N64
Smash Champion
Teczero! heya. As a short summary to each of your questions:
Bair is Pika's least useful aerial. It's still nice as a combo finisher occasionally, as it has more knockback than nair and reaches slightly further behind him than nair. Its other uses are very gimmicky and unreliable (but i can talk about them if you want). As for fair, there was some discussion on this just one page back in the thread, here was my post on it:
I like fair occasionally as an air-to-air or for certain edgeguard situations. The main benefit of fair (imo) is it allows you to move through somebody while keeping them mostly in place. It can set up well for doublejump rising uair, which could then potentially extend your combo (or at least give you positional advantage). You can also use it to techchase on platforms sorta. Like, uthrow someone at a percent where they would have to tech on the platform, then full hop fair and it lasts long enough to likely catch standing tech and techroll in one direction (if you follow/space well), or catch them if they don't tech. This will keep them close and you can probably get a grab off it.
As for uair, Pikachad did a neat little video that might help. http://www.twitch.tv/pikachad/c/4343968 Otherwise, I don't really have a visual cue, it's always just been a positioning and feel thing. Hit them with the middle 2-3 frames of uair while Pikachu is on the opposite side of whatever direction you want to send them.
You will almost always use uthrow and bthrow. Uthrow is your combo-starter, bthrow is your I-want-them-off-the-edge-so-I-can-edgeguard. Fthrow is good occasionally if you grab them near an edge while facing the edge and don't want to uthrow. What you can get off uthrow changes depending on the character, of course, but it's still useful against pretty much everyone. Fastfallers you can chainthrow with uthrow on FD or set up platform chases on other stages. Midfallspeed chars you can get usmash at super low percents, rising uair into another aerial at medium percents, and nair at high percents (likely to send them offstage). Against floaties you'll probably just get a uair or maybe nair, pika doesn't really have a good throw against floaties.
Dthrow can set up gimmicky stuff, but the recovery on dthrow is about as long as the other person's hitstun, so you're not guaranteed anything (and it can even put you at a disadvantage sometimes).
If you want me to go further in depth into any of these, let me know!
Bair is Pika's least useful aerial. It's still nice as a combo finisher occasionally, as it has more knockback than nair and reaches slightly further behind him than nair. Its other uses are very gimmicky and unreliable (but i can talk about them if you want). As for fair, there was some discussion on this just one page back in the thread, here was my post on it:
I like fair occasionally as an air-to-air or for certain edgeguard situations. The main benefit of fair (imo) is it allows you to move through somebody while keeping them mostly in place. It can set up well for doublejump rising uair, which could then potentially extend your combo (or at least give you positional advantage). You can also use it to techchase on platforms sorta. Like, uthrow someone at a percent where they would have to tech on the platform, then full hop fair and it lasts long enough to likely catch standing tech and techroll in one direction (if you follow/space well), or catch them if they don't tech. This will keep them close and you can probably get a grab off it.
As for uair, Pikachad did a neat little video that might help. http://www.twitch.tv/pikachad/c/4343968 Otherwise, I don't really have a visual cue, it's always just been a positioning and feel thing. Hit them with the middle 2-3 frames of uair while Pikachu is on the opposite side of whatever direction you want to send them.
You will almost always use uthrow and bthrow. Uthrow is your combo-starter, bthrow is your I-want-them-off-the-edge-so-I-can-edgeguard. Fthrow is good occasionally if you grab them near an edge while facing the edge and don't want to uthrow. What you can get off uthrow changes depending on the character, of course, but it's still useful against pretty much everyone. Fastfallers you can chainthrow with uthrow on FD or set up platform chases on other stages. Midfallspeed chars you can get usmash at super low percents, rising uair into another aerial at medium percents, and nair at high percents (likely to send them offstage). Against floaties you'll probably just get a uair or maybe nair, pika doesn't really have a good throw against floaties.
Dthrow can set up gimmicky stuff, but the recovery on dthrow is about as long as the other person's hitstun, so you're not guaranteed anything (and it can even put you at a disadvantage sometimes).
If you want me to go further in depth into any of these, let me know!
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