- Game Versions
- Smash 3DS, Smash Wii U
{Intro/Overview}
Pikachu is an underused top tier character who is hard to learn. He''s a well-balanced fighter and can lead to good results if used right. Pikachu is known for his good/decent frame data, edgeguard game, "spitball" combos, his Jab-locks, his Quick Attack, Kill issues, and Learning curve.
{Ground Moveset}
Jab
A quick, low damaging move. Used for jab-locks(hence the name) and clearing the stale move list
Tilts
On the ground, Pikachu's attacks are very fast. His uptilt is his combo starter at low %, downtilt is used for jab-locking(I'll explain this later), and ftilt can be used kinda as a "get-off-me" move and can kill at high % and at the edge
Grabs
Not gonna lie, Pikachu's grab range is SHORT and it SUCKS, but if get the grab you can do some crazy stuff.
F-throw
F-throw can rack up quick damage and can lead to dash attacks, which can lead to long strings, it can also jab-lock(sometimes).
D-throw
D-throw is primarily a combo starter as it combos to uptilt, Nair, upair, Fair, endless possibilities.
Up-throw
usually used for a combo with Thunder. Can kill at high %.
B-throw
usually used to get your foe offstage, can kill.
{Smash Attacks}
F-Smash
Pikachu's Forward Smash is one of his(if not THE)farthest reaching attacks. Sweetspots at the center
Up-Smash
Pikachu's Strongest Smash. Sweetspots the closer you are to your opponent.
Down-Smash
Good for catching rolls. Racks up quick damage, but not as reliable in the kill department.
{Aerial Moveset}
N-Air
Pikachu's Nair is fast, has good knockback(can kill offstage), and his a good edgeguarding AND OoS(Out of Shield) tool.
F-Air
Pikachu's best approach option. Low landing lag, good range, can lead to big combos, can be a kill setup, and it's a good offstage tool
D-Air
Pikachu's strongest aerial. Can be used to approach, but not as safe as F-air. Good offstage tool and can kill pretty nicely. A short hop D-air(timed correctly)can cancel into grabs or other moves; get creative with it!
B-Air
Pikachu's best edgeguard option. Can also be used to mix up approaches,(NOTE: this is much harder on 3DS since u have no c-stick) but isnt too safe so only use it to mix things up.
Up-Air
Pikachu's weakest aerial. usually used for combos due to its knockback.
{Specials}
Thunder Jolt (Standard Special)
Thunder Jolt can be used to apply pressure from afar and can be used for offstage "sniping", jab-locking(VERY situational), and approaching.
Skull Bash (Side Special)
Pikachu's most underused move. In play you will probably forget Skull Bash is there. Primarily used for recovery.
Thunder (Down Special)
Thunder can be used in many ways. Combos, edgeguards, etc. It also spikes, use this to be a little sneaky offstage.
Quick Attack (Up Special)
There's so much tech for Pikachu's Quick Attack that I've decided to make a guide just about it! There's actually more to Quick Attack than you may think!
Pikachu is an underused top tier character who is hard to learn. He''s a well-balanced fighter and can lead to good results if used right. Pikachu is known for his good/decent frame data, edgeguard game, "spitball" combos, his Jab-locks, his Quick Attack, Kill issues, and Learning curve.
{Ground Moveset}
Jab
A quick, low damaging move. Used for jab-locks(hence the name) and clearing the stale move list
Tilts
On the ground, Pikachu's attacks are very fast. His uptilt is his combo starter at low %, downtilt is used for jab-locking(I'll explain this later), and ftilt can be used kinda as a "get-off-me" move and can kill at high % and at the edge
Grabs
Not gonna lie, Pikachu's grab range is SHORT and it SUCKS, but if get the grab you can do some crazy stuff.
F-throw
F-throw can rack up quick damage and can lead to dash attacks, which can lead to long strings, it can also jab-lock(sometimes).
D-throw
D-throw is primarily a combo starter as it combos to uptilt, Nair, upair, Fair, endless possibilities.
Up-throw
usually used for a combo with Thunder. Can kill at high %.
B-throw
usually used to get your foe offstage, can kill.
{Smash Attacks}
F-Smash
Pikachu's Forward Smash is one of his(if not THE)farthest reaching attacks. Sweetspots at the center
Up-Smash
Pikachu's Strongest Smash. Sweetspots the closer you are to your opponent.
Down-Smash
Good for catching rolls. Racks up quick damage, but not as reliable in the kill department.
{Aerial Moveset}
N-Air
Pikachu's Nair is fast, has good knockback(can kill offstage), and his a good edgeguarding AND OoS(Out of Shield) tool.
F-Air
Pikachu's best approach option. Low landing lag, good range, can lead to big combos, can be a kill setup, and it's a good offstage tool
D-Air
Pikachu's strongest aerial. Can be used to approach, but not as safe as F-air. Good offstage tool and can kill pretty nicely. A short hop D-air(timed correctly)can cancel into grabs or other moves; get creative with it!
B-Air
Pikachu's best edgeguard option. Can also be used to mix up approaches,(NOTE: this is much harder on 3DS since u have no c-stick) but isnt too safe so only use it to mix things up.
Up-Air
Pikachu's weakest aerial. usually used for combos due to its knockback.
{Specials}
Thunder Jolt (Standard Special)
Thunder Jolt can be used to apply pressure from afar and can be used for offstage "sniping", jab-locking(VERY situational), and approaching.
Skull Bash (Side Special)
Pikachu's most underused move. In play you will probably forget Skull Bash is there. Primarily used for recovery.
Thunder (Down Special)
Thunder can be used in many ways. Combos, edgeguards, etc. It also spikes, use this to be a little sneaky offstage.
Quick Attack (Up Special)
There's so much tech for Pikachu's Quick Attack that I've decided to make a guide just about it! There's actually more to Quick Attack than you may think!