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Taming a wild Pikachu Version .01; A Pikachu guide created by D. Disciple
Topic Started: Feb 28 2007, 09:20 PM (1,025 Views)
D.Disciple
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Pikachu - The 25th Pokemon in the National Pokedex of Pokemon, is one of the main characters in the TV Series Pokemon, and is a veteran character in the Smash Bros. Video games, from being in SSB64, SSBM and hopefully soon to be released. Super Smash Brothers Brawl.

He is a rodent that can create electricity in it's body from the two red cheeks on it's face, creating lightning bolts to zap it's foes. He uses them in the game as well and sometimes has lightning strike down on his foes.

Pros

Versatile Up-b, it covers the most in the game and you can make it go in different angles since you get to move twice, I believe Pichu's is slightly better in angling than Pikachu's.

Strongest Usmash in the game, Fox's usmash is second best.

Decent projectile

Fairly Fast.

A good gimp ko move

Cons

One of the worst grab ranges in the game, Ness's grab range is worse.

Bad Shield - Doesn't cover Pikachu's entire body.

Lack of range in attacks - His range is horrible in the game.

Horrible approaching game - Seriously the lack of range makes it hard for him to approach and some of his moves get out prioritized.

Basic Gameplay of Pikachu

Pikachu is an opportunist character, he can capitalize on character's lag especially when they are in the air, by going for a gimp ko. For Example Pikachu can kill a ganondorf when it's at 0% by tailspiking him. You want to spam jolts at your opponents and move around the stage a lot, have them come after you and when they do pounce on them and get them off the stage ASAP and begin to edge guard them.

Basic Move Sets

Dash Attack - Pikachu lunges his body at the opponent hitting them with his head, it has an alright knockback and if you know how to use it properly you can set yourself for an edge guard opportunity easily.

Neutral A (Jab) - Pikachu hits the opponent with his head, slightly knocking them back. He can do this at a semi-rapid succession and he's able to infinite them if they are against a wall so be careful.

Ftilt - Pikachu kicks his opponent with both of his back feet, it's useful for edgeguarding since you can pivot it diagonally up, straight and diagonally down. The knock back on it decent but use it when your opponent is at a high enough percentage, around 50% is good.

Utilt - Pikachu pops the opponent up by flicking his tail over his body, he can use this as a combo set up such as chaingrabbing, or just to juggle fastfallers or big characters like Fox, Falco, Captain Falcon, DK and Bowser.

Dtilt - Pikachu attacks the opponent feet by sweeping his tail around, knocking them back and having them fall. I would recommend using it to space yourself out and to avoid being grab since it comes fast and you can do it in a semi-rapid motion.

Smash Attacks

Usmash - Strongest smash that Pikachu has and the strongest usmash in the game. Pikachu does a flip and the tip of his tail flickers a bit, he pops the opponent up with tremendous force. It's a good killing move for floaties and semi-floaties and fast fallers at later percentages, but you're able to set up a combo against fast fallers with them and able to hit them with it 2 or 3 times before they are able to react.

Fsmash - The only attack that Pikachu has the most range in the game. Pikachu creates a line of electricity with a ball at the end with a fair amount of knockback, it's used as a killing move. Unlike the ftilt you are unable to pivot this move in different directions. It's a good move to use for tech chasing.

Dsmash (15% of damage is the max this can deliver in one go.) - Pikachu spins around on the ground creating a static cling, drawing his opponents near him racking up damage then he jumps up slightly popping them up , it has a weird effect sometimes that can help out pikachu users sometimes. When people try to air recovery from it sends them up a lot higher to the ceiling of the stage, making pikachu able to hit them with a thunder cloud killing them faster. If you want to tech chase, I recommend chasing after them then using Pika's dsmash against them. It has a high priority and out prioritizes Falco's dair.

Aerials

Nair - Pikachu's neutral air is when he curls up in a ball and flips around in the air, hitting his opponents like he was a wrecking ball. It has good knock back at damages around 60-70% it can be used to negate recoveries as well, you can jump out and hit them. It comes out extremely fast and doesn't have a lot of lag if it isn't l-canceled.

Bair - Pikachu spreads his entire body and spins around like a helicopter. It has good knock back, but it has a lot of lag when you land, and if you don't l-cancel it the lag is even worse. An interesting fact on this attack. Pikachu slightly tilts himself diagonally away from the opponent and if you land when he's in that motion you will warp where Pikachu would land when he would be spinning around horizontally.

Fair - Pikachu spins around like a corkscrew shooting off little jolts in front of him stunning his opponent, it can be set up for a grab combo or usmash combo. Shockingly this attack has a lot of priority but you can get abused extremely if you don't follow up after it. If the opponents are trying to recover you can jump out use fair and go into a tailspike.

Dair - Pikachu spins around and extends his body out with force vertically in the air hitting the opponent, it has a lot of knockback if the first part of the attack hits the opponent and you hit when Pikachu is facing them, if not they will stay where they are or the 2nd part of the attack will hit them and they will stay where they are. It's best if you hit them in the air because then the knock back becomes a lot better.

Uair - My favorite and IMO Pika's best aerial and move in the game, even though it does a measly 3% damage it can semi-spike the opponents behind or in front of him, or it can pop them up it's good for juggling space animals and gimp koing them. Pikachu revolves once in a 360 degree motion in the air, while extending his tail out in the process covering him entirely. It has a disjointed hit box and it can set up into different combos and kills.

Special attacks

Neutral B (Thunder Jolt) - Two forms of this, if you fire this projectile from the ground it turns into a curvy line of electricity and travels across the stage horizontally covering a lot of distance and can go around stages and platforms. If launched from the air it becomes a bolt of electricity and when it hits it knocks the opponent back more than if it hit the opponent if it was on the ground. You can use it to negate an opponent from coming back to the stage or shoot a jolt on the ground so that it covers the edge in case you're playing against a sweet spotter, once that happens you can run over and hit them with an usmash or dash attack.

Forward B (Skull Bash) - Pikachu stays in place and gets into a lunging position and charges itself, then once it's done charging up it lunges itself at the opponent like a missile spinning around and hitting them delivering a lot of knockback if the hit is successful. You can slightly do it for recovery uses as well or charge it up slightly to get yourself closer to the stage.

Down B (Thunder) - A bolt of lightning strikes on pika and when it does it creates a small radial blast of electricity around Pikachu on top is a thundercloud, if the opponent gets hit by the radial blast, it sends them flying horizontally if they get hit by the lightning bolt it pops them up, but if they get hit by the thundercloud it pops them up a lot higher than if it was from the lightning bolt.

Up B (Quick attack) - Pikachu's recovery, he moves extremely fast in two different directions in an angle motion. It's use to recover back on the stage, to land on platforms, or to grab the edge. It also does 1% of damage when used against the opponent, unlike in SSB64 when you could go through the opponent and didn't harm them.

Throws

Up Throw - Pikachu head butts the opponent above him while zapping them to stun them for a bit. It's a useful throw to chain grab Fox, Falco and Captain Falcon, and an easy to way to set up for a usmash kill against them as well when they are at high percentages.

Forward Throw - Pikachu puts the opponent in front of him zapping them before releasing them, knocking them forward slightly. The opponent can DI out of this a lot easier than they can from the usmash to get away from Pikachu and they can recover faster too, but you are able to chaingrab a peach to the edge before they can get out of it, the max you can get is 4 before they are able to recover with a nair. It's harder to do against a Marth character though so be careful.

Down Throw - Pikachu throws the opponent under him and he body slams them popping them up slightly. You can't chain grab with this throw unless your opponent doesn't know how to DI at all or doesn't DI. You can follow it up with a dsmash or tech chase your opponent. Careful on floaties they can jump out after the throw, if you're fast enough you can catch them with an usmash around 50-60% and kill them. Different for a jigglypuff though.

Back Throw - Pikachu rolls away with the opponent latched onto him then he whips them behind him. This is a very useful throw to set up for gimp ko's it has a lot of knockback, so if you're playing on a stage such as MK II or Yoshi's Pipes you can kill your opponent with ease, also on Yoshi's Island it's a guarantee that you will throw the opponent off the stage then you can set up for a quick tail spike kill.

Approaches

*NOTE* I'm saying all these kind of approaches as if you were facing them on Final Destination, some of them won't work on stages with platform.

Like I said before, Pikachu's approaching game sucks. It's not that he doesn't have an approach, it's because of his lack of range in his attacks is what makes it hard for him to approach the enemy. There are a few ways around that and I'm going to give you brief descriptions.

I. Against opponents that don't have projectiles or slow characters, it is good to spam jolts at them. Peach for example, you don't want to rush into her with an aerial you're asking to be shield grabbed or dsmashed out of her shield. Best way is to approach her is to spam jolts at her. You can do a few follow ups after the jolt.
a. If the jolt hits and you're right behind it as well, you can get a grab and fthrow into chain grab (This is actually possible, I have been practicing doing this a lot lately and works.)
b. If they are at a high percentage or at killing point. If they get hit with the jolt you can run up and get an usmash in for the kill or thunderflip them. (Usmash-thunder). This works well against semi/floaties.
c. If they are around mid percentage, you can run behind the jolt and follow up with an aerial, preferably a nair into dsmash or usmash.
d. My favorite one is hit them with the jolt, then knock them back with ftilt then follow up with nair to fsmash. (Works well against fast fallers at mid percentages, and Ganondorf.)
e. Marth is an exception in most of these approaches because of his amazing range and ability to out prioritize every move you do. Your best way to get to this Fire Emblem range prostitute is mindgame, combine all the approaches I suggested into one. Literally if you don't he can have fun tippering you the entire time and juggling you around with utilts and aerials. If he whiffs a fsmash abuse that lag asap hit him with a jolt or whatever, do a hit and run tactic if you must and wait for him to make a make mistake and just keep capitalizing him on that. Fair into grabs, nair into dsmash, usmash out of shields if they try to dash attack you or don't space themselves out with fairs.

II. Against Space Animals, you can't really camp them. I mean it's possible but I would not recommend it. But here are a few things you can do that can help you.
a. Get behind them and pop them up with an uair, it can set up into usmashes. 2 usmashes, possibly 3 if you're lucky, or you can pop them up with uair and start to chain grab them with uthrow all the way 100% then finish it with usmash for the kill.
b. You can can spam jolts from the air and try to abuse them for shielding it or reflecting it. Basically you want to jump with the jolt, you have to determine what they will do. You can basically tell what the Space animal will do determining on the playing style of the opponent, if they are extremely aggressive they won't shine but instead try to shield it. If they shield it land behind them and grab them and do bthrow or uthrow whatever you wish to do. If they are close to the edge bthrow them and set up for a tailspike KO. If they shine, fastfall to the ground and run after them, and you can either usmash them, dsmash them if they react fast enough and spot dodge, or go for a grab and start to chain grab them or dthrow into dsmash or tech chase them into dsmash you choice once again.
c. If the space animal is close to you and they are doing their aerials to shine. NEVER try to grab them if you shield. Instead this is what you should do. JC Usmash out of your shield, if they fail to L-cancel their dair or are to slow to react after they shine, abuse them for that with an usmash out of the shield. It'll make them think twice to about approaching you without l-canceling again, plus if they are at low percentage you can pop them with another one then chain grab with uthrow, if they are at high percentage they are dead.

III. Against opponents with extremely great projectiles can be annoying, namely Falco, his lasers are annoying. Y. Link and Samus are just as bad too, their projectiles can mess you up but you're able to out prioritize them with dair especially Samus's missiles. Here are a few ways to get around certain characters projectile spams.
a. Falco's SHL worse thing to do is shield, well that's the 2nd worse thing. The other one is trying to spot dodge them. Don't try to shield the lasers, Pika's shield sucks and you will get hit by them all the time. Best way is to go aerial and spam your jolts at him, sure you will get hit by a few before your jolts hits them, but that brief second is when you want to get as close as possible to them before they start to SHL you again.
b. The Links' projectiles can be a nuisance since they have arrows, bombs and a boomerang. Almost do the same exact thing with your approach of a shling Falco, but you're able to move around on the ground easier. Empty hop, you can try to shield their projectiles and learn what moves can out prioritize what. Go at them with a dair it stops boomerangs and I believe Link's Light Arrows, not Y. Link's Fire Arrows I will have to check that out later on. You can catch their bombs but it's not necessary, basically just weave your way through them, but do not land in front of them when you're landing if so, expect to get grabbed from their hookshot. Land behind aerialing through them and either grab or use your usmash or dsmash. Make sure you're facing them when you're going to usmash because if you don't. Expect to get hit by Link's spin attack, or Y. Link's dsmash or if they like to rack up damage and you don't have good DI then expect Y. Link's spin attack as well.
c. Samus can be a nuisance especially a samus that can Double Missile and missile cancel with ease. Those are the worse, because it can almost halt your way of approaching her. Use your jolts in the air to even out the missiles, if you shoot them from the ground it wont stop them and too much lag in starting up and ending as well IMO. You can out prioritize them with your dair, if you hit the missiles with Pika above them, he will go through them and will get you closer to that samus. Now the samus will probably shield, giving the user a few options. It can wavedash out of the shield into a dsmash or if you try to grab them they can up-b out of their shield. If they don't know those options then you will probably see an attempt into shield grabbing, if they do abuse that lag with an usmash a charged one if you like.

For a better view of certain things I have said in this guide. Check out these combo vids. Starring Anther, N64, Phillybilly and my Pikachu.

The Rudechu - Anther's Pika Combo vid Anther shows many uses on how to sweet spot the ledge using quick attack and setting up for a tailspike, and combines usmash with uthrows and jolts to usmash combos in his vid.

Yellow Rat child who was born from unmarried parents - Phillybilly's Pika Combo Vid Phillybilly's combo vid shows different ways to approach Captain Falcon, Marth, Samus and Fox, it also shows how to abuse them for using a laggy move and usmashing out of shield, and at the end of the video he shows some fun tricks with Pikachu using quick attack, some that are actually useful.

Electric Shuffle - N64's Pika Combo Vid N64's Pikachu combo vid shows how to interrupt recoveries using dair and tailspikes, it also shows how to chain grab the space animals and when you can finish them off with usmashes, he uses quick attack as an edgehog technique as well and shows the Pika Infinite at the end.

Denko to Kaminari - D. Disciple's Pika Combo vid My Pika combo vid is not that good, but it shows how to use uairs and usmashes and how to interrupt certain characters approaches when they try to pressure, with a mere surprise of uairing out of Pika's shield. I also show uses of killing with fsmash by tech chasing and determining where they will recover from the edge, and I show a lot of ways to set up for a tailspike or how to get one out of nowhere.
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Seanson
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i suppose i could help, seeing i mained pikachu for a few weeks. but seriously. I don't think I would know much, if anything, more than you. IF you want any insight, I'll do my best.
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sparrow
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Merged topics and cleaned up the thread a bit. You should probably just edit the first post when adding new sections of the guide. Another person besides seanson that could help would be bluewolf, his pikachu ownz.
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D.Disciple
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Thanks for doing my request JS. I'll finish this at the end of the week hopefully.
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Tempest
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nice guide disciple
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D.Disciple
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Thanks, I added combo vids and what to look for if you want more knowledge on certain things, I will put up matches later on. I'm on my bro's comp, and I'll finish the rest of the guide later.
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sparrow
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Yeah this guide is pretty moist.
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D.Disciple
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Once I add a few more sections, can you upgrade this from version .01 to .05? There is still that I must cover before I throw this up on smashboards as well.
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Yellow Rat child who was born from unmarried parents - Phillybilly's Pika Combo Vid

LOL at the filter pwnage.

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a. Falco's SHL worse thing to do is shield, well that's the 2nd worse thing. The other one is trying to spot dodge them. Don't try to shield the lasers, Pika's shield sucks and you will get hit by them all the time. Best way is to go aerial and spam your jolts at him, sure you will get hit by a few before your jolts hits them, but that brief second is when you want to get as close as possible to them before they start to SHL you again.

This is very true, zig zag was doing that to me when i'd spam at him, and we were both taking about the same damage.
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N64
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First off, looks pretty good D. Disciple. For a pikachu guide, it provides a solid skeleton for understanding how the rat's game works. It's a big step in the right direction, but I believe a fair amount could be added to it. I know this is in its starting stages, so it's no biggie, i'll just add my two cents per section and you can keep what you want from it.

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Pros

Versatile Up-b, it covers the most in the game and you can make it go in different angles since you get to move twice, I believe Pichu's is slightly better in angling than Pikachu's.

Strongest Usmash in the game, Fox's usmash is second best.

Decent projectile

Fairly Fast.

A good gimp ko move

The usmash comment isn't technically wrong, I just think it needs to be expanded a bit. Pika's usmash is the strongest in front of him with fox's second strongest, yes, but fox's is a better move overall because it's still a viable kill move throughout its entire arc, while pika's craps out once its hitbox gets above him. Meh, i guess it's fine, i'm just picky.

You should probably also include something about pikachu's size. His shortness allows him to duck under a lot of stuff (some grabs, missiles, other projectiles), and his smallness makes him more difficult to combo.

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Cons

One of the worst grab ranges in the game, Ness's grab range is worse.

Bad Shield - Doesn't cover Pikachu's entire body.

Lack of range in attacks - His range is horrible in the game.

Horrible approaching game - Seriously the lack of range makes it hard for him to approach and some of his moves get out prioritized.

Looks good, you should probably also note his urine poor damage output. Fsmash and Usmash do a decent chunk of damage, and jolt ain't bad for a projectile, but about everything else is kinda lackluster. A fair amount of pika's game relies on trying to gimp kill, because killing legitimately with straight knockback can take a while with the rat in most cases.

Also, note his ability to be chaingrabbed by half the cast.

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Dash Attack - Pikachu lunges his body at the opponent hitting them with his head, it has an alright knockback and if you know how to use it properly you can set yourself for an edge guard opportunity easily.

Stress how laggy this move is. It's decent in some situations (I probably use it a lot more than I should), but usually there's a better alternative, like ftilt, that won't get you punished if it misses (or sometimes even if it hits).

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Neutral A (Jab) - Pikachu hits the opponent with his head, slightly knocking them back. He can do this at a semi-rapid succession and he's able to infinite them if they are against a wall so be careful.

Might want to mention how it's one of the best ways to get some breathing room if you need it, as you can rapid a someone's shield until they get hit, get pushed away far enough that they can't punish you, or roll behind you (in which case you can usually dash off before they can punish you if you notice the roll quick enough).

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Ftilt - Pikachu kicks his opponent with both of his back feet, it's useful for edgeguarding since you can pivot it diagonally up, straight and diagonally down. The knock back on it decent but use it when your opponent is at a high enough percentage, around 50% is good.

It's also good at stopping some approaches and catching people if they shield an aerial and try to punish you. Just aerial through them, l-cancel, and turn around ftilt. They'll usually drop their shield after the aerial and try to grab/smash you, and get ftilted for it.

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Usmash - Strongest smash that Pikachu has and the strongest usmash in the game. Pikachu does a flip and the tip of his tail flickers a bit, he pops the opponent up with tremendous force. It's a good killing move for floaties and semi-floaties and fast fallers at later percentages, but you're able to set up a combo against fast fallers with them and able to hit them with it 2 or 3 times before they are able to react.

Let them know if the Usmash doesn't quite kill them, you can follow their DI and thunder for a KO or at least more damage. Also add how you can usmash out of shield to punish people.

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Fsmash - The only attack that Pikachu has the most range in the game. Pikachu creates a line of electricity with a ball at the end with a fair amount of knockback, it's used as a killing move. Unlike the ftilt you are unable to pivot this move in different directions. It's a good move to use for tech chasing.

Oddly worded first sentence. "Has the longest range of any of pika's moves" works better i think. Fsmash is a viable kill move, and is most useful as a spaced punisher. At any time you can get someone to whiff an attack (usually by wavedashing back out of range of their attack) and fsmash them for it, do it. You should probably also include how short the attack is out timewise (only for 3 frames) and how much lag it has after it, so don't throw it out carelessly.

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Dsmash (15% of damage is the max this can deliver in one go.) - Pikachu spins around on the ground creating a static cling, drawing his opponents near him racking up damage then he jumps up slightly popping them up , it has a weird effect sometimes that can help out pikachu users sometimes. When people try to air recovery from it sends them up a lot higher to the ceiling of the stage, making pikachu able to hit them with a thunder cloud killing them faster. If you want to tech chase, I recommend chasing after them then using Pika's dsmash against them. It has a high priority and out prioritizes Falco's dair.

I most often use it to trip people up, and then techchase them into a grab or usmash afterwards, instead of dsmashing after a techchase (though i've done that too). It can also be useful against someone who tries to shieldgrab if they don't know the timing on it. If they do wait it out and grab you after it though, which is easily doable if they wait long enough, don't try it for that purpose anymore. It can also lead to uair and combo opportunities on mid-weight chars.

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Nair - Pikachu's neutral air is when he curls up in a ball and flips around in the air, hitting his opponents like he was a wrecking ball. It has good knock back at damages around 60-70% it can be used to negate recoveries as well, you can jump out and hit them. It comes out extremely fast and doesn't have a lot of lag if it isn't l-canceled.

Note how this is pika's best hit-and-run aerial as you can nair through someone and usually get away before they can punish you. Also has pretty decent priority.

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Bair - Pikachu spreads his entire body and spins around like a helicopter. It has good knock back, but it has a lot of lag when you land, and if you don't l-cancel it the lag is even worse. An interesting fact on this attack. Pikachu slightly tilts himself diagonally away from the opponent and if you land when he's in that motion you will warp where Pikachu would land when he would be spinning around horizontally.

He also gets really short for a few frames after you land, and can cause a lot of characters to whiff grabs or other moves if they try to shieldgrab you too fast from this.

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Dair - Pikachu spins around and extends his body out with force vertically in the air hitting the opponent, it has a lot of knockback if the first part of the attack hits the opponent and you hit when Pikachu is facing them, if not they will stay where they are or the 2nd part of the attack will hit them and they will stay where they are. It's best if you hit them in the air because then the knock back becomes a lot better.

Rephrase this, it's confusing. Something like "This attack has two hitboxes. One comes out partway through the attack and stays out all around pika, sort of like an electric wall, for a couple seconds. This hitbox has decent damage and good knockback. The second hitbox comes out when pikachu hits the ground, and should be avoided at almost all cost. It has little damage, little knockback, and almost no stun, which means you'll get punished for it".

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Uair - My favorite and IMO Pika's best aerial and move in the game, even though it does a measly 3% damage it can semi-spike the opponents behind or in front of him, or it can pop them up it's good for juggling space animals and gimp koing them. Pikachu revolves once in a 360 degree motion in the air, while extending his tail out in the process covering him entirely. It has a disjointed hit box and it can set up into different combos and kills.

Explain the hitbox of pika's uair. First part pops them up, second part reverse spikes, third part spikes, fourth pops them a little up and behind you.

-

I gotta go take care of something, but I'll finish the rest a little later. zoom.
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N64
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And continued:
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Neutral B (Thunder Jolt) - Two forms of this, if you fire this projectile from the ground it turns into a curvy line of electricity and travels across the stage horizontally covering a lot of distance and can go around stages and platforms. If launched from the air it becomes a bolt of electricity and when it hits it knocks the opponent back more than if it hit the opponent if it was on the ground. You can use it to negate an opponent from coming back to the stage or shoot a jolt on the ground so that it covers the edge in case you're playing against a sweet spotter, once that happens you can run over and hit them with an usmash or dash attack.

I think the wording is a little odd, you make it sound like the orientation of the jolt (whether it's in the air or on the ground) determines the knockback, when it's actually just related to where the opponent is when it hits them. You should also include that it can be used to help approach a lot of characters. Jump at them, jolt, and if they shield it, grab; if they get hit by it, grab/usmash/fsmash or techchase if they're high enough to get knocked down by it; if they jump over it, they're now above you, so you can chase with nair/fair/uair or try to mindgame in an usmash as they land.

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Forward B (Skull Bash) - Pikachu stays in place and gets into a lunging position and charges itself, then once it's done charging up it lunges itself at the opponent like a missile spinning around and hitting them delivering a lot of knockback if the hit is successful. You can slightly do it for recovery uses as well or charge it up slightly to get yourself closer to the stage.

Mention how terrible the damage/knockback is in relation to the chargeup time. It's a bad move for anything but recovering.

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Down B (Thunder) - A bolt of lightning strikes on pika and when it does it creates a small radial blast of electricity around Pikachu on top is a thundercloud, if the opponent gets hit by the radial blast, it sends them flying horizontally if they get hit by the lightning bolt it pops them up, but if they get hit by the thundercloud it pops them up a lot higher than if it was from the lightning bolt.

Are you sure about the cloud thing? It seems to have the same knockback to me as the lightning itself, though if they do get hit by the cloud they're usually high enough that it'll kill them regardless. Mention how laggy the move is.

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Up B (Quick attack) - Pikachu's recovery, he moves extremely fast in two different directions in an angle motion. It's use to recover back on the stage, to land on platforms, or to grab the edge. It also does 1% of damage when used against the opponent, unlike in SSB64 when you could go through the opponent and didn't harm them.
Mention the small amount of stun it gives too. You might want to talk about the hitbox to it too, how pika gets super long and super tall for parts of it, so be prepared to tech regardless of how close to sweetspotting you are. Might want to also mention how you can quick attack to the edge from the stage, too many people ask how it's done. Also mention the lag upon hitting the stage with it, so one should always try to quick attack a few inches above the stage if they do go for the stage itself.

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Forward Throw - Pikachu puts the opponent in front of him zapping them before releasing them, knocking them forward slightly. The opponent can DI out of this a lot easier than they can from the usmash to get away from Pikachu and they can recover faster too, but you are able to chaingrab a peach to the edge before they can get out of it, the max you can get is 4 before they are able to recover with a nair. It's harder to do against a Marth character though so be careful.

The chainthrow works on Peach at 0% (aka you get one regrab). After that she can DI away out of it.

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Down Throw - Pikachu throws the opponent under him and he body slams them popping them up slightly. You can't chain grab with this throw unless your opponent doesn't know how to DI at all or doesn't DI. You can follow it up with a dsmash or tech chase your opponent. Careful on floaties they can jump out after the throw, if you're fast enough you can catch them with an usmash around 50-60% and kill them. Different for a jigglypuff though.

Also note mid-floaty characters can nair you out of it at mid percents, and you can shieldgrab this if you see it coming.

It's 4am, i'll look at the next section later.
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D.Disciple
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Since I'm relearning Pika, I'm actually going to finish up this guide. So expect to be a whole lot better, I will also make a Lucario guide as well and possibly the pika brawl guide too. But we will see in time.
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ocho
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Thought I'd post pics of pika's uair taken from seanson's hitbox system. We can see uairs many awesome hitboxes and its awesomeness.


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Tempest
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i hate that move <_<
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