Super Smash Bros. Melee

Pichu (SSBM)

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This article is about Pichu's appearance in Super Smash Bros. Melee. For other uses, see Pichu. Also, for information about the character of whom Pichu is a clone, see Pikachu (SSBM).
Pichu
in Super Smash Bros. Melee
Pichu
PokemonSymbol.svg
Universe Pokémon
Availability Unlockable
Tier G (25-26)
Pichu (SSBM)
Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit.

Pichu (Japanese: ピチュー, Pichū) is a Pokémon character in Super Smash Bros. Melee. It is unlocked by completing Event Match 37: Legendary Pokémon or by playing 200 vs. matches. Pichu is the "baby" Pokémon of Pikachu, and in Melee this is realized by him being a smaller, lighter, and faster clone of Pikachu.

Pichu is currently ranked 25th/26th (lowest tied with Kirby) in the G tier due to the fact that it has poor range, most characters can easily chain throw it despite it being small and being the lightest character in the game, which is another huge flaw, and it takes damage from its own attacks. Pichu, however, is not completely worthless; it has a surprisingly good grab game, as well as a decent air game and a slew of powerful attacks. Regardless, Pichu suffers from abysmal matchups, and it has the highest amount of unwinnable matchups of any character in any Smash game, having a total of eleven. By comparison, Kirby has seven, Ganondorf (who is the lowest on the tier list for Brawl) has six, and Bowser, the second lowest on Melee's tier list, has five. Furthermore, Pichu has no advantageous matchups, with two being even (against Yoshi and Bowser).

Unlocking

To unlock Pichu, players have to complete Event 37: Legendary Pokémon or take part in 200 VS. matches. Upon completing either criterion, the player will fight against Pichu on Pokémon Stadium, with "Battle Theme" playing.

Attributes

Pichu.jpg

Pichu as a character falls under the archetype of being nimble, yet relatively weak; indeed, while slightly stronger than Pikachu in some cases, it still has some aspects that are faster than Pikachu, such as higher acceleration and a slightly faster falling speed. Due to its high traction and average falling speed, Pichu has a rather short wavedash; low-lag, fast aerials also give Pichu a good SHFFL, identical to Pikachu.

One of Pichu's main advantages is its perhaps surprising power. While its smashes and tilts are all of short range, all are unusually powerful considering Pichu's small frame. Its up smash and forward smash contain incredible power, possibly KOing characters reliably at as little as 70 to 80 percent, while its down smash semi-spikes opponents and has invincibility frame. Pichu's Skull Bash also has surprising power and distance when charged; at full power, it almost guarantees a KO at many percentages, and it makes a good recovery option to boot.

Pichu also has a surprisingly good air and grab games. Pichu has plenty of options in the air, including an up air that can easily continue combos and other aerials that can easily deal damage. Pichu also has good grab game; its forward and back throws can knock opponents off stage or set up combos, while its up and down throws can potentially start chain throws.

Pichu can also easily manoeuvre around stages, with very low landing lag, a small frame and a rather fast dash, as well as decent jumping power.

Pichu's greatest flaw, however, is the recoil damage it gets from using almost any of its attacks involving electrical hitboxes. In almost all of Pichu's attacks, at least one percent of damage is directly inflicted onto it, and because of Pichu's light weight, it acts as an extreme detriment to its gameplay; for merely recovering, for instance, Pichu gains four percent directly. Due to Pichu's incredibly light weight (the lightest in the game), this can stack up quickly against Pichu, making it more and more vulnerable by merely attacking the foe. As such, Pichu players need to strike a balance between electric and non-electric attacks; Pichu, however, is reliant on electric attacks for most of its KO and comboing moves.

Additionally, Pichu suffers from large range problems. All of its best and most powerful attacks are very close to its body, making it tough for Pichu to KO or inflict damage easily. Pichu, however, does have access to two projectiles (Thunder Jolt and Thunder), but both cause recoil damage and have little KO potential; Thunder Jolt, however, does force opponents into the air, but Thunder itself only attacks above Pichu. Pichu's grab game is also heavily hampered by its short range, at the third shortest in the game.

Pichu's defence game is also poor, with short tech rolls, rolling dodges, and a slow, short ledge roll, though its shield is rather large, making shield stabbing less of a problem for Pichu. Furthermore, Pichu is also quite vulnerable to combos, due to suffering from rather high hitstun.

Moveset

Ground attacks

Normal
  • Neutral attack- Jabs its head forward, can chain into itself. Quite fast, can infinite against some characters on walls. 1-2% per jab.
  • Forward tilt- Shoves both of its feet forward. Low range and knockback, though a fast move. 8% damage.
  • Up tilt- Swipes its tail in an arch above it. Very low range and somewhat slow, though sets up for aerial combos and follow ups. 6% damage.
  • Down tilt- Swipes its tail in front of it. Short ranged, but can act as a good method for spacing. 7% damage.
  • Dash attack- A basic dash attack, sticks its head out and trips mid-dash. 8% damage.
Smash attacks
  • Forward smash- Launches a short jolt of electricity from its cheeks. Very powerful finisher, kills at somewhat low %s. Incredible knockback when fully charged, KOs light characters at very low damages near the edge. However, this attack can be SDI'd out of. Several hits that add up to 12% uncharged, 16% fully charged. Always has a 2% damage recoil regardless of charge time.
  • Up smash- Headbutts upwards, good finisher. 16% uncharged, 20% fully.
  • Down smash- Quickly spins in place. It has more range than it appears and has invincibility frames, as well as powerful. 13% uncharged, 17% fully charged.
Other attacks
  • Ledge attack- Gets up and flips its tail. 8% damage.
  • 100% ledge attack- Slowly gets up and swipes its tail. 6% damage.
  • Floor attack- Gets up and spins its tail around. 6% damage.

Aerial attacks

  • Neutral aerial- Spins around, has a generous hitbox. 12% damage.
  • Forward aerial- Jolts many electrical shocks from its cheeks. Around 7% damage if all hitboxes land. Has a 4% recoil damage regardless if the move hits or not.
  • Back aerial- Flips to its rear many times, though only has one hitbox. Relatively high ending and landing lag. 9% damage.
  • Up aerial- Flips up and thrusts its tail, sets up many combos on fast fallers. Lacks semi-spike properties. 4% damage.
  • Down aerial- Releases many electrical shocks from its cheeks downward. Around 14% if all hits connect. 1% recoil damage to Pichu another one if it hits the ground.

Grabs & throws

  • Pummel- Zaps opponent with electricity. 2-3% damage per pummel. 1% recoil damage to Pichu per pummel.
  • Forward throw- Puts foe on its back and zaps him or her. 9% damage to foe, 1% recoil damage to Pichu.
  • Back throw- Does many rolls backwards and tosses foe. 9% damage. Does not suffer recoil, although the attack deals electricity.
  • Up throw- Tosses foe up and headbutts them with electricity. 10% damage to foe and oddly no recoil damage to Pichu, even though the attack consists of electricity.
  • Down throw- Launches foe to floor and zaps him or her. 10% damage to foe and, just like its Up Throw, no recoil damage whatsoever.

Special moves

Matchups

Super Smash Bros. Melee Character Matchups
  Fox (SSBM) Marth (SSBM) Jigglypuff (SSBM) Falco (SSBM) Sheik (SSBM) Captain Falcon (SSBM) Peach (SSBM) Ice Climbers (SSBM) Pikachu (SSBM) Yoshi (SSBM) Samus (SSBM) Luigi (SSBM) Dr. Mario (SSBM) Ganondorf (SSBM) Mario (SSBM) Donkey Kong (SSBM) Young Link (SSBM) Link (SSBM) Mr. Game & Watch (SSBM) Mewtwo (SSBM) Roy (SSBM) Pichu (SSBM) Ness (SSBM) Zelda (SSBM) Kirby (SSBM) Bowser (SSBM) Avg.
Pichu (SSBM) -3 -3 -3 -3 -3 -3 -3 -3 -2 ±0 -3 -2 -3 -3 -3 -2 -2 -2 -1 -1 -2 Mirror match -1 -1 ±0 ±0 -2

In Single Player Modes

In Classic Mode

In Classic Mode, Pichu can appear as an ordinary fighter in one on one battles, as an ally or as an opponent alongside Kirby or Pikachu, as the sole opponent in a multi-character battle or as a metal opponent in the second to last stage. Barring the metal fight, Pichu always appears on Pokémon Stadium, with its alternate music Battle Theme playing.

In Adventure Mode

In Adventure Mode, Pichu can appear in Stage 7 on Pokémon Stadium, appearing alongside a team consisting of Pikachu and, if unlocked, Jigglypuff. Pichu's theme, Battle Theme can also play on the stage.

In All-Star Mode

In All-Star Mode, Pichu and its allies are fought on Fourside. Unlike normal gameplay, however, Battle Theme plays here.

In Event Matches

Pichu appears in the following Event Matches:

  • Event 48: Pikachu and Pichu: In this match, the player must fight against a team of two Pichus and one Pikachu. The goal is for the player to KO the two Pichus in the shortest time possible; Pikachu has infinite lives, while the player has two and the Pichus have one. The stage used in Dream Land, making the event the only one in the game to take place on a Past Stage.
  • Event 49: All-Star Match Deluxe: Pichu is the third opponent fought in this series of staged battles. The selected character battles him on the Pokémon Stadium stage with a stock of 2 while Pichu has 1. With a timer of four minutes, the player must defeat it and the other five characters one-by-one with the overall time and damage: Dr. Mario, Falco, Young Link, Roy and Ganondorf.

Ending images

Trophy descriptions

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

Pichu (Smash Red)
Compared with Pikachu, Pichu is a tad more nimble and a little more difficult to hit. Those are the only two advantages, however, and since Pichu damages itself when it uses electrical attacks, it's best suited for handicapped matches. Even though Pichu's tough to catch, it's easy to throw its tiny frame great distances.
Pichu (Smash Blue)
Pichu is the lightest character in Super Smash Bros. Melee, and it's top of the class in weakness, too! For Pichu, it's all about scampering here and there to pick up items that will help it survive. The first warp in Agility causes 1 point of damage to Pichu, and the second causes 3, so try to limit the number of times you use the move.

Costumes

Pichu's changeable clothing in SSBM

Trivia

  • Pichu has two taunts: when facing left, it will do a dance, when facing right, it will lie down. This feature is shared with Captain Falcon.
  • When Pichu crouches, it falls asleep. This is clear because its eyes are closed and bubbles come out of its mouth, similar to when Jigglypuff uses its Rest attack, although Pichu will awake instantly when the player presses any other button.
  • Other than Super Smash Bros. Melee, or by using Volt Tackle, Pichu had never been hurt by using electrical attacks in other games, although they could faint from overuse of their electricity in animé, as seen in the Pikachu Short that coincided with the third Pokémon movie.
  • Pichu, along with Roy and Mr. Game & Watch, are the only characters in Melee to have an attack that can damage themselves.
    • Kirby can also damage himself if he copies either Roy's or Pichu's moves.
  • While Pichu can use both Skull Bash and Agility in Melee, it couldn't learn either of these moves in the Pokémon games.

External links