
    • Change 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:
    • Buff Thunder's discharge deals more knockback, improving its KO potential.
    • Buff The meteor smash at the cloud has set knockback, allowing it to connect more consistently into the discharge.
    • Change When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint.
  • Volt Tackle:
    • Change 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.
    • Buff Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
    • Nerf 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

Super Smash Bros. Ultimate 2.0.0

  • Buff 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.
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

In competitive play

Notable players

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, then Master Hand

Note: A Maxim Tomato appears after defeating Mewtwo in the final round.


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.

Fighter Battle

No. Image Name Type Power Stage Music
08
Pikachu SSBU.png
Pikachu Attack 3,300 Pokémon Stadium (Ω form) Main Theme - Pokémon Red & Pokémon Blue (Melee)

Template:-

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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music
46
Mouser.png
Mouser Pikachu Pikachu (SSBU) Grab 2,000 Mushroom Kingdom II (Battlefield form) •Item: Bob-omb •The enemy is easily distracted by items
•The enemy starts the battle with a Bob-omb
Boss Theme - Super Mario Bros. 2
73
Honey Queen Spirit.png
Honey Queen •Giant Pikachu Pikachu (SSBU) Neutral 3,300 Mario Galaxy •Item: Beehive •Timed Stamina battle
•The enemy is giant
Gusty Garden Galaxy
160
Zinger.png
Zinger Pikachu Pikachu (SSBU) Shield 1,800 The Great Cave Offensive (Ω form) •Item: Unira •The enemy's throwing-type items have increased power Stickerbush Symphony
308
Little Mouser Spirit.png
Little Mouser Pikachu Pikachu (SSBU) Shield 1,700 Yoshi's Island •Item: Throwing Types •The enemy's throwing-type items have increased power
•The enemy has increased move speed
Flower Field
332
Rick Spirit.png
Rick Pikachu Pikachu (SSBU)
Kirby Kirby (SSBU)
Grab 4,100 Green Greens •Hazard: Ice Floor •The floor is frozen
•The enemy starts the battle with a Fire Flower
•The enemy has increased move speed
Planet Popstar
349
Moley Spirit.png
Moley •Giant Pikachu Pikachu (SSBU) Grab 2,200 The Great Cave Offensive (Battlefield form) •Item: Pitfall •The enemy is giant Squeak Squad Theme
427 Alolan Raichu Pikachu Pikachu (SSBU) Attack 4,100 Tortimer Island (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•Only certain Pokémon will emerge from Poké Balls (Alolan Raichu)
Battle! (Trainer) - Pokémon Sun / Pokémon Moon
555
Mimikyu.png
Mimikyu Pikachu Pikachu (SSBU) Grab 3,700 Luigi's Mansion •Sudden Damage •You take serious damage
•Only certain Pokémon will emerge from Poké Balls (Mimikyu)
Main Theme - Luigi's Mansion (Brawl)
556
Tapu Koko Spirit.png
Tapu Koko Pikachu Pikachu (SSBU) Shield 9,600 Temple (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy's electric attacks have increased power
•Only certain Pokémon will emerge from Poké Balls (Tapu Koko)
Battle! (Island Kahuna)
562 Detective Pikachu Pikachu Team Pikachu (SSBU) (×4) Neutral 4,100 Gamer (hazards off) N/A •Defeat the main fighter to win
•Timed battle
Shop
1,298
Let's Go Pikachu Spirit.png
Partner Pikachu Pikachu Pikachu (SSBU)
Mii Brawler Mii Brawler (SSBU) (SSB T-shirt)
Neutral 8,000 Saffron City •Sudden Final Smash
•Item: Poké Ball
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy's electric attacks have increased power
Stamina battle
Main Theme - Pokémon Red & Pokémon Blue (Melee)
881 Elec Man Pikachu Pikachu (SSBU) Grab 4,400 Wily Castle (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy's electric attacks have increased power
Stamina battle
Guts Man Stage

As a minion

Spirit Battle parameters
No. Image Name Enemy Fighter(s) Type Power Stage Rules Conditions Music
295
SSBU Spirits Gandrayda.png
Gandrayda Dark Samus Dark Samus (SSBU)
Pikachu Pikachu (SSBU)
Attack 1,800 Frigate Orpheon N/A •Take your strongest team into this no-frills battle Multiplayer - Metroid Prime 2: Echoes
340
Kracko.png
Kracko King Dedede King Dedede (SSBU)
Pikachu Pikachu (SSBU) (×2)
Grab 3,500 Skyworld (clouds only) N/A •Defeat the main fighter to win Boss Theme Medley - Kirby Series
482
LegendaryDogsSpirits.png
Raikou, Entei, & Suicune Greninja Greninja (SSBU)
Incineroar Incineroar (SSBU)
Pikachu Pikachu (SSBU)
Shield 9,900 Suzaku Castle •Hazard: Lava Floor •The floor is lava Pokémon Red / Pokémon Blue Medley
734 Dribble & Spitz Wario Wario (SSBU)
Pikachu Pikachu (SSBU)
Grab 4,000 Saffron City •Uncontrollable Speed •All fighters move faster and can't stop quickly after a little while
•The enemy favors side specials
WarioWare, Inc.

Alternate costumes

Palette swap (SSBU)
Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU) Pikachu (SSBU)

Gallery

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