- This article is about Pikachu's appearance in Super Smash Bros. Melee. For other uses, see Pikachu. For information about Pikachu's clone, see Pichu (SSBM).
|Debut||Pokémon (Red & Blue) (1998, 1996 in Japan)|
Pikachu is currently 12th on the tier list because it is one of the better edge-guarders in the game, and on top of that it has good recovery and reliable killers as well as a decent projectile. This results in Pikachu being a D tier. Having said that, it also has somewhat mediocre range in some non-electrical based attacks, and it is relatively easy to combo.
Pikachu is a small, light character with medium falling speed. It is also gifted with very quick speed and a very long and versatile recovery. Pikachu also has good upwards KO options including a fast, immensely powerful Up Smash (even more powerful than Fox's) and an Up Aerial that can semi-spike and KO characters at low percents. Pikachu also has a decent ground-hugging projectile (which means it can't be avoided by ducking) that can be used to setup approaches, but it still has limited approach. Pikachu has a few chain grabs that work on fast fallers, and its Down Throw is a reliable setup for a finishing move.
Pikachu's weakness lies in its range. Its grab and shield are the smallest in the game, and most of its attacks have low range. This hurts Pikachu in some areas, including approach and comboing, but in the end, pros should keep to the better side of its overall game.
- Neutral Attack - An extremely quick headbutt that has a short range. This attack can be canceled into itself with two frames between possible inputs, so it can be mashed for a quick series of headbutts. If an extremely quick attack is needed, this is basically the only use for this attack. It has low priority, and lags noticeably, preventing from chaining this attack into itself. Does very minimal damage of 1-2%.
- Dash Attack - Pikachu jumps forwards, headbutting.
- Forward Tilt - Pikachu plants itself on its upper paws and kicks its lower paws in front of its body. This attack can be angled. Has surprising range, and hits for nearly the whole duration of its animation. Can be used as a defensive attack, or as an edgeguard. It is best used as a counter to shuffling characters, as it will almost always interrupt their approach. Low damage, low knockback.
- Up Tilt - Pikachu swings its tail above its body in an arc. This attack is hard to set up, as it has low range and low priority. The knockback works well for juggles however, as it sends opponents upward. Low damage, low knockback.
- Down Tilt - Pikachu sweeps its tail in front of itself. This move has decent range, low knockback, low damage, and low priority. However, it doesn't have a lot of lag and hits rather low. This can be used as an edgeguard against a sloppy recovery, though there are better options.
- Forward Smash - Pikachu rears back, then ejects an attached jolt of electricity in front from its cheeks. A powerful attack that can evade some attacks with the initial animation. Has decent range. The hitbox is disjointed, which makes it a wise choice for edge-guarding.
- Up Smash - Pikachu does a back flip. This is the most powerful non-charged Up Smash in the game knockback-wise if sweetspotted, and is extremely quick with decent range. It is extremely versatile, whether it be setting up juggles or going for a quick low percent KO. Is also good for shieldstabbing.
- Down Smash - Pikachu spins around in place repeatedly. This is a multi-hit attack that comes out very quickly. As with its other smash attacks, it is an useful move for Pikachu. Easily used from a successful Crouch Cancel, and sets up for an aerial at lower percents.
- Ledge Attack - Quickly does a cartwheel onto the stage. 8% damage.
- 100% Ledge Attack - Slowly climbs up and whips its tail. 6% damage.
- Floor Attack - Whirls around, tail extended. Can just barely hit the foe for 3% damage; 6% normally.
- Neutral Aerial - Pikachu curls up in a ball and does somersaults in the air. This is a versatile aerial, as it does decent damage, decent knockback, and comes out very quickly. A generic use-anywhere aerial.
- Up Aerial - Pikachu swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this can be used to juggle opponents repeatedly. Also, if hit with the tip of the tail at certain points during the arc, this will send opponents far at a nasty side angle similar to Sheik's f-air. This trajectory can be achieved even at low percents. This attack makes edgeguarding a breeze against predictable recoveries. An essential attack for controlling a match.
- Forward Aerial - Pikachu spins forward. This has multiple hits with minimal damage. This has more horizontal range than any of Pikachu's aerials, and even still that is not saying much. This is good when used as an interruption attack and for setups. Next to no knockback on this attack.
- Down Aerial - Pikachu spins forward, this time facing the ground. Unlike the Forward Aerial, this does one hit in the air, and one hit upon landing if the animation is still going. The aerial hit does decent damage, has good priority and good knockback, more so than the Neutral Aerial. The hit upon landing has far lower knockback and stun, leaving Pikachu open for a counterattack. This attack lags significantly more than the Neutral Aerial however, and has a noticeable startup.
- Back Aerial - Pikachu spins in a manner similar to its Down Smash. Decent range, damage and knockback, however it lags noticeably if missed. To summarize it, it is a worse version of Pikachu's Neutral Aerial.
- Pummel - Pikachu zaps enemy.
- Forward Throw - Pikachu places the opponent on its back and shocks them, sending them forward. This throw is multi-hit, and has low knockback. The only use for this throw is to build damage if there are no other throw setups, which is a rare situation.
- Back Throw - Pikachu does backwards somersaults with the opponent, then flings them behind itself. Has decent knockback, and is best used near an edge so as to get maximum range from it.
- Up Throw - Pikachu places the opponent on its head, then headbutts the opponent upward. This is an useful throw for high percent fast fallers, as it will lead to a Up Smash or Up Aerial most times.
- Down Throw - Pikachu places the opponent on the ground, then jumps on them. This is good for lower percent lightweights, as it will sometimes lead to a Up Smash. This throw is more easily DI'd than the Up Throw.
|Pikachu's Special Moves|
|Standard Special Move:||Thunder Jolt|
|Side Special Move1:||Skull Bash|
|Up Special Move:||Quick Attack|
|Down Special Move:||Thunder|
|Final Smash2:||Volt Tackle|
| 1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.|
2: In Super Smash Bros. Brawl only.
Changes from N64 to MeleeEdit
Pikachu has been nerfed from Super Smash Bros. to Super Smash Bros. Melee. Here are the changes:
- Height of Thunder is no longer infinite.
- Thunder Jolt travels underneath stages, rather than stopping at the edge.
- New Back Throw.
- Quick Attack now causes damage.
- Higher pitched voice.
- New Down Smash.
- New Back Aerial.
- New Neutral Aerial.
- Pikachu's Front Throw is forward (and its reverse Back Throw and old Front Throw in the original)
- Has a new Side B: Skull Bash.
- Foward Aerial deals faster damage on any character (like in SSB in Japan)
- Red and Green costumes are no longer a party hat. Red is now a Trainer hat in Pokemon RB&Y, Green is a cowboy hat.
- Slower Down Aerial.
In addition to the normal trophy about Pikachu as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Pikachu on any difficulty:
- It's safe to say that Pikachu is the most famous and popular of all Pokémon. It has electric pouches in both cheeks; when in danger, it shoots electricity at its enemies. Although Pikachu can evolve into Raichu by exposure to a Thunderstone, many trainers like Pikachu so much that they don't let it evolve.
- Pokémon Red & Blue 9/98
- Pikachu (Smash Red):
- While its electrical attacks, such as Thunder Jolt, are powerful, Pikachu is at its best speeding around the fray and waiting for its chance to strike. You can control the path of Pikachu's two-directional Quick Attack, allowing you to jump twice. Hold down the B Button to charge up Skull Bash.
- Pikachu (Smash Blue):
- The angle of the Control Stick controls the direction of Pikachu's Quick Attack. Pikachu will move blindingly fast, and it will also cause damage to any character it runs into. Move the Control Stick during Quick Attack and Pikachu will move in up to two directions. Be sure to check out the ceilings on the level when you use Thunder.
- Pikachu can cancel its taunt into any attack or into its shield after the 60th frame (immediately after it starts its second wave). This can be used to trick opponents.
- Thunder Jolt is not actually a move in the Pokémon game series, yet Pikachu uses it in the Super Smash Bros. series and at least once in the original anime. It is also an attack on some Pokémon trading cards.