Grim Tuesday
Smash Legend
----------------------------------------------------
INTRODUCTION
----------------------------------------------------
Hi, Grim Tuesday here. As the Pichu boards are starting to get more popular (presumably because of his rise in the tier list), opportunities for Pichu's playstyle to be expanded have presented themselves to us.
Perfect Agility is, in my humble opinion, one of Pichu's techniques with the most hidden potential. However, the casual Pichu player must ask themselves, "What is a Perfect Agility?", "How do I do it?" and most importantly, "What can I do with it?". This guide is designed to answer those questions in detail, hopefully teach veteran Pichu players a few new tricks, and also to provide a place to discuss tactics regarding Agility in competitive play.
If you are new to playing as Pichu, or are looking for a general guide on how to play as Pichu, I recommend t0mmy's guide, "The Pichu Paradigm". Said guide can be found here.
----------------------------------------------------
WHAT IS "AGILITY"?
----------------------------------------------------
Agility is Pichu's up-special move. This move will cause Pichu to perform a very fast teleport-like dash in one of 16 directions. Inputting another of those 16 directions on the control stick during this first teleport will allow Pichu to perform a second, identical dash/teleport. The first jaunt deals 1% damage to Pichu, the second 3%. Unlike Pikachu's up-special, Agility deals no knock-back, damage or hit-stun.
The length of each jaunt can be controlled to an extent depending on how far you tilt the control stick. Remember this, as it will be important when performing PAs. The second jaunt must differ in direction from the first by at least 38° (normally, it IS possible to by-pass this limitation by smashing the direction with good timing [at the time when you would normally perform the second jaunt]). The first part of Agility can go through platforms, the second, however, cannot.
While Agility is a decent recovery move, this guide is dedicated to it's use as a movement and spacing tool through the use of PA, so I will not go into it's use elsewhere. Please check t0mmy's guide (linked to above) for information on any aspects I do not cover.
The multiple directions (in degrees) Agility can travel in.
Note: Pichu's Agility is the cloned version of Pikachu's Quick-Attack. Thus, some people mistake it for the latter and refer to Pichu's up-special as "Quick-Attack".
----------------------------------------------------
WHAT IS "PERFECT AGILITY"?
----------------------------------------------------
Perfect Agility (PA) is a term used to refer to landing Pichu's Up Special move (Agility) with perfect timing so as to give it only a single frame of ending lag, and cause a pseudo-wavedash effect. This technique is probably referred to by different names by different players, but this guide will only use the terms "Perfect Agility" and the abbreviation "PA" to refer to it. Depending on how hard you tilt the control stick, you can slightly adjust the length of your Agility. This is VERY important to remember when using Perfect Agility, as it can mean the difference between a successful hit and being punished.
----------------------------------------------------
HOW DO I PERFORM A "PERFECT AGILITY"?
----------------------------------------------------
Perfect Agility occurs when you land directly after either the first or second teleport/dash/jaunt finishes. It results in a landing with only 1 frame of lag, and gives you a small wave-dash in the direction the Agility was travelling.
Landing while in the middle of the attack (i.e. angling it into the ground) will leave you with an easily punishable 14 frames of lag, and angling the attack too high and simply falling to the ground after an Agility will leave you unable to move until you land, forcing you to wait for Pichu to fall down to the ground before attacking (it will also not create the pseudo-wavedash mentioned above).
The most common ways PA is used are:
• PA Dash: Jump and immediately perform an Agility to the left or right (135° or 45°). With good timing, you will travel straight across the ground laglessly.
• PA Dodge: Agility upward in any direction from the ground and then return to the ground on the same route (for reference: On the above chart, look at one of the upward directions. Then look at the downward direction it forms a straight line with. The former will be the direction of your first jaunt, the latter your second jaunt). The purpose of this is simply mind-games and spacing. This can be done in a "down > up" fashion as well through platforms and if you are close enough to the edge.
• PA Angle: Similar to the PA Dodge. Agility upward in any direction and then use the second jaunt to go downward in the exact opposite direction (To find the opposite direction on the above chart, simply mirror the direction you used for the first Jaunt). This can be used for movement, as well as mind-games and spacing.
• Single PA Landing: Timing the first jaunt of Agility so you land perfectly. This can be done from a jump, or from being knocked in the air by your opponent.
• Double PA Landing: Timing the first jaunt of Agility so you space yourself, and then the second to land perfectly. This can be done from a jump, or from being knocked in the air by your opponent. It is useful in situations where you can't land properly with a single PA, or when you want to reach the ground quickly without falling.
• PA Recovery: Identical to PA Landing, except from off the stage. The opponent will be trying to intercept you in the middle of the recovery, and will punish you if you don't land perfectly, so practice recovering from all angles.
----------------------------------------------------
WHAT CAN I DO WITH "PERFECT AGILITY"?
----------------------------------------------------
Well. Good question.
Perfect Agility has two major uses in competitive play:
a) Mind-games.
b) Movement.
The speed at which this move can be used, in combination with dash-dancing, wave-dashing/landing and empty hops will leave the opponent incredibly confused (especially against players who don't know the Pichu match-up. [Read: Pretty much everyone]). It can also be used as a versatile movement tool for getting around platforms and sneaking behind your opponent into a SHFFL'd Nair or Up Smash.
Dash-dancing, wave-dashing/landing and SHFFLing Nairs are already staple for Pichu, so those should obviously be incorporated into any mix-ups you use with PA.
NEVER. STOP. MOVING.
Any time you are standing still is better spent mixing up dash-dances, PA, empty hops/jumps and wave-dashes/lands. The key to hitting your opponent via PA is to be completely unpredictable.
MIX-UPS:
• PA Angle + PA Dodge
Both moves have the same start-up and start from the same position, so they are easy to confuse your opponent with. Quite simply, approach the opponent with PA Angle and then retreat (attacking with a SHFFL'd Nair, Uair or Up Smash if you get the chance, obviously). Then use PA Dodge to feint PA Angles. It will leave the opponent on their toes as long as you use it erratically. You DEFINITELY should not be mechanical with this strategy, there are many angles you can approach from, so MIX IT UP!
• Empty Jumps + Empty Hops + Single PA Landing
Jump.
A lot.
Use Thunder Jolt for approaching far away opponents (think of how Doc uses his pills), empty short-hops for when they are a closer so you can lead into a SHFFL Nair and the PA Landing to reach the ground quickly for an unexpected strike or to dodge an approach from the opponent. Always wave-land, because it adds to the confusion and there is no reason not to do it.
• Dash-Dance + Wave-dash + PA Dash
This strategy will definitely not work on it's own, as it has much less options than the above two. However, when pulled off it is arguably the most effective of these mix-ups and will lead to an instant kill against unsuspecting opponents (which, if you have been following this guide correctly, should be your opponent). At lower percents, you want to be wave-dashing and dash-dancing (and using the above mix-ups) until your opponent lowers their guard. At this point, PA Dash behind them and SHFFL a Nair or Uair (whatever will lead to the most damage in that situation). At higher percents, go for a Up Smash instead (or maybe still a Nair if the Up Smash is getting repetitive/won't kill them/etc...).
HOW TO PA LAND FROM EVERY HEIGHT:
...Work in progress...
----------------------------------------------------
VIDEOS:
----------------------------------------------------
...Work in progress...
----------------------------------------------------
CONCLUSION
----------------------------------------------------
This guide is far from finished, but I am leaving it how it is for now. You are free to post. I will update this later with information on other things as they come to me, and any ideas that get brought up in replies. I am also going to be working on a tool-assisted tech video soon to demonstrate just how mobile and insane a perfect Pichu can be (this is to hype Pichu up, demonstrate his potential and prove to people I'm not crazy with my Agility obsession).
For now, ciao!
INTRODUCTION
----------------------------------------------------
Hi, Grim Tuesday here. As the Pichu boards are starting to get more popular (presumably because of his rise in the tier list), opportunities for Pichu's playstyle to be expanded have presented themselves to us.
Perfect Agility is, in my humble opinion, one of Pichu's techniques with the most hidden potential. However, the casual Pichu player must ask themselves, "What is a Perfect Agility?", "How do I do it?" and most importantly, "What can I do with it?". This guide is designed to answer those questions in detail, hopefully teach veteran Pichu players a few new tricks, and also to provide a place to discuss tactics regarding Agility in competitive play.
If you are new to playing as Pichu, or are looking for a general guide on how to play as Pichu, I recommend t0mmy's guide, "The Pichu Paradigm". Said guide can be found here.
----------------------------------------------------
WHAT IS "AGILITY"?
----------------------------------------------------
Agility is Pichu's up-special move. This move will cause Pichu to perform a very fast teleport-like dash in one of 16 directions. Inputting another of those 16 directions on the control stick during this first teleport will allow Pichu to perform a second, identical dash/teleport. The first jaunt deals 1% damage to Pichu, the second 3%. Unlike Pikachu's up-special, Agility deals no knock-back, damage or hit-stun.
The length of each jaunt can be controlled to an extent depending on how far you tilt the control stick. Remember this, as it will be important when performing PAs. The second jaunt must differ in direction from the first by at least 38° (normally, it IS possible to by-pass this limitation by smashing the direction with good timing [at the time when you would normally perform the second jaunt]). The first part of Agility can go through platforms, the second, however, cannot.
While Agility is a decent recovery move, this guide is dedicated to it's use as a movement and spacing tool through the use of PA, so I will not go into it's use elsewhere. Please check t0mmy's guide (linked to above) for information on any aspects I do not cover.
The multiple directions (in degrees) Agility can travel in.
Note: Pichu's Agility is the cloned version of Pikachu's Quick-Attack. Thus, some people mistake it for the latter and refer to Pichu's up-special as "Quick-Attack".
----------------------------------------------------
WHAT IS "PERFECT AGILITY"?
----------------------------------------------------
Perfect Agility (PA) is a term used to refer to landing Pichu's Up Special move (Agility) with perfect timing so as to give it only a single frame of ending lag, and cause a pseudo-wavedash effect. This technique is probably referred to by different names by different players, but this guide will only use the terms "Perfect Agility" and the abbreviation "PA" to refer to it. Depending on how hard you tilt the control stick, you can slightly adjust the length of your Agility. This is VERY important to remember when using Perfect Agility, as it can mean the difference between a successful hit and being punished.
----------------------------------------------------
HOW DO I PERFORM A "PERFECT AGILITY"?
----------------------------------------------------
Perfect Agility occurs when you land directly after either the first or second teleport/dash/jaunt finishes. It results in a landing with only 1 frame of lag, and gives you a small wave-dash in the direction the Agility was travelling.
Landing while in the middle of the attack (i.e. angling it into the ground) will leave you with an easily punishable 14 frames of lag, and angling the attack too high and simply falling to the ground after an Agility will leave you unable to move until you land, forcing you to wait for Pichu to fall down to the ground before attacking (it will also not create the pseudo-wavedash mentioned above).
The most common ways PA is used are:
• PA Dash: Jump and immediately perform an Agility to the left or right (135° or 45°). With good timing, you will travel straight across the ground laglessly.
• PA Dodge: Agility upward in any direction from the ground and then return to the ground on the same route (for reference: On the above chart, look at one of the upward directions. Then look at the downward direction it forms a straight line with. The former will be the direction of your first jaunt, the latter your second jaunt). The purpose of this is simply mind-games and spacing. This can be done in a "down > up" fashion as well through platforms and if you are close enough to the edge.
• PA Angle: Similar to the PA Dodge. Agility upward in any direction and then use the second jaunt to go downward in the exact opposite direction (To find the opposite direction on the above chart, simply mirror the direction you used for the first Jaunt). This can be used for movement, as well as mind-games and spacing.
• Single PA Landing: Timing the first jaunt of Agility so you land perfectly. This can be done from a jump, or from being knocked in the air by your opponent.
• Double PA Landing: Timing the first jaunt of Agility so you space yourself, and then the second to land perfectly. This can be done from a jump, or from being knocked in the air by your opponent. It is useful in situations where you can't land properly with a single PA, or when you want to reach the ground quickly without falling.
• PA Recovery: Identical to PA Landing, except from off the stage. The opponent will be trying to intercept you in the middle of the recovery, and will punish you if you don't land perfectly, so practice recovering from all angles.
----------------------------------------------------
WHAT CAN I DO WITH "PERFECT AGILITY"?
----------------------------------------------------
Well. Good question.
Perfect Agility has two major uses in competitive play:
a) Mind-games.
b) Movement.
The speed at which this move can be used, in combination with dash-dancing, wave-dashing/landing and empty hops will leave the opponent incredibly confused (especially against players who don't know the Pichu match-up. [Read: Pretty much everyone]). It can also be used as a versatile movement tool for getting around platforms and sneaking behind your opponent into a SHFFL'd Nair or Up Smash.
Dash-dancing, wave-dashing/landing and SHFFLing Nairs are already staple for Pichu, so those should obviously be incorporated into any mix-ups you use with PA.
NEVER. STOP. MOVING.
Any time you are standing still is better spent mixing up dash-dances, PA, empty hops/jumps and wave-dashes/lands. The key to hitting your opponent via PA is to be completely unpredictable.
MIX-UPS:
• PA Angle + PA Dodge
Both moves have the same start-up and start from the same position, so they are easy to confuse your opponent with. Quite simply, approach the opponent with PA Angle and then retreat (attacking with a SHFFL'd Nair, Uair or Up Smash if you get the chance, obviously). Then use PA Dodge to feint PA Angles. It will leave the opponent on their toes as long as you use it erratically. You DEFINITELY should not be mechanical with this strategy, there are many angles you can approach from, so MIX IT UP!
• Empty Jumps + Empty Hops + Single PA Landing
Jump.
A lot.
Use Thunder Jolt for approaching far away opponents (think of how Doc uses his pills), empty short-hops for when they are a closer so you can lead into a SHFFL Nair and the PA Landing to reach the ground quickly for an unexpected strike or to dodge an approach from the opponent. Always wave-land, because it adds to the confusion and there is no reason not to do it.
• Dash-Dance + Wave-dash + PA Dash
This strategy will definitely not work on it's own, as it has much less options than the above two. However, when pulled off it is arguably the most effective of these mix-ups and will lead to an instant kill against unsuspecting opponents (which, if you have been following this guide correctly, should be your opponent). At lower percents, you want to be wave-dashing and dash-dancing (and using the above mix-ups) until your opponent lowers their guard. At this point, PA Dash behind them and SHFFL a Nair or Uair (whatever will lead to the most damage in that situation). At higher percents, go for a Up Smash instead (or maybe still a Nair if the Up Smash is getting repetitive/won't kill them/etc...).
HOW TO PA LAND FROM EVERY HEIGHT:
...Work in progress...
----------------------------------------------------
VIDEOS:
----------------------------------------------------
...Work in progress...
----------------------------------------------------
CONCLUSION
----------------------------------------------------
This guide is far from finished, but I am leaving it how it is for now. You are free to post. I will update this later with information on other things as they come to me, and any ideas that get brought up in replies. I am also going to be working on a tool-assisted tech video soon to demonstrate just how mobile and insane a perfect Pichu can be (this is to hype Pichu up, demonstrate his potential and prove to people I'm not crazy with my Agility obsession).
For now, ciao!