Super Smash Bros. Ultimate

Pichu (SSBU)

Revision as of 20:22, February 17, 2019 by Gagesango (talk | contribs)
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

Despite not being an Echo Fighter, Pichu is still a full clone moveset-wise of 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 and 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.

These changes give Pichu some new strengths, but also a lot of weaknesses when compared to Pikachu. Overall, Pichu can kill more reliably than Pikachu and at earlier percentages, which is largely due to its forward tilt being extremely strong. Some of its attacks also deal more damage than Pikachu's, but the only ones with a significant difference are its back aerial and the aerial version of Thunder Jolt. Otherwise, the damage output between the two is largely the same or with only a 1–2% difference, while some some of Pikachu's attacks, like its up aerial and Thunder, are stronger than Pichu's. Pichu's frame data is also better on average, with its biggest advantages being on its forward tilt, down smash and Thunder. However, there are some attacks like Skull Bash where Pichu's frame data is worse. However, with the exception of its grab and neutral aerial, almost every other attack in Pichu's moveset has inferior range to Pikachu's equivalent attacks, including all of its tilts and smash attacks, its up aerial, and Thunder. Pichu is also extremely light and has a high falling speed, which makes it easier to combo and KO. The recoil damage gimmick, while toned down compared to Melee, still makes Pichu's already bad survivability even worse. Pichu is also forced to play very aggressively and cannot camp as well as Pikachu can due to its recoil damage gimmick. It also does not have access to Quick Attack either, removing a vital approach and burst option from its arsenal. Lastly, Pikachu and Pichu's combo games are very different, but are at roughly the same power level. For instance, Pichu does not have access to Pikachu's neutral aerial, which is a useful combo tool, and Pichu cannot chain four back aerials into each other at low percents, but its up tilt and up aerial combo for longer, and its down tilt is a better combo starter.

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, sleeping, stunned, using shooting items, etc) 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 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).
    •   The difference between Pichu's falling speed and fast falling speed is much lower than Pikachu's (increase: 60% → 31.579%), which makes it more predictable when landing and gives it less options in the air.
  •   Pichu's gravity is much higher then Pikachu's (0.095 → 0.14).
  •   Pichu is significantly lighter than Pikachu (79 → 62).
    •   Because of a combination of its high falling speed, high gravity and light weight, Pichu is easier to both combo and KO than Pikachu.
  •   Pichu has a slightly smaller hurtbox than Pikachu overall.
    •   However, because Pichu's ears have a larger hurtbox than Pikachu's, the vertical size of Pichu's hurtbox is larger than Pikachu's, making it slightly easier to hit a standing Pichu than a standing Pikachu.[1]
  •   Pichu has many minor frame advantages over Pikachu, usually 1 frame less startup and/or endlag on most moves.

Ground attacks

  •   Neutral attack does not have a sweetspot or a sourspot, which means it deals less damage when close to the opponent, but more damage when farther away from the opponent.
  •   Dash attack deals less damage (11% → 8%) and knockback.
  •   Forward tilt has Pichu kick its feet upward rather than out.
    •   Forward tilt deals more knockback and has less endlag (FAF 30 → 25).
    •   Forward tilt is active for a significantly longer time.
    •   Forward tilt always causes the opponent to trip at low percents.
    •   Forward tilt cannot be angled, making it near impossible to hit enemies in the air.
    •   Forward tilt deals less damage (10% → 8%) and causes recoil damage (0.7%).
    •   Forward tilt has less range.
  •   Up tilt deals less knockback, making it able to combo for longer.
  •   Down tilt has vertical knockback, whereas Pikachu's has horizontal knockback.
    •   Down tilt is a significantly better combo starter.
    •   Down tilt cannot cause the opponent to trip.
    •   Down tilt has less range.
  •   All smash attacks have different charging animations and slightly different attacking animations.
    •   Down smash deals slightly more damage (13% → 14%) and the others do not have to be sweetspotted to deal the same damage.
    •   All smash attacks have less endlag, especially down smash (Forward FAF 54 → 50, Up FAF 45 → 41, Down FAF 66 → 51).
  •   Forward smash strikes multiple times instead of once.
    •   Forward smash's final hit deals more knockback, killing about 12% earlier than the sweetspot of Pikachu's version.
    •   Forward smash has less range and causes recoil damage (1.5%). It also has slightly more startup lag (15 → 16).
  •   Pichu's up smash is an upward headbutt, whereas Pikachu's is a tail flip. This means that the hitbox starts behind Pichu and moves forwards, whereas Pikachu's starts in front and moves backwards.
    •   Up smash has less range and deals less knockback.
    •   Pichu's ears are intangible during the three frames its up smash is active.
  •   Pichu moves slightly forward and then backward while using its whole body to attack during its down smash, unlike Pikachu, who stays in place and uses its tail. Pichu also immediately stands up at the end of the move, whereas Pikachu sits on the floor for a few frames.
    •   Pichu's down smash has diagonal knockback, unlike Pikachu's horizontal knockback.
      •   This causes it to be less dependent on the positioning to kill earlier, but also makes edgeguarding after using it harder, because the opponent will be higher above the stage, giving them more options.
    •   Down smash deals slightly more knockback.
    •   Pichu is invulnerable for 4 frames starting 1 frame before down smash becomes active.
    •   Down smash causes recoil damage (0.8%).
    •   Down smash takes longer to hit enemies behind Pichu than those who are in front of it, whereas Pikachu has better range in both directions that is always completely covered.
      •   Down smash also has less range below Pichu, making it harder to hit enemies at the ledge, even with the final hit.

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.
      •   This means that Pichu cannot perform the dragdown combos, loops and kill setups that Pikachu can do with its neutral aerial.
    •   Neutral aerial deals less damage (8.9% → 7%) and has slightly more endlag (FAF 39 → 40).
    •   Neutral aerial deals more knockback and has slightly more range.
  •   Every hit of Pichu's forward aerial deals the same damage, whereas Pikachu deals less damage with the first hits, but more with the last hit.
    •   Forward aerial deals more damage if all hits connect (11.8% → 14%).
      •   Forward aerial deals less damage if only the last hit connects (4.8% → 3.5%).
    •   Forward aerial causes recoil damage (1%) and hits 2 times less, which means the attack is active for a shorter amount of time.
    •   Forward aerial's final hit deals less knockback, decreasing its kill potential.
      •   Because forward aerial does not auto-cancel out of a shorthop, it also has less combo potential despite the lower knockback and is also less safe.
  •   Pichu uses its tail for its back aerial and does not strike a pose at the end.
    •   Back aerial deals more damage if all hits connect (8.6% → 12.5%), the last hit deals more knockback and has slightly less landing lag.
      •   Back aerial deals less damage if only the last hit connects (3.6% → 2.5%).
    •   Back aerial can drag opponents down more easily for edgeguarding and combos.
    •   Back aerial has an electric hitbox and therefore causes recoil damage (1%). It also has slightly more startup (4 → 5) and endlag (FAF 44 → 55).
    •   Back aerial does not have a landing hitbox.
    •   Back aerial does not auto-cancel out of a shorthop, reducing its combo potential and safety.
  •   Up aerial deals less knockback, which increases its combo potential, but reduces its kill potential.
    •   Up aerial deals less damage than Pikachu's sweetspot (6% → 4%), because it does not have one.
    •   Up aerial has less range.
  •   Pichu's ears are intangible during the first 4 frames down aerial is active.
    •   Down aerial causes recoil damage (1.5%).
  •   When comparing Pichu's loops (with back aerial) and Pikachu's loops (with neutral aerial), Pichu's loops are more conditional, because they can only be started after a full hop, while Pikachu can start them after a short hop and almost guarantee them after a grab or up tilt.
    •   However, unlike Pikachu, in rare situations Pichu is able to immediately KO the opponent after ending the loops by moving next to the stage and using down aerial.

Throws/other attacks

  •   All of Pichu's grabbing animations are slightly different than Pikachu's.
  •   Standing grab has slightly more range.
  •   Pummel and every throw except back throw deal more damage (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%).
  •   Pummel has more hitlag and therefore is slower (12 frames → 14).
  •   Forward throw deals more knockback, causing it to KO at high percents.
  •   Back throw deals less knockback, reducing its KO potential while still not being a useful combo tool.
  •   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 hitstun for a shorter amount of time (6 frames less), making it less useful for combos.
  •   Pichu's throw with the highest knockback (forward throw) kills later than Pikachu's (up throw), unless it is standing at the ledge.
  •   Edge attack has Pichu climb up on stage and swipe its tail in front of it, whereas Pikachu swings its tail from above its head down on to the stage.
    •   Edge attack has slightly less vertical range because of this.

Special moves

  •   Thunder Jolts travel slightly farther.
    •   Thunder Jolts deal more damage (Ground/Air: 6%/4.8% → 7%/10%) and cause more hitstun in the air.
    •   Thunder Jolts are smaller and cause recoil damage (0.4%).
    •   Thunder Jolts travel faster, which makes them harder to avoid, but also makes it harder to follow behind them for added pressure.
    •   Thunder Jolts deal more knockback in the air, which makes them better for edgeguarding, but reduces their combo potential.
    •   Thunder Jolts bounce closer to the ground, which makes it impossible to crouch beneath them, but reduces their vertical range, which makes jumping above them less of a commitment.
  •   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 in the air (FAF 75 → 87) and on hit (FAF 22 → 26).
    •   Skull Bash deals less damage when uncharged (normal/smash input: 6.2%/10% → 4%/7.8%) and causes recoil damage (1.5%).
  •   Agility travels a longer distance.
    •   Agility does not have a hitbox and therefore inflicts neither damage nor knockback, removing a burst option and combo starter from Pichu's arsenal and making its recovery less safe.
    •   Agility causes recoil damage (2%).
  •   Thunder has less startup lag (13 → 9).
    •   Thunder's lightning bolt deals less damage (8% → 4%) and knockback and causes recoil damage if it hits Pichu (3%).
    •   Thunder's lightning bolt travels faster, which causes the blast to have less startup lag (34 → 26), but also means the hitbox is active for a shorter amount of time.
      •   This also means that if the bolt misses Pichu, the bolt will disappear more quickly, leaving Pichu vulnerable without the bolt protecting it for longer, despite the endlag being identical.
    •   Thunder's blast deals slightly less damage (15% → 14%) and knockback.
    •   Thunder's blast has slightly less range in all directions. This also makes it harder to hit enemies at the ledge with it.
    •   Thunder's blast always sends the opponent in the direction Pichu is facing. This makes it more reliable, but also means using DI correctly to survive longer against it is easier.
  •   Volt Tackle deals more damage and knockback.
    •   Volt Tackle causes massive recoil damage.

Changes from Super Smash Bros. Melee

Arguably being one of the worst characters in Melee, Pichu has been exponentially buffed in its transition 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 speeds 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 attacks 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 its 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 own falling speed has not changed since Melee while its gravity has been increased, making it a fast-faller. 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 (most notably its forward tilt and back aerial) use electricity, meaning that more of its moves cause recoil damage.

Overall, Pichu's buffs greatly outweigh 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 worse survivability, considerably less range on average, and a less reliable recovery due to Skull Bash having more ending lag, and Agility dealing no damage (thus rendering it completely useless as an attack unlike Quick Attack, which also removes an approach and burst tool).

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, and an idle pose where it looks back to twitch its tail.
  •   Pichu now has an on-screen appearance and an up taunt. Its up taunt has it discharge electricity, emulating Pikachu's up taunt, and then humorously faint afterwards. Its side taunt loosely resembles its left-facing taunt from Melee, 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, most likely due to its ability to crawl.
  •   Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from Melee where it jumps and claps with its feet. Its other two victory animations from Melee are updated with new expressions and ending poses, and Pichu now has voice clips for all of its victory animations.
  •   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).
  •   Due to the introduction of the gravity penalty for knockback, Pichu's vertical endurance is weaker than it otherwise would be, especially since it has above average gravity.
  •   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 be looped 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 (0.7%).
  •   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 (0.8%). 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 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 more 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 less damage (5% → 4%).
    •   Skull Bash can be input like a smash attack to immediately charge it by 25%, essentially dealing more damage (4% → 7.8%) and traveling more distance without taking time to charge it and reducing the time needed to fully charge it.
    •   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.
    •   If Pichu uses Thunder, then jumps, and the Thunder hits Pichu, Pichu will rise a bit, which could help its recovery.
    •   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.

Update History

  2.0.0

  •   Pummel has less hitlag (15 frames → 14). 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   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. Pichu's ears become intangible on frames 9-11.
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), 2.5% (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. Pichu's ears become intangible for the entire duration (frames 14-17).
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.
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), 7.8% (uncharged smash input), 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, causes recoil damage and has more endlag.
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. Pichu also gains intangibility for 10 frames if it connects, just like Pikachu. Compared to Pikachu's Thunder, Pichu's Thunder has less startup but deals less damage and knockback 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.

Victory poses

  • Jumps in the air three times, saying "Pi-Pi-Pichu!"
  • Jumps around in a circle, saying "Pichu Pichu!"
  • Charges electricity, making itself dizzy, then stands up and winks.
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: 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. In the battle, Pichu is Attack-type with a power of 7500, and is fought on an Omega version of Prism Tower.

Spirits

Pichu's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Pichu in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes

 
               

Gallery

Character Showcase Video

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.

References