NotLiquid
Smash Lord
- Joined
- Jul 14, 2014
- Messages
- 1,347
If Pikachu fails to catch people in its hitboxes (usually committal ones if we're talking high percents) or loses a lead, it's forced to play campy with aerial thunder jolts, and playing campy is probably the lowest down on the list of things Pikachu would prefer to do, since converting from that state relies on more micro commitments that Pikachu doesn't have a lot of control over. For one thing, despite its strong air acceleration, its actual air speed is suboptimal, so when it starts spamming the move, you can usually expect one of two things; Pikachu will either fast fall and use thunder jolts as a means to run in and hit confirm into a grab or combo (alternatively condition you to jump in and get slapped by a FAir), or it will burn its double jump in the event of your approach and try catching you with an aerial. When Pikachu plays campy, it's where it's liable to get outspaced the most.
A lot of characters on the roster aren't as well equipped as others to have the option coverage for both of those flowcharts because of Pikachu's size, and some of those that do in theory (Byleth and Min Min come to mind) usually get violently counterbalanced by a disadvantage state that Pikachu gobbles up like poffins if it gets a hit - a mostly ubiquitous problem with sword characters. But then you have characters like Game & Watch and Snake who have some of the best disadvantage tools in the game, powerful burst options, and great hitboxes which serve to exacerbate several blind spots in Pikachu's neutral game. It doesn't help that if Pikachu does win that neutral attrition, it needs to play perfectly to maintain that advantage state. Throughout Glutonny's set, Pikachu generally struggled whenever it had to camp because Wario's aerial mobility made it way easier to space, and Pikachu did not have a good time with trading hits during strings that were less than true.
That isn't to downplay Pikachu's strong kit obviously, because at a high level the intimidation factor that it carries can wind up being second to none. Like Thinkaman once pointed out; at mid-percents the character sports some of the most volatile kill deviation on the cast. Part of the reason that Leo has had issues with this matchup is because he plays characters that either have very questionable out-of-shield options to contend with Pikachu's scrappier play and the privilege it gets from being a small target who can frametrap them as a result, or he plays characters who are more liable to get taken advantage of the moment they get put into disadvantage. But this character works at a very unconventional percentage curve that gets particularly exploitable, and in recent history it feels like multiple players have started to take advantage of that fact more. If that becomes a running trend, it's going to become harder to buy the argument for Pikachu as a top 3 character when there are characters on the roster who are less prone of having to compromise their game plans when something isn't working.
A lot of characters on the roster aren't as well equipped as others to have the option coverage for both of those flowcharts because of Pikachu's size, and some of those that do in theory (Byleth and Min Min come to mind) usually get violently counterbalanced by a disadvantage state that Pikachu gobbles up like poffins if it gets a hit - a mostly ubiquitous problem with sword characters. But then you have characters like Game & Watch and Snake who have some of the best disadvantage tools in the game, powerful burst options, and great hitboxes which serve to exacerbate several blind spots in Pikachu's neutral game. It doesn't help that if Pikachu does win that neutral attrition, it needs to play perfectly to maintain that advantage state. Throughout Glutonny's set, Pikachu generally struggled whenever it had to camp because Wario's aerial mobility made it way easier to space, and Pikachu did not have a good time with trading hits during strings that were less than true.
That isn't to downplay Pikachu's strong kit obviously, because at a high level the intimidation factor that it carries can wind up being second to none. Like Thinkaman once pointed out; at mid-percents the character sports some of the most volatile kill deviation on the cast. Part of the reason that Leo has had issues with this matchup is because he plays characters that either have very questionable out-of-shield options to contend with Pikachu's scrappier play and the privilege it gets from being a small target who can frametrap them as a result, or he plays characters who are more liable to get taken advantage of the moment they get put into disadvantage. But this character works at a very unconventional percentage curve that gets particularly exploitable, and in recent history it feels like multiple players have started to take advantage of that fact more. If that becomes a running trend, it's going to become harder to buy the argument for Pikachu as a top 3 character when there are characters on the roster who are less prone of having to compromise their game plans when something isn't working.
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