So in my infinte pichu wisdom I've gone ahead and decided it is not range that pichu lacks, or power, or priority. But 1. a strong all purpose move (like foxes shine when combined with wave dashing, or marths... sword when swung), but that can't really be fixed. and 2. a strong approach (like... foxes shine when combined with wave dashing, or... Marth's sword when faired)
Unfortunately because of pichu's make up is is hard to play defensively, again do a lot in part to lat of range pichu can't punish mistake and opportunities as often as some other characters (like... fox and marth) That tacked on with lack of a strong defensive projectile (like fox) kind of forces to almost have to be aggressive to deal damage and win kills.
Yes sirs (and ladies) if pichu had a strong way to get inside of a characters range his speed can more than make up for his lack of range in just about every situation. With most characters to nullify a pichu approach all one would have to do is nuetral A or tilt once pichu is off the ground, and while one can argue "mindgames son"; in high levels of play spacing and reaction times just won't let you get in that easily. Because your grab doesn't have the range the speed of your aerials become your only strong way to get inside, with that comes a hole a lot of characters don't have. You are forced to play predictably and because of this you lack mindgames in your approach?
So I'm sure that by now you are asking me, well... what the hell, how do I approach with pichu?! (I actually tagged all that crap up there to make this opening post longer.) I have no clue... In fact I was hoping you could tell me!
What I've been trying to do as of late is pick dynamic stages where you opponent is forced to move so you can use that as a chance to approach, or even just get comfy underneath them. Pokefloats and rainbow cruise haven't been bad, brinstar is "meh" keeps you both on the same level period, small upper platforms don't help either, but it does get them moving. F-zero, similar to brinstar... but again does produce movement, also on both those stages, well timed dsmashes = death period on recovering characters, learn that now.
Um... pichu comunity activate!
Unfortunately because of pichu's make up is is hard to play defensively, again do a lot in part to lat of range pichu can't punish mistake and opportunities as often as some other characters (like... fox and marth) That tacked on with lack of a strong defensive projectile (like fox) kind of forces to almost have to be aggressive to deal damage and win kills.
Yes sirs (and ladies) if pichu had a strong way to get inside of a characters range his speed can more than make up for his lack of range in just about every situation. With most characters to nullify a pichu approach all one would have to do is nuetral A or tilt once pichu is off the ground, and while one can argue "mindgames son"; in high levels of play spacing and reaction times just won't let you get in that easily. Because your grab doesn't have the range the speed of your aerials become your only strong way to get inside, with that comes a hole a lot of characters don't have. You are forced to play predictably and because of this you lack mindgames in your approach?
So I'm sure that by now you are asking me, well... what the hell, how do I approach with pichu?! (I actually tagged all that crap up there to make this opening post longer.) I have no clue... In fact I was hoping you could tell me!
What I've been trying to do as of late is pick dynamic stages where you opponent is forced to move so you can use that as a chance to approach, or even just get comfy underneath them. Pokefloats and rainbow cruise haven't been bad, brinstar is "meh" keeps you both on the same level period, small upper platforms don't help either, but it does get them moving. F-zero, similar to brinstar... but again does produce movement, also on both those stages, well timed dsmashes = death period on recovering characters, learn that now.
Um... pichu comunity activate!