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This article is about Pichu's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Pichu.
Pichu
in Super Smash Bros. Ultimate
Pichu SSBU.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Melee


Availability Unlockable
Final Smash Volt Tackle
Pichu (SSBU)
Pichu is back after 17 years! Pichu's electric attacks have greater range and do more damage than its other attack types – but they also damage Pichu.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Pichu (ピチュー, Pichu) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Pichu is classified as fighter #19.

Pichu's voice actress from Melee and the Pokémon anime, Satomi Kōrogi, reprises her role with new voice clips.

How to unlock

Complete one of the following:

With the exception of the third method, Pichu must then be defeated on Pokémon Stadium 2.

Differences from Pikachu

As in Melee, Pichu is significantly lighter than Pikachu, and all of its electric attacks inflict recoil damage. Many of Pichu's attributes such as its run speed, air speed, fall speed, etc. are now different when compared to Pikachu. In addition, most of Pichu's animations have been given slight adjustments, tweaks, or even overhauls in order to differentiate them from Pikachu's; for example, all of Pichu's smash attack charging animations are now completely different from Pikachu's. Many of Pichu's moves are now also functionally different, such as down tilt, making it even more unique. However, unlike previous clones, Pichu was not given many new unique moves to differentiate it from Pikachu, as the only unique moves it has are its forward tilt, up smash, neutral aerial, and edge attack. Overall, this puts Pichu in a unique position where one could argue that it is still a clone of Pikachu, but one could also argue that it now has enough new moves and animations to make it a semi-clone.

Aesthetics

  •   Pichu's on-screen appearance, idle animations, taunts and victory poses are all different from Pikachu's.
  •   In general, most of Pichu's animations are either slightly or completely different than Pikachu's. This includes Pichu's attacking and non-attacking animations.
    •   Common animations such as air dodge, back roll, and backflip are all different.
    •   Other arbitrary animations such as Home-Run Bat swing and using shooting items are also different.

Attributes

  •   All of Pichu's electrical attacks inflict recoil damage.
  •   Pichu runs slower than Pikachu (2.039 → 1.892).
  •   Pichu's traction is significantly lower than Pikachu's (0.132 → 0.11), making it harder for Pichu to punish out of shield.
  •   Pichu's air speed is faster than Pikachu's (0.957 → 1.029).
  •   Pichu falls much faster than Pikachu (1.55 → 1.9). However, its fast falling speed is only very slightly faster (2.48 → 2.5).
    •   Pichu's falling speed and fast falling speed are completely unaltered from Melee. Combined with its light weight, this makes Pichu easy to both combo and KO.
  •   Pichu is significantly lighter than Pikachu (79 → 62), giving it inferior horizontal endurance.
  •   Pichu's attacks are generally stronger compared to Pikachu's, though some have identical strength and others are weaker.
  •   Pichu is slightly smaller than Pikachu, reducing its range and hurtbox.
  •   Pichu has many minor frame advantages over Pikachu, usually 1 frame less startup and/or endlag on most moves.

Ground attacks

  •   Neutral attack deals less damage (1.4% → 1.2%).
  •   Dash attack deals less damage (11% → 8%).
  •   All of Pichu's tilts have less range.
  •   Forward tilt has Pichu kick its feet upward rather than out.
    •   Forward tilt deals more knockback, is active for a significantly longer time and has less endlag.
    •   Forward tilt cannot be angled.
    •   Forward tilt deals less damage (10% → 8%) and causes recoil damage (0.7%).
  •   Pichu's down tilt has vertical knockback, whereas Pikachu's has horizontal knockback.
    •   This makes it a significantly better combo starter.
  •   All three of Pichu's smash attacks have different charging animations and slightly different attacking animations.
    •   Down smash deals slightly more damage than Pikachu's (13% → 14%), and the others do not have to be sweetspotted to deal the same damage.
  •   Forward smash strikes multiple times instead of once.
    •   Forward smash deals more knockback.
    •   Forward smash has less range and causes recoil damage (1.5%). It also has slightly more startup lag.
  •   Pichu's up smash is an upward headbutt, whereas Pikachu's is a tail flip.
    •   Up smash has less range and deals less knockback.
    •   Pichu's ears are intangible during the first 3 frames up smash is active.
  •   Pichu's down smash has diagonal knockback, unlike Pikachu's horizontal knockback.
    •   Down smash deals more knockback and has less endlag.
    •   Pichu is invulnerable for 4 frames starting 1 frame before down smash becomes active.
    •   Down smash causes recoil damage (0.8%).
    •   Pichu moves slightly forwards and then backwards during its down smash, unlike Pikachu, who stays in place.
      •   This means it takes longer to hit enemies behind Pichu than those who are in front of it, while Pikachu has better range in both directions that is always completely covered.

Aerial attacks

  •   Pichu's neutral aerial is a somersault in the air, whereas Pikachu's is an electrical charge.
    •   Neutral aerial does not have an electric hitbox, and only hits once.
    •   Neutral aerial deals less damage (8.9% → 7%).
    •   Neutral aerial deals more knockback than Pikachu's which increases its KO and edgeguard potential.
      •   This also means that Pichu cannot perform the dragdown combos and loops that Pikachu can do with its neutral aerial.
  •   Forward aerial deals more damage (10% → 14%).
    •   Forward aerial causes recoil damage (1%) and is active for a shorter amount of time.
    •   Forward aerial does not auto-cancel out of a shorthop, reducing its combo potential.
  •   Pichu uses its tail for its back aerial and does not strike a pose at the end.
    •   Back aerial does more damage (8.6% → 12.5%) and has slightly less landing lag.
    •   Back aerial can be used to drag opponents down for edgeguarding and long combos.
    •   Back aerial has an electric hitbox and therefore causes recoil damage (1%). It also has slightly more startup and endlag.
    •   Back aerial does not auto-cancel out of a shorthop, reducing its combo potential.
  •   Up aerial deals less damage (6% → 4%).
  •   Down aerial causes recoil damage (1.5%).
    •   Pichu's ears are intangible during the first 4 frames down aerial is active.

Throws/other attacks

  •   All of Pichu's grabbing animations are slightly different than Pikachu's.
  •   Edge attack has Pichu climbing up then flicking its tail out.
  •   Pummel and every throw except back throw deal more damage than Pikachu's versions (Pummel: 1% → 1.4%; Fthrow: 10% → 12%; Uthrow: 8% → 10%; Dthrow: 5% → 8%).
  •   Pummel and forward throw cause recoil damage (Pummel: 0.1%; Fthrow: 0.5%).
  •   Forward throw deals more knockback, causing it to KO at high percents.
  •   Back throw deals less knockback.
  •   Up throw has more base knockback but lower knockback growth, which makes it worse for both combos and KOs.
  •   Down throw causes the victim to be in hitlag for a shorter amount of time, making it less useful for combos.

Special moves

  •   Thunder Jolt is faster than Pikachu's version and travels slightly farther.
    •   Thunder Jolts deal more damage (Ground/Air: 6%/4.8% → 7%/10%).
    •   Thunder Jolt causes recoil damage (0.4%).
    •   Thunder Jolts deal more knockback, which makes them better for edgeguarding, but reduces their combo potential.
    •   Thunder Jolts bounce closer to the ground, which makes it harder to crouch beneath them, but reduces their vertical range.
  •   Pichu's charging animation for Skull Bash is different.
    •   Skull Bash can be charged for a longer period of time, is more powerful when fully charged (21.4% → 33%), and travels a significantly longer distance than Pikachu's.
    •   Skull Bash has more endlag.
    •   Skull Bash deals less damage when uncharged (10% → 7.8%) and causes recoil damage (1.5%).
  •   Unlike Pikachu's Quick Attack, Pichu's Agility inflicts neither damage nor knockback and causes recoil damage (2%).
    •   Agility travels further.
  •   Thunder's lightning bolt only deals half the damage Pikachu's does (8% → 4%) and causes recoil damage if it hits Pichu (3%).
    •   Thunder has less startup lag than Pikachu's version and the blast always sends the opponent in the direction Pichu is facing.
    •   Thunder's blast deals slightly less damage (15% → 14%) and knockback.
  •   Volt Tackle deals more damage and knockback.
    •   Volt Tacke causes massive recoil damage.

Changes from Super Smash Bros. Melee

Pichu has been greatly buffed in its transition from Melee to Ultimate. It benefits slightly from the implementation of rage, as its electrical attacks can now slowly increase its knockback with the recoil damage it receives from them, and can potentially allow it to escape certain kill confirms that would otherwise KO it. Pichu's recoil damage itself has been toned down from Melee making its electrical attacks less of a detriment to use. Its mobility has overall improved as well, as its walking, dashing, and air speed have increased, and its air acceleration has increased substantially. It can also crawl now, allowing Pichu to approach more easily while being able to dodge certain projectiles. Pichu also benefits from the weakening of SDI as its multi-hit attack are much more reliable. On another note, while its endurance is still the worst in the game as it is lighter than even Jigglypuff, its weight was nevertheless increased, allowing it to survive a little bit longer.

Despite the many buffs it received, Pichu also received a few nerfs. Some of Pichu's strongest kill options such as forward smash and up smash have been significantly weakened in terms of knockback while its neutral aerial has also been weakened in both its damage output and knockback. Pichu can also no longer chain grab with its up throw, greatly reducing its damage racking potential against fast fallers. Pichu's grounded attacks are also less effective for edgeguarding, as its down tilt, down smash and dash attack now send opponents at a much higher angle. Lastly, more of Pichu's moves use electricity, meaning that more of its moves cause recoil damage.

Overall, Pichu's buffs greatly outweight its nerfs. It is no longer an intentional "joke character" like in Melee; instead, it is now a very polarized glass cannon, akin to a min-maxed version of Pikachu with a much more effective and oppressive offense, but significantly low survivability. These buffs have resulted in Pichu becoming a decently placing character at local and regional levels with an impressively-sized playerbase, in contrast to its infamously weak standing in Melee.

Aesthetics

  •   Pichu's design and proportions now match the latest games in the Pokémon franchise. Its colors are more subdued than they were in Melee.
  •   All of Pichu's non-attack animations are now unique to the character.
  •   Pichu is much more expressive. Like Pikachu, its eyes become swirls when dazed, a detail derived from the Pokémon anime from when a Pokémon faints. It also looks angry when dashing. Pichu also now has squash and stretch in its animations, giving it a more bouncy feel than in Melee.
  •   Pichu's stance is now mirrored as it faces more on the screen regardless of the direction it turns towards.
  •   Pichu has a new idle animation where it wobbles left to right then looks back to twitch its tail.
  •   Pichu now has an on-screen appearance and an up taunt. Its up taunt is very similar to Pikachu's up taunt, except it humorously becomes dizzy afterwards. Its left-facing taunt from Melee is now its side taunt and its right-facing taunt is now its down taunt.
  •   Pichu's goggles and ribbon alternate costumes no longer have a neck scarf. Pichu has also received five new alternate costumes.
  •   Pichu is much more vocal, with more voice lines during certain attacks, or when hurt.
  •   Pichu has a new air dodge animation where it twirls in the air at an angle, instead of scrunching up.
  •   Pichu no longer appears to sleep while crouching.
  •   Pichu has new victory animations. One involves Pichu jumping while spinning before striking a joyful pose, with its arms spread out.
  •   Pichu now has a Boxing Ring title, which is "Shockingly Adorable."

Attributes

  •   Pichu can now crawl, much like Pikachu. This allows for an easier approach while dodging projectiles.
  •   Pichu walks faster (1.24 → 1.302).
  •   Pichu dashes much faster (1.72 → 1.892) although relative to the cast, it now has the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.
  •   Pichu's air speed is higher (0.85 → 1.029).
  •   Pichu's air acceleration is much higher (0.05 → 0.1) going from being the 12th highest out of 26 characters to the 9th highest out of 78 characters.
  •   Pichu is heavier (55 → 62), which improves its survivability, though it still remains the lightest character in the game.
  •   Pichu's gravity is higher (0.11 → 0.14).
  •   With the implementation of rage, Pichu's self-inflicted damage can now gradually increase its launching power, and also keep itself out of kill confirm percentages. Conversely, Pichu's status as the lightest character in the game means it will not be able to survive very well at percentages which allow it to take advantage of rage, and will also die sooner against an opponent who has high rage.
  •   The removal of chain grabs immensely aids Pichu's endurance and longevity.
    •   However, this also removes some chain grabs Pichu was capable of performing on fast-fallers.

Ground attacks

  •   Neutral attack has less ending lag (frame 22 → 17) and it can now by held by holding the attack button.
  •   Neutral attack deals less damage (2% → 1.2%).
  •   Forward tilt has a different animation.
    •   Forward tilt has less ending lag (frame 30 → 25), increased range, can trip opponents, and significantly increased knockback, now being able to KO at high percents.
    •   Forward tilt has a shorter duration (frames 5-14 → 5-12) and it now has an electric effect, thus dealing recoil damage to Pichu.
  •   Forward tilt can no longer be angled.
  •   Up tilt deals less damage (6% → 5%).
    •   Up tilt has better combo potential.
  •   Down tilt sends opponents at a vertical angle, now making it a potent combo starter.
    •   Down tilt deals less damage (7% → 6%) and has a shorter duration (frames 7-9 → 7-8). Its new angle also hinders its edgeguarding and tech chasing potential.
  •   Dash attack has noticeably less ending lag (frame 50 → 35).
  •   Dash attack has more startup lag and a shorter duration (frames 5-16 → 6-15). It also sends opponents at a more vertical angle hindering its edgeguarding potential and late dash attack deals less damage (8% → 6%).
  •   Forward smash's hits connect more reliably than in Melee, where it could be SDIed out of before the finishing hit.
  •   Forward smash deals less recoil damage to Pichu (2% → 1.5%).
  •   Forward smash's final hit deals more damage (6% → 8%) and the multi-hits deal consistent damage due to changes to stale-move negation.
  •   Forward smash deals less knockback hindering its KO potential.
  •   Up smash deals less damage (16% → 14%) hindering its KO potential.
  •   Up smash now has intangibility on Pichu's ears.
  •   Down smash has more KO potential and deals more damage (13% → 14%).
  •   Down smash is now a multi-hit move with an electric effect making it more similar to Pikachu's down smash.
  •   Down smash has an electric effect, dealing recoil damage to Pichu. It also has more startup lag (frame 7 → 8) and its new angle hinders its edgeguarding potential.

Aerial attacks

  •   All aerials except back aerial have less landing lag (12 frames → 7 (neutral), 15 frames → 12 (forward), 18 frames → 11 (up), 26 frames → 22 (down)) however due to the removal of L-canceling, their landing lag was not fully compensated.
  •   Neutral aerial deals less damage (12/9% → 7/5%) hindering its KO potential and has a slightly shorter duration (frames 3-28 → 3-27).
  •   Neutral aerial now uses its head instead of its tail.
  •   Forward aerial does considerably less recoil damage to Pichu (1% per hitbox → 1% total).
  •   Forward aerial deals more damage (2% → 3.5%), connects much more reliably and the last hit has much more knockback, making it able to KO near the blastzones.
  •   The last hit of forward aerial has a shorter duration (frames 22-24 → 22-23).
  •   Back aerial now has an electric effect, causing recoil damage to Pichu. It also has more startup lag (frame 4 → 5).
  •   Back aerial is now a multi-hit move with better combo potential and more knockback on its last hit, giving it slightly higher KO potential. It also has less ending lag (frame 60 → 55).
  •   Up aerial deals more knockback and has slightly less ending lag (frame 28 → 27).
  •   Down aerial's sweetspot deals more damage (12% → 13%), the landing hit no longer has set knockback and Pichu's ears now have intangibility during the strong hit. Down aerial can now also auto-cancel in a short hop.
  •   Down aerial now has a sweetspot which is capable of meteor smashing opponents.
  •   Down aerial's late hit has slightly lower knockback slightly weakening its KO potential. The new sweetspot is also less effective at KOing opponents on stage.

Throws/other attacks

  •   When grabbing, Pichu swipes one hand sideways, instead of grabbing overhead like Pikachu. Pichu also no longer rolls over after performing a dash grab.
  •   Grab range has been increased.
  •   Pichu's grabs are faster (frame 7 → 6 (standing), frame 11 → 8 (dash)). Dash grab also has slightly less ending lag (frame 41 → 40).
  •   Standing grab has slightly higher ending lag (frame 31 → 32).
  •   Pummel is faster and deals much less recoil damage (1% → 0.1%).
  •   Pummel deals less damage (3% → 1.4%).
  •   Forward throw deals more damage (9% → 12%) and causes less recoil damage (1% → 0.5%).
  •   Back throw has a different animation.
  •   The removal of chain grabbing significantly hinders forward throw, up throw and down throw's damage racking potential.
  •   Down throw deals less damage (10% → 8%) and deals higher knockback hindering its combo potential while still lacking KO potential.
  •   All throws except forward throw no longer have an electric effect.

Special Moves

  •   Thunder Jolt causes considerably less recoil damage to Pichu (1% → 0.4%) and has less ending lag (frame 58 → 52).
  •   Pichu can no longer fast fall while using Thunder Jolt.
  •   Skull Bash causes Pichu to bounce back when it hits an opponent, making it safer to use.
  •   Uncharged Skull Bash deals more damage (5% → 7.8%).
  •   Skull Bash deals more recoil damage (1% → 1.5%).
  •   Fully charged Skull Bash deals less damage (39% → 33%) hindering its KO potential.
  •   Agility travels further and does less recoil damage (1/3% → 0.6/1.4%). It also has less ending lag when it used into the ground.
  •   Red arrows now appear when using Agility to show the angle Pichu will travel in.
  •   Thunder meteor smashes targets hit high above Pichu and can drag them down into the launching hit, as with Pikachu's version of the move. It is also much faster than Pikachu's variant.
  •   Thunder now passes through the stage. While this lets Pichu use it as a close range attack under platforms and such, it also means Pichu can hurt itself doing so.
  •   Like with Pikachu's Thunder, the electricity discharged when the lightning strikes Pichu is now yellow rather than blue and has Pichu flash with a dark tint, and does not cry if struck.
  •   Pichu now has a Final Smash, Volt Tackle, which is nearly identical to Pikachu's: it has Pichu dash quickly around the stage at different angles while surrounded in a ball of electricity, then launching opponents with an electric blast at the end of the move as the ball disappears. It also causes massive recoil damage, unlike Pikachu's version of the move.

Moveset

The following damage percentages were calculated without the damage multiplier that is active during one-on-one fights.

Full hop damage numbers are shown. Hover over the percentage numbers for short hop damage numbers (due to short hops having a 0.85% damage modifier). Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.2% Does a quick headbutt.
Forward tilt   8%, 0.7% recoil Plants itself on its upper paws and kicks both its feet forward. Can make opponents trip at low percents. Cannot be angled as it could in Melee.
Up tilt rowspan="1" 5% Swipes its tail above its body in an arc. Can combo into itself at low percents, or into an aerial at mid to high percents.
Down tilt rowspan="1" 6% Swipes its tail in front of itself. Has very low knockback scaling, allowing it to combo into up tilt at low to mid percents, or an aerial even at very high percents.
Dash attack 8% (clean), 6% (late) Jumps and headbutts forward.
Forward smash   2% (hits 1-5), 8% (hit 6), 1.5% recoil Launches a short jolt of electricity from its cheeks.
Up smash 14% Does an upward headbutt.
Down smash 1.5% (hits 1-4), 8% (hit 6), 0.8% recoil Discharges electricity while quickly spinning in place.
Neutral aerial rowspan="1" 7% (clean), 5% (late) Somersaults in the air. A quick out of shield option.
Forward aerial rowspan="1" 3.5% (hits 1-4), 1% recoil Does a forward barrel roll. Can combo into itself at lower percents.
Back aerial 2% (hits 1-5), 3.5% (hit 6), 1.0% recoil Does an electric spin similar to its down smash.
Up aerial 4% Flicks its tail above itself.
Down aerial 13%, 4% (landing), 1% recoil after startup, 0.5% recoil landing (can land before startup) Does a downward barrel roll. Has the capability to meteor smash opponents.
Grab Quickly leans forward and grabs with one arm. Has a range of approximately Pichu's body width.
Pummel 1.4%, 0.1% recoil Shocks the opponent.
Forward throw 1.5% (hits 1-4), 6% (throw), 0.5% recoil Places the opponent on its back and shocks them, sending them forward.
Back throw 9% Does a backwards somersaults with the opponent, then flings them behind itself.
Up throw 5% (hit 1), 5% (throw) Tosses foe up and headbutts them. Can combo into Thunder at certain high percents, like Pikachu's.
Down throw 4% (hit 1), 4% (throw) Places opponent on the ground, then jumps on them. Can combo into an aerial at low to mid percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
7% Does a full rotation sweep with its tail.
Floor attack (back)
Floor getups (back)
7% Does a full rotation sweep with its tail.
Floor attack (trip)
Floor getups (trip)
5% Swings its tail on both sides of itself.
Edge attack
Edge getups
9% Climbs up then flicks its tail out.
Neutral special Thunder Jolt 7% (short distance), 6% (medium distance), 5% (long distance), 10% (ball), 0.4% recoil Pichu's main projectile. Fires a jolt of electricity forward. It travels forward while bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after around 3 seconds. Can be used to gimp certain recoveries. Deals less damage the farther it travels.
Side special Skull Bash 4% (uncharged; normal input), 7.8% (uncharged; flicking the stick quickly), 33% (fully charged), 1.5% recoil Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. The move can also be used to extend Pichu's recovery, though it does have some lag. Compared to Pikachu's Skull Bash, Pichu's Skull Bash deals more damage and covers more distance when fully charged, but deals less damage when uncharged, takes longer to fully charge and causes recoil damage.
Up special Agility 0%, 0.6% recoil (warp 1), 1.4% recoil (warp 2) Pichu's primary recovery move. Moves at warp speed in two directions that can be selected via the control stick. Compared to Pikachu's Quick Attack, Agility travels farther. However, it deals no damage and Pichu suffers recoil damage.
Down special Thunder 14% (shockwave), 4% (thunderbolt), 6% (thunderbolt meteor), 3% recoil Summons a thundercloud from which a lightning bolt comes down and strikes Pichu. The start of the bolt has a meteor effect and deals more damage than the rest of the bolt. When the bolt hits Pichu, a shockwave is generated than has the potential to KO. Compared to Pikachu's Thunder, Pichu's Thunder has less startup and endlag but deals less damage overall and causes recoil damage.
Final Smash Volt Tackle 0.3% (over 6 hits during startup), 1% (initial tackle hit), 1.6% (successive hits), 21% (final blast), 3.2% recoil (startup), 0.2% recoil (each hit), 3.5% recoil (final blast) Pichu turns into a ball of electricity and dashes forward. Any opponents hit are knocked into the center of the screen where Pichu furiously tackles them from multiple directions then releases a powerful electric blast in the center. If the dash doesn't hit an opponent, the final smash is ended early.

Classic Mode: Lightweight Fracas

Pichu fights against opponents that are lightweights like itself.

Round Opponent Stage Music Notes
1 Jigglypuff Pokémon Stadium 2 Pokémon Center - Pokémon Red / Pokémon Blue
2 Squirtle Peach's Castle Road to Viridian City - Pokémon Red / Pokémon Blue Squirtle's Pokémon Trainer is absent.
3 Mr. Game & Watch Skyworld Underworld
4 Olimar Pilotwings Light Plane
5 Kirby and Meta Knight Skyloft Butter Building (for 3DS / Wii U) This battle is a free-for-all.
6 Mewtwo Prism Tower Pokémon Red / Pokémon Blue Medley
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Pichu does not appear in the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

To access Pichu, the player must enter a power plant-sub area and reach it on a platform, where it can then be challenged and recruited.

Alternate costumes

 
               

Gallery

Character Showcase Video

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Trivia

  • Pichu and Young Link share the longest gap between playable appearances in the Super Smash Bros. series, with seventeen years between Melee and Ultimate.
    • This has been noted by both of their Super Smash Bros. blog's "Today's Fighter" descriptions.
  • One of the poses Pichu strikes in its new taunt resembles its trophy from Super Smash Bros. for Nintendo 3DS.
  • Pichu is the only veteran absent from SSB4 to not appear in the full group artwork version of the box cover.
  • Pichu is the only veteran who is unaffected by the new universal 3-frame jumpsquat; in Melee, its jumpsquat animation also took three frames to complete.
  • Pichu's fast fall provides the smallest change to its falling speed when compared to any other fighter. It increases its fall speed by only 31.579%, compared to the usual 60%.
  • One of Pichu's alternate costumes is the Spiky-eared Pichu from Arceus and the Jewel of Life and Pokémon HeartGold and SoulSilver. Being one of a kind, the Spiky-eared Pichu is female, making it the only one of Pichu's alternate costumes with an implied gender.
  • As of Ultimate, Pichu is the only character who takes damage while using their Final Smash.
    • In a Stamina match, Pichu cannot be KO'd by its Final Smash, as its HP will never go below 0.1 while the Final Smash is active.
    • This also makes Pichu the only character so far that can take damage from all of its special moves.