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It's not very effective - Common mistakes, and how to avoid them.

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Disclaimer: I'll be the first here to admit, I'm not a top pikachu. In fact, it might be flattery to refer to me as a mid level pikachu. However, despite this, I have played this character enough to know what doesn't work, and I can identify common mistakes by virtue of having fallen into them myself. Feel free to take the advice here with a grain of salt, and don't feel shy about correcting anything I might be mistaken on.



Killing:
This is probably the easiest, and deadliest mistake for any new player to make. DO NOT TRY TO FORCE THE KILL. The only thing that repeated dashing up smashes will kill are your chances of winning. Yes, I know first hand how frustrating it is when you can't kill the opponent. However, if you start spamming smashes and becoming predictable, a good opponent will read and punish them, and by the time you do kill them, you'll likely have taken a good 50%, if not more. Instead, keep playing the way you do normally, and try to avoid taking any more damage. If that means killing them at 180% with an up tilt, so be it. Anyway, a few other related pointers:

  • Don't forget about stale moves! You can use forwards smash for spacing or for a kill, but if you want to do both, you'll have to unstale it first.
  • On a related note, try using your jab at high percents. Due to the end lag, you'll probably take a hit, but it'll completely refresh your stale moves queue, and let you kill with whatever you need. Getting a grab and pummeling repeatedly can also help with this.
  • Don't forget that Pika gains more kill moves at higher percents. An unstaled F-tilt, D-air, or U-tilt can score a KO at 150%, and your opponent probably won't expect it.
  • Keep in mind your opponent's character when trying to kill. Don't expect to KO Snake at the same percent as Jigglypuff.
  • Down smash is not a reliable kill move. Yes, you will occasionally get that 70% kill from someone who fails at DI. Don't rely on it. On a related note, please don't try to link up throw -> thunder.
  • However, up smash and up tilt can often be linked to thunder, especially if the opponent misses their DI. There's usually no reason not to go for it, and thunder can often kill the opponent far earlier than you'd expect.
  • Depending on the character, an offstage N-air can score you a KO around 100% or so. Just keep in mind, although Link might not be able to do much about it, MK is an entirely different story.
  • Forwards smash landing traps are amazing, and probably your best way to get an early kill. Down throw is a possible setup for this if they try to airdodge to the ground.
Ledge play and recovering:
  • Make sure you know how to DI and SDI. The videos here do a great job of explaining it. http://www.youtube.com/playlist?list=PL497BC1E2C4C522E4&feature=plcp
  • Pikachu's best momentum cancel is his up-air. If you've been sent horizontally, you should follow that up with a skull bash. With proper DI and momentum canceling, Pikachu is actually fairly difficult to kill.
  • Yes, QAC is an amazing mixup and a great way to get back to the stage. However, it's also extremely punishable when read. Be careful, or you could end up running straight into a forwards smash.
  • Keep in mind that getup, getup attack, and ledge roll have a lot more lag past 100%. In particular, the >100% getup roll is pretty horrible, never use it.
  • Pikachu has less invincibility on the ledge than other characters. Don't just hang on the ledge without moving, or the opponent can just knock you off of it.
  • On the flip side, Pikachu can also move from the ledge faster than other characters. You may want to spend a while in training mode to get used to the quicker timing.
  • Don't be afraid to plank now and then. If the opponent's just standing near the edge, try Up-airing them through the stage to force them back a bit and add a little more damage.
  • Above all, be unpredictable. Anything the opponent reads can be punished, so mix up your options, and you should be able to get back to the stage without too much trouble.
  • If the opponent's planking, just sit back and shoot thunder jolts. It's a very low risk option, with the potential to add some damage of your own.
  • It might be a good idea to tap shield when the opponent's on the ledge, as quite a few players will use a get-up attack or jump for an aerial. After you shield it, SHN-air will send them right back offstage.
  • After you QAC, you'll have landing lag the next time you land normally. This means that your first landing after a QAC is pretty punishable. The solution? QAC twice! After the first QAC takes you onstage, the second one can usually take you far away from the opponent, and let you reset things to neutral.
  • Go ahead and chase after an opponent offstage. The only character whose offstage game is truly better than Pikas is MK, and even there, Pika can hold his own. You have an amazing recovery, and really shouldn't get gimped.
  • If an opponent tries to chase after you offstage and fails, consider trying to counter-attack. You might just be able to sneak in a Dair or Nair to knock them further offstage before you QA to the ledge. Even if it doesn't KO them outright, now it's your turn to edgeguard them.
  • That said, only go for the above if they're actually vulnerable. Against someone like MK, your best bet in that scenario is probably just trying to get back to stage.
Spacing and Punishing:
  • Yes, F-smash does a lot of damage. However, it should not be your automatic response whenever you shield an attack. If you attempt a laggy punish, the opponent can often shield said punish, and hit you in return.
  • That said, forwards smash does have its place. It has pretty good range, so if the opponent just misses you with an attack, you can often forwards smash them. Just don't throw it out randomly and expect it to hit.
  • If the opponent is juggling you, fast falling a down air can sometimes screw up their spacing and even get you a free hit. That said, don't overuse it.
  • Sadly, Pika's standing grab range is fairly short. A lot of characters *cough* DDD *cough* can simply shield grab whenever you hit their shield from in front. Pikachu does not have that luxury. Although you can shield grab something that's been really badly spaced, a lot of time it simply won't reach.
  • Pikachu's jab is very quick, hitting on frame 2. However, its end lag is also quite punishable, and it won't knock the opponent away very far. You have three main options. A single jab to surprise the opponent is still punishable, but most people won't react in time. You can also jab until the opponent trips, and then immediately stop. This has the advantage of being unpunishable, but requires some practice to do consistently, and only works if the opponent was grounded in the first place. Finally, you can simply hold jab and get as much damage as possible, at the cost of being punished.
  • As a side note, if you jab them at the edge, then feel free to hold the button down, most characters can't do anything to you.
  • Short hop down air is an amazing spacing tool. It hits through spot dodges, does good damage, and isn't easily punished. Just don't get predictable with it.
  • Never land with an aerial unless you're 100% sure it will hit. All of Pika's aerials can be punished if you land in front of a shielding opponent.
  • Don't forget thunder jolts. Despite the lag, they're a good tool when the opponent's far enough away.
  • On the flip side, don't just mindlessly spam thunder jolts. They're easy for a good opponent to power shield, and punishable at mid range or closer.
  • Down smash is a decent way to reset things to neutral, as it'll hit both sides and knock the opponent away. It's also a decent close range tool, defeating just about anything except shield. Just keep in mind, if the opponent does shield it, they can hit you with whatever they want. Additionally, unless the opponent lands into it, they'll likely SDI out, so you shouldn't count on getting major damage or followups from it.
  • Have I mentioned that up air is absolutely amazing? When the opponent is above you, up air is pretty much safe pressure. You can use it to combo into Nair, or even more up airs to continue juggling. Sure, it isn't all that much damage... but those 6% hits add up.
  • U-tilt is actually a great punish. At low-mid percents, it'll set the opponent up for an up air string into nair, it hits both sides, and has pretty decent speed. And of course, at high %, U-tilt thunder is amazing. That said, if you want to use that to KO, you'll want to take some time to destale it first.
  • QAC Nair is a great tool, but make sure you practice it. The timing is slightly different depending on whether you go through the opponent or not, and if you mess it up, you'll end up in landing lag in your opponent's face.
  • It's also worth noting that QAC to Nair actually combos above 100% or so. Before that the opponent can theoretically react to the QA. However, if you keep this as a mixup (which is what you should do), that's not a huge concern.
  • If you somehow manage to break the opponent's shield, fully charged skull bash is your best option. That said, Pika doesn't have much in the way of safe shield pressure, so that's going to be a very rare thing.
Approaching:
  • Dashing up to attack is the obvious approach, but it's also the most predictable one. Use it very sparingly.
  • Dash grab is another option, but it'll lose to any sort of dodge or attack. This is another one that shouldn't be used that often. Pivot grab will beat out the spot dodge, but again loses to an attack.
  • Dashing into shield can work, but keep in mind that not only does it lose outright to grab, but there's also some lag before the shield actually goes up. You need to shield a little ahead of when your opponent attacks, or you'll just get hit.
  • Try faking an approach to bait a reaction. If it's something unsafe (like Marth's up-B or a roll forwards), just punish the lag, and enjoy the free damage.
  • If approaching from longer range, it can be beneficial to short hop a thunder jolt and run up behind it.
  • If you're going to land next to the opponent, at least try to land behind them. That will at least prevent them from shield grabbing you.
  • Short hop down air is still awesome, and harder to punish than most of your approaches.
  • I've said it before, but it bears repeating, unpredictability is key. If they're shielding in expectation of an aerial, just jump, land next to them, and grab.
  • Consider the idea of just walking towards the opponent. Dashing is a commitment, and limits you to jumping, grabbing, up smash, or dash attack. If you just walk you'll have your entire moveset available, giving you far more options.
  • Even when the opponent doesn't throw out stupid moves, dancing around the edge of their range is a great way to get a feel for what they're doing. A random running up smash is going to get you murdered. However, a running up smash because you know the opponent is going to whiff a fair beforehand can get you that kill you need.
  • That said, the above tip requires a lot of matchup experience. Also, it's worth noting that sometimes the opponent's normal spacing moves aren't their longest range options. For instance, if you're trying to space against MK, you can't just stay out of F-tilt range, because his dash options (dash grab, dash attack) have great range and are tricky to react to. That said, if you read one of them, they're far easier to punish than the forwards tilt.
Other:
  • Watch the opponent's character, not your own. You know exactly what your character is doing (and if you don't, you should spend more time learning Pika's moveset.) On the contrary, you don't know what the opponent is going to do, which is why the focus should be on them, not you.
  • Try to read the opponent's habits. Most players have a panic option that they'll go to once they've been hit. For some it's air dodging and jumping away, for others it's an attack. (For instance, as Marth I'll often try to use a forwards air after being hit to reset the situation and get back to my normal spacing.) Watch what your opponent does, and prepare to punish it.
  • Don't expect to win your first tournament. There's a lot to be said for playing confidently, I know. However, there's also a lot to be said for keeping reasonable expectations. It's easy to think you're a rising star, before meeting someone notably better than you and getting 3-stocked. Pikachu is easy to learn, but hard to master, and it'll take a lot of practice to get truly good with the character.
  • On a related note, expect to lose badly whenever you face your first good *insert character here*. Pikachu does not have an "Abuse this" tool like many of the top tiers, and relies a lot on matchup knowledge. Just focus on learning the matchup, and you'll be doing better fairly quickly.
  • Play as many different people as possible, even if that means suffering through wifi. With a character like Pikachu, it's easy to learn match ups against individual players rather than their characters. Often what worked against one player won't against another, simply because you were getting hard reads on their habits. There's no easy way around this, just keep playing different people, and eventually you'll learn the match ups.
  • Don't get discouraged. Every player has their share of heartbreaking losses. (If you must know, my personal favorite is SD'ing with a 20% lead and 3 seconds left on the clock.) Just keep working at it, nothing (except Olimar) is truly impossible to overcome.
Character Specific:

:metaknight:
  • You can shield a full tornado, but if your shield is already weakened, it won't quite last. Remember to angle your shield up to prevent a shield poke.
  • Don't bother trying to punish MK's forwards smash, it's a trap. Although that thing has plenty of startup lag, the end lag is very small. Jumping and shooting a T-jolt might punish their followup attack.
  • MK's glide attack will cancel out any one hit of standard priority. Use a multi-hit aerial to beat it.
  • MK is surprisingly vulnerable to thunder chasing, thanks to his slow air speed. Even if they've DI'd away after an up smash or up tilt, you have a decent chance of landing it.
  • MK's glide attack can be grabbed on shield... but only sometimes. Although an MK gliding into you will be close enough to grab, if they cancel it close enough to the ground, there won't be enough lag to actually punish it. Telling which is which just takes practice, and every single bit of damage helps.
  • If tornado is really frustrating you, jump away and thunder wall. It's not a reliable way of punishing it, but it'll get yourself some breathing room, and if they were on autopilot, maybe even hit them. If they're recovering with tornado, they might just have to eat the damage.
  • On a similar note, there are some situations where thunder can force a MK out of his glide, or even just to get hit if he'd used it via shuttle loop. Granted, such situations usually mean the MK screwed up, but being able to take advantage of them is key.
  • Up air is great in this matchup. If MK is ever above you, abuse it. His Dair is pretty good, so you'll need to space it, but it's definitely workable.
  • One of MK's "weaknesses" (which is hereby defined as an area where he doesn't completely dominate everyone) is that he has relatively low damage per hit. He typically compensates for this by stringing together long juggles or edgeguards. Don't let him do this. QAC is amazing, don't be afraid to use this just for the purpose of getting away from MK.
  • MK's forwards tilt is a ridiculously good poke and murder to get around. Nothing you have will outright beat it. Unless he uses the third hit (unlikely unless he's hitting you) it's hard to punish it. F-smash barely outranges it, but it requires very tight spacing, and the move's speed makes this impractical. At the moment, my best advice is to simply stay out of range and hope he does something else. If you bait it out, maybe you can T-jolt it?
  • This is a hard matchup, and one I'm not entirely comfortable with. More contributions to this section are appreciated.
:olimar:
  • Consider a secondary. This is arguably Pikachu's hardest matchup, and an extremely frustrating one.
  • Don't bother trying to knock off every pikmin that latches onto you. Just do it when you've got several Pikmin OR a white pikmin on you. N-air is a good choice for Pikmin killing.
  • Olimar's pikmin are a better projectile than your thunder jolts. You can't really out-camp him, but that doesn't mean you should ignore T-jolts.
  • Once you get a hit on Olimar, you have to make it count. Practice your edge guarding and juggling.
  • Try grabbing Olimar's landings, it'll cut right through his whistle armor.
  • If you can get rid of Olimar's second jump and knock him offstage, just grab the ledge and stay there. Remember to do a getup attack to avoid being stagespiked by his up-B though.
  • Don't just dash at Olimar, you're begging to be grabbed or forwards smashed.
  • If you're close enough to Olimar and he jumps for a pikmin toss anyway, that's a free grab for you.
  • Only blue and purple Pikmin can kill off of grabs. If you're already at high %, then getting grabbed by the other pikmin isn't a big deal.
  • Killing purple Pikmin is definitely worth it, as they're easily the most dangerous type.
  • At low percents, avoid the grab at all costs. Olimar can get chains such as D-throw to U-smash to U-air to juggle, which is a quick 40%.
  • At low percent, F-throw to up smash doesn't really work, as Olimar can whistle the up smash and punish you. That said, if you know he's going to whistle, you can grab him again and laugh.
  • Forwards air and back air are amazing in this matchup, since they'll cut through Olimar's low priority. That said, keep in mind that both are punishable on shield, back air is really punishable on landing, and fair gets murdered by yellow pikmin.
  • Actually getting the gimp on Olimar pretty much depends on how far you knocked him away. If he's reasonably close to the edge, you can't really stop him from getting it. However, some proper ledge traps can definitely knock him back off.
:diddy:
  • This matchup comes down in large part to item play. Go into training mode and learn the various item tricks.
  • You can pick up a banana with an air dodge, Z-catch, any aerial, dash attack, and of course just standing there and picking one up.
  • When a banana bounces off your shield, consider jumping up and doing an aerial to grab it.
  • Don't just toss bananas offstage, but also don't toss them directly at Diddy Kong. He has more tools when it comes to using bananas, but once you get control of them, he'll have a tough time getting them back.
  • Learn to SDI Diddy Kong's F-smash! This takes away one of his main kill moves, and can definitely help you survive for that extra few percent.
  • The #1 tool you need to watch out for outside of bananas is Diddy Kong's fair. That thing has great range, duration, speed, and power, so keep an eye out for it.
:popo:
  • Go into training mode, and spend some time killing Nana. Whenever you separate the ice climbers, Nana should be as good as dead. Thunder, down smash, neutral air, and forwards smash are all useful tools for this.
  • Popo can make Nana teleport to him by using the up-B/side-B if he's close enough. If Nana can't make it back to stage on her own, spend your time by keeping Popo away.
  • If both ice climbers are knocked low to recover, just grab the edge and stay there. Most of the time Nana will just fall to her death.
  • Practice the solo popo matchup. Yes, it's in Pika's favor, but Popo can still add some damage if you don't know how to deal with him.
  • At low percents, getting grabbed by sopo will lead to death, since he can do the down throw chain grab until Nana catches up. Don't assume you're safe just because they're separated.
  • At high percents, keep an eye on Popo even while you're pursuing Nana. It's quite annoying dying to a surprise forwards smash while you're busy killing Nana.
  • Down smash is good for separating the IC's, since even with perfect SDI, Nana will likely be sent at a different angle. Just be aware that if it gets shielded, you will be grabbed.
  • Learn to mash out of grabs. If they grab you at low percents, this could very well save your life. This could also let you escape a charged smash finisher.
  • This is another matchup you might consider a secondary for. IC's are dumb.
  • Be very careful shielding on platforms. IC's can Nair to knock you off the platform, and that's a grab.
  • Don't get hit by the desynced blizzard, that can convert to a grab.
  • Any aerial you land on their shield can be punished. Potentially by a grab. Yeah, this matchup is lame.
  • Honestly, percent is almost meaningless in this matchup. The only things that matters are whether Nana is dead and the number of stocks in play. If you take a 50% CG from Popo to kill Nana, that was percent well spent.
:snake:
  • Go into training mode as Snake, and spend some time getting a feel for the range of his up tilt and forwards tilt. Those things have some insane hitboxes and are some of his best moves.
  • Get comfortable with the (roughly) 3 second timer on those grenades. When Snake pulls one, you should have a good feel for when it's going to explode.
  • It goes without saying, but learn the buffered chain grab for this matchup. 90% damage and edge guard position is huge.
  • Thunder is so good against Snake's recovery, it's ridiculous.
  • You can footstool Snake out of his C4 recovery. Considering how predictable it is, abuse this as much as possible.
  • Cypher grabs (if you grab snake out of his cypher and don't pummel or throw, he'll lose his up-B and be forced to C4 recover) force Snake to recover high and away from the stage, often leading to C4 recoveries and thunder opportunities. Make sure you cypher grab Snake if he ever tries to recover towards the ledge.
  • F-smash is good as a counter spacing tool. Never just throw it out, but if Snake whiffs a tilt, this is a great punish.
  • If you get down-thrown, you'll usually want to get-up/roll immediately. If you don't, Snake can simply up-tilt you.
  • That said, waiting after a down throw can be a mixup every once in a while, if you expect Snake to commit to something. Just don't do it often.
  • Instant throwing grenades is a good way to fight back against Snake's camping, as unless the grenade was perfectly cooked, you'll have time to pull it off. (Additionally, Snake often doesn't expect it and can't do much about it anyway.)
  • Be aware that if Snake shield drops a grenade and there's another grenade on-screen, it'll drop to the ground (even if you were holding it). So be careful with picking up grenades.
  • DI Snake's up-tilt behind him, it sends you at a slightly backwards angle. Just keep in mind that it'll still kill you around 110%.
  • Up tilt actually stales pretty heavily, if you manage to survive one up tilt, he'll have to hit you with something else before he can kill you with it.
  • Expect a lot of Snake's to try and sneak B-airs in when landing, that move comes out surprisingly fast.
  • When trying to landing trap Snake, be aware that he can wave bounce by pulling a grenade. Also, watch out for back thrown grenades when he's way up in the air, they'll have just enough time to land before exploding.
  • Make sure you can SDI Snake's N-air and D-air, as the last hit does a lot of damage and knockback.
  • If you're shielding on top of a grenade and Snake F-tilts your shield, get out of there ASAP. F-tilt -> grenade explosion -> F-tilt will definitely cause a shield break.
  • You can only knock Snake out of his up-B by dealing 7% or more in one hit. In practice this means that thunder and the strong hit of N-air are your main tools for edge guarding here. Dair can also work.
  • Keep track of that C4, especially on maps like Lylat, where it can't be seen due to the camera angle. On the bright side, if it's onstage, that cuts down Snake's recovery options considerably.
  • This of all matchups you need to be very patient in. Snake lives forever and deals 20% damage per hit, so if you rush in, you die.
  • Yoshi's Island is probably your best counterpick here.
:falcomelee:
  • You can duck lasers. If you're ahead, you are NEVER compelled to approach Falco. Surprisingly, you can duck the shine as well.
  • Learn the chain grab. This is arguably the most important matchup for the buffered CG.
  • Falco can't really do much to you from a grab at high percents. If he's going for the kill, just sit in your shield and punish.
  • Falcos will often use their side-B to recover onstage both normally and from the ledge. Be prepared to punish the phantasm whenever possible.
  • Learn the timing for edge-hogging the up-B. If you ever force him into that, he should be dead.
  • You can actually SDI Falco's spike (after a chain grab) to land onstage.
  • Kills are very important in this matchup. Falco's main kill options are Up smash and Bair, which are roughly comparable to our own up smash and nair in effectiveness. If you get a stock lead, just play it safe and you can often get a nice percent lead for your next stock.
  • Powershielding lasers is a great tool in this matchup. Yes, you can duck under them just fine, but powershielding a laser when at mid range (read: just within dash grab range) can be a free punish.
  • Falco's side-B is vulnerable at the beginning, end, and in the middle for one frame. If you can read it, it's definitely punishable, you just need to plan ahead of time.
  • More tips on this matchup would be appreciated.
:marthmelee:
  • Learn to punish Marth's landings. That's his main weakness, and what makes this matchup doable.
  • You can grab Marth's Dancing Blade after the third hit (assuming you're close enough). If you're too far, watch out for the down variation on the fourth hit, it'll knock you away if you drop your shield early.
  • If Marth's charging a shield breaker and you're in shield, jump or roll out of the way, please don't spot dodge.
  • If Marth shield breaker's for whatever reason and you're out of range, just T-jolt it for free damage.
  • Watch out for grabs. At 0% Marth gets F-throw x2 to D-throw to tipper F-smash for over 30%, and even after that, both F-throw and D-throw set you up for followups.
  • Shield is still good at high percents though. Marth's up-throw will eventually kill you, but not until 180% or so.
  • Be very careful when trying to ledge-hog Marth. His up-B can easily stage spike, and Pika has less ledge invincibility to play around with.
  • At tipper range, there isn't a whole lot you can do to punish D-tilt or F-air.
  • A lot of this matchup relies on messing with Marth's spacing. If you get in past his sword, nothing he does is safe. On the other hand, if he keeps you at tipper distance, it's very hard to do much against him.
  • Tipper F-smash happens. The best thing you can do is just let it go and keep fighting.
  • F-throw to up smash is a true combo at 10% or so. However, at 0% (or if you don't buffer correctly), Marth can up-B his way out.
  • That said, baiting Marth's up-B can lead to some excellent punishes. F-throw -> whiffed up-B -> F-throw U-smash -> regrab the landing -> D-throw N-air is over 50% and quite demoralizing for the Marth.
  • Marth's up-B has significant lag even after landing from the helpless state. Use it for a little extra charge time on that smash.
  • Marth can't cover both sides at once very effectively. Rolling behind him can get frustrate quite a few of Marth's spacing tools. (That said, don't get predictable. Any time the opponent reads your roll, you're getting punished hard.)
  • If Marth's shielding up close to the edge, please don't use the get-up attack. There's a good chance he's baiting that so he can up-B, and that can kill you as low as 80%.
  • Don't be afraid to plank against Marth. Although he has a lot of tools to keep you on the edge, there's very little he can do to force you off of the edge. Just wait for him to mess up his spacing or get predictable before you try to get back on.
  • If you can knock Marth back offstage after he's used his double jump, he's as good as dead.
:pikachu:
  • How well do you know Pika's moveset? This matchup will be almost constantly at the neutral state, considering Pika's recovery and ability to land.
  • Remember, if you're just out of range of an opponent's move, F-smash is a good punish.
  • A lot of this comes down to reading the opponent and being able to guess what they'll do. If you're having trouble, go ahead and try a secondary for this matchup.
  • Make sure you SDI downsmash. Additionally, DI up-smash, up tilt, and up throw (although that SHOULD never be used) sideways, and watch out for thunder.
  • N-air, F-smash, and the occasional D-air/F-tilt should all be DI'd upwards, just so you know.
:wario:
  • Watch out for Bite. As an aerial command grab that outlasts spot dodges, there's really no solution aside from getting out of the way. If he misses one and you're in front of him, T-jolt or F-smash are your best punishes. If you somehow ended up behind him... do whatever you please.
  • Remember grab release tricks. Grab release to N-air is guaranteed, and a good way to KO at high percents.
  • Remember when Wario last used his fart, and keep an eye on the timer. After roughly a minute, it's an incredible KO move. After two minutes, it's a bit less likely to KO, but a deadly 40% damage (as well as a possible recovery move if the wario's desperate)
  • If wario's bike breaks onstage, you should probably throw the tires away unless you're confident in your item game. They can rack up your damage incredibly quickly.
  • On a similar note, Wario's recovery isn't nearly as good if his bike is currently on the stage, so keeping him away from it can give you a shot at an early kill.
  • Wario's F-smash has super armor. Don't bother trying to beat it out, just shield and grab it.
  • Wario has a severe lack of range, so if you can get a read on his movement, you might just be able to bait him into a forwards smash.
Contributors:
Myself (obviously)
Stealth Raptor
Cassio
Papero
 

Cassio

Smash Master
Joined
Jul 1, 2011
Messages
3,185
Acknowledging the effort. Ill have to read this tomorrow though.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Updated with some character-specific tips. That section will probably be expanded in the future.
 

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
we can approach olimar, its difficult though. and with proper SDI olimar will only get the followup after the dthrow, anything else is you making a mistake
 

Nicholas1024

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we can approach olimar, its difficult though. and with proper SDI olimar will only get the followup after the dthrow, anything else is you making a mistake
That particular hint was more of a joke on how difficult Olimar is to approach, much like the "get a secondary" one. (If you can't tell, I really hate that matchup. XD) Anyway, do you have any tips on how we can approach Olimar? That's one area of this guide that I'd like to elaborate on, considering I tend to have trouble approaching.
 

Stealth Raptor

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well, for instance, you say not to dash at olimar cause you will get fsmashed or grab, but we can jump over both out of dash and land with fair and hit olimar. either it combos into grab or w/e or he SDIs out and is now in a bad position above ground. really ive found jumping over his ground options into dair/fair works very well, and will force him to counter with usmash or hopefully jump fair, both of which can be punished easily (maybe not as much the usmash, but still) it forces olimar to mix it up somewhat
 

Cassio

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*dont agree with never using pikas ledgeroll. Past 100 it is particularly horrible, but Id still eliminate that line altogether.
*I find most people land with aerials less often then they should
*sh thunderjolt is laggy
*agree with stealth about the camp/appraoch on olimar. you can do both. Olimar also isnt pikas worst MU IMO, id just get rid of that whole line.
*you dont always want to kill purples, situation needs to be right.
*sometimes you do want to toss bananas offstage

Also like Id suggested to cam, id find an audience for this. If you post this on the aib pika forum you might be their hero, lol.
 

Nicholas1024

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*dont agree with never using pikas ledgeroll. Past 100 it is particularly horrible, but Id still eliminate that line altogether.
*I find most people land with aerials less often then they should
*sh thunderjolt is laggy
*agree with stealth about the camp/appraoch on olimar. you can do both. Olimar also isnt pikas worst MU IMO, id just get rid of that whole line.
*you dont always want to kill purples, situation needs to be right.
*sometimes you do want to toss bananas offstage

Also like Id suggested to cam, id find an audience for this. If you post this on the aib pika forum you might be their hero, lol.
1. Adjusted.
2. Well, I personally find myself landing with aerials too often, I had to learn the hard way that landing with F-air is not at all safe.
3. I know you can approach Olimar, although it is extremely difficult. I don't see how you can out camp him though. Also, most pikas (including Esam) find Olimar our worst matchup, so I'm leaving that line in for the moment. If you can show that it's not that bad of a matchup, I'd really love to have you write a matchup summary for it.
4. I'd make it a point to kill purple Pikmin whenever you can do so safely. Those things are evil.
5. Could you elaborate? Even if you'd rather not try to use the Diddy Kong's bananas against him, I find it's better to have them onstage where he can't get to them, then destroying them so he can make another one.

Anyway, I added a couple lines about DI, and I suppose I'll post a link to this on the AiB forum.
 

Cassio

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It was mostly wording on the last two bc sometimes its not a good idea to kill purples and sometimes you do want to get rid of bananas, so its not an always situation.

I wrote a pretty long guide to olimar not super long ago somewhere. I think maybe in the MU thread.
 

PZ

Smash Lord
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Playing against olimar makes me feel like I am playing marvel. I will have a tough time getting in on this zoning character but once I am in I gotta make sure he dies similiar to playing IC's.
 

Nicholas1024

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After a month without doing anything, I've finally updated this with some tips against Snake, Falco, and Marth. As always, critique and additional content to add to the guide is appreciated (although not expected).
 

Ayce God

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please keep this going, this is very helpful to people who are new to pikachu, very informative. I would like to know how esam feels about some of this but over all this is nice man.

:phone:
 

Nicholas1024

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Alright, I went ahead and finally updated this thing. No new matchups, but some extra tips have been added to the existing ones, as well as in the general tips section. As always, advice from other pika players is appreciated.
 

Dark 3nergy

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:metaknight:
  • You can shield a full tornado, but if your shield is already weakened, it won't quite last. Remember to angle your shield up to prevent a shield poke.
Agreed
  • Don't bother trying to punish MK's forwards smash, it's a trap. Although that thing has plenty of startup lag, the end lag is very small. Jumping and shooting a T-jolt might punish their followup attack.
Correct, if you time a pshield you might be able to punish, but when in doubt tjolt is safer.
  • MK's glide attack will cancel out any one hit of standard priority. Use a multi-hit aerial to beat it.
Yup
  • MK is surprisingly vulnerable to thunder chasing, thanks to his slow air speed. Even if they've DI'd away after an up smash or up tilt, you have a decent chance of landing it.
Possible, I prefer thundering and using the sweet spot on pikas body as a hard read/punish to get a guaranteed KO.
  • MK's glide attack can be grabbed on shield... but only sometimes. Although an MK gliding into you will be close enough to grab, if they cancel it close enough to the ground, there won't be enough lag to actually punish it. Telling which is which just takes practice, and every single bit of damage helps.
Pshielding the hit, you can grab OOS. It boils down to whether or not the MK is willing to risk using it.
  • If tornado is really frustrating you, jump away and thunder wall. It's not a reliable way of punishing it, but it'll get yourself some breathing room, and if they were on autopilot, maybe even hit them. If they're recovering with tornado, they might just have to eat the damage.
Not always the best move to use due to how scary upb can be. But on the flip side, when used correctly, it will make MK think twice about pressing B too often. Which is good. By the way, you can cancel his tornado by using Fair, when the animation starts there's a spot in the middle of the tornado right where MKs arms and sword are, if you hit this spot with the tip of Fair it will cancel tornado. Hard to land? Yes, is it possible with practice? Absolutely.
  • On a similar note, there are some situations where thunder can force a MK out of his glide, or even just to get hit if he'd used it via shuttle loop. Granted, such situations usually mean the MK screwed up, but being able to take advantage of them is key.
  • Up air is great in this matchup. If MK is ever above you, abuse it. His Dair is pretty good, so you'll need to space it, but it's definitely workable.
Agreed
  • One of MK's "weaknesses" (which is hereby defined as an area where he doesn't completely dominate everyone) is that he has relatively low damage per hit. He typically compensates for this by stringing together long juggles or edgeguards. Don't let him do this. QAC is amazing, don't be afraid to use this just for the purpose of getting away from MK.
Agree, just don't QAC near MK unless you land a footstool, then proceed to QAC. jab lock, thunder. If your guarding the ledge, throw out tjolts, maybe rarely a thunder if the read is correct. Stick to pshielding if your close, and use your tilts/air normals to 'feel' him out. Try to see what hes thinking and dont get knocked off. His Nair, upb, tornado will knock pikachu out of QAC very easily. So if pikachu is recovering, know your opponents behavior and try to determine how he will respond to your coming back on the platform. He is fast enough to punish you if you dont jump cancel QAC so keep that in mind.
  • MK's forwards tilt is a ridiculously good poke and murder to get around. Nothing you have will outright beat it. Unless he uses the third hit (unlikely unless he's hitting you) it's hard to punish it. F-smash barely outranges it, but it requires very tight spacing, and the move's speed makes this impractical. At the moment, my best advice is to simply stay out of range and hope he does something else. If you bait it out, maybe you can T-jolt it?
If you do tjolt, go for the head. A lot of tjolts get canceled by air normals, jabs. This refreshes your opponents moves. Aim the jolt for their head and only use tjolt as a means to 'control' space at high level play. As for dealing with ftilt, i dont have enough experience dealing with this particular situation. I will look into it more.
  • This is a hard matchup, and one I'm not entirely comfortable with. More contributions to this section are appreciated.
Responses in red.

So for this MU, think of tjolt as Guile throwing out sonic booms. In SF a large portion of the projectiles are slow to allow the control space. Making the opponent react. Thats what a projectile is for. FORCING a reaction, getting a read, punish. Okay so tjolt isnt a particular slow projectile like Samus' rocket spam. However, it can be used for the same mental purpose. Its free damage without having to risk pikachus body parts to attack. This MU boils down to how well you control space. The better you are, the pikachu user, at controlling the space versus your MK opponent the more wins you'll have over this character.
 

Garde Noir

Smash Journeyman
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This guide is wonderful. However, I think there could be a whole separate topic on Ledge Play and recovery, especially with getting comfortable below the stage.
 

Psymon

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Phenomenal thread. Thank you for all the effort put into this - it was definitely worth it!
 
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