So, Glass Joe? Next time. But first...
Pichu returns with a spiked ear... Wha? So, Spiky-Ear-Pichu?
Playstyle:
So, use a sword and slice and dice me, but I'm keeping the recoil.
*flame shield equip*
Anyway, Pichu, though having the recoil, has different moves to go with than just a copy-paste from melee. Sure, some moves are the same, and some are from 64's Pikachu, just for some buffing and nerfing.
Really, you NEED strategy. Using the recoil moves is beneficial and not, so strategy is key. Comboing is a huge part, and, my god, that S-Special(Sorry, it's not one of the same moves).
Statistics:
Pichu is easily comparible to Melee Pichu, but the weight has increased slightly so Mega Man cant Crash Bomb spam, and is a bit faster on ground, attack, and air speed. Falling speed has dramaticly decreased, so his air game is good.
MOVESET
JAB ATTACK: HEADBUTT
Pichu does the dreaded 64 Pikachu's Headbutt attack. Although, damage has decreased to 2% per Headbutt, and it isnt as spamy as it was in 64. So, it is a weaker and slower version of 64 Headbutt. It's good for some tacking damage and stopping attacks. Because the first headbutt comes out so quickly that right when you touch the button, it comes out.
DASH ATTACK: ROLLOUT
This is comparable to a combo of Jigglypuff's Rollout and Sonic's Dash. Though, he turns into a rock. This makes the attack affected by slopes and drops. It is a great move if you want to drop on an opponent or if you want to come down a slope fast. It does 6%.
F-TILT: TAIL WHIP
Pichu has another combo F-Tilt. He'll swing his tail once horizontally, doing 5%. Next, he'll swing it downward via flipping, doing 7%. This comes out, meh-y. It's great for starting up a combo, especially with the horizontal strike. This should be used to start one of those never-ending combos. Especially when I release the specials and aerials.
U-TILT: DIZZY PUNCH
Pichu does, well, an uppercut. It'll also have the ducks at the end of the attack like in the Pokemon games. Doing 3% and having some startup lag, it also has a 5% chance of making a foe dizzy. GREAT last resort move, as teaming the dizziness with a fully-charged smash attack will put a foe on the ropes. Chance taking is key to mastering this moves usefulness.
D-TILT: MUD SLAP
Pichu will put his arm up, and mud will appear. He'll then slap the ground, and mud will splatter up. MOST ending lag of all his moves, but has a side effect of a pitfall effect. A button masher wont have a problem escaping this, but it's still useful in dire situations. 9%.
F-SMASH: IRON TAIL
Pichu's tail will turn into iron, then swing at the chosen moment. Huge startup and ending lag, but makes up for it with it's decent-for-Pichu 16% damage at max. Best finisher in his moveset, and it doesn't even do the most damage, but we'll get to that later.
U-SMASH: FRUSTRATION
With a mad expression, Pichu will crouch, before jumping up and doing a double uppercut. Doing 14% max, it has a hitbox that rival's Jigglypuff's B-Air's. It also increases in strength the more damage it takes, maxing at 140%, every 10% doing 1% damage more. Good Last Resort move(Hey, both up-ground moves for last resort. Merp), and really good racker.
D-SMASH: DOUBLE TEAM
A combo of what Double Team does in the anime and Olimar's D-Smash, Pichu will create 2 clones to come out of him and strike whatever, and they travel a full battlefield platform each. This is crowd control at best, and they do 16% maximum. It's great for ranged and powerful hits, although it has a bit of ending lag.
N-AERIAL: THUNDER WAVE
Just saying this now, all aerials are thunder wave in they're respective directions, just saying. The neutral version surounds his own body and releases waves 1/4 of a battlefield platform around him. It'll also slow fall speed, so there's that. Overall, it does 18% electric damage max, but 2% recoil.
F-AERIAL AND BASICALLY ALL THE OTHER AERIALS: DIRECTIONAL THUNDER WAVE
So, ya. All other aerials are almost he same. The waves each go 1 1/2 battlefield platforms in their respective directions, they all do electrical damage, and they all do 2% recoil. The only difference other than directions is that D-Aerial does a good spike. All the others can be used for combos and racking up damage.
PUMMEL: THUNDERSHOCK
Good news. Even though it is an electrical attack, it doesnt have any recoil. Anyways, after grabbing a foe, Pichu will shock them with a bolt. It does 3% damage, and is a great racker.
F-THROW: PICHUUUU PAWNCH
Wow, that title. Anyway, Pichu throws the opponent, jumps, and before they touch the ground, punches them. Doing 17% and having a meteor effect if used next to a ledge, it is a good attack despite it's 3% recoil, and can be used for a quick kill.
U-THROW: PETAL DANCE
Pichu spins around, and petals come up, damaging the target with 13%. It'll make Pichu dizzy if used 3 times in a row with no moves in between, and is great for spacing. Be careful though, as that dizziness is pretty deathly.
B-THROW: THUNDER KICK
Pichu throws the target behind him, then he kicks them. Electrical hitbox, and you know what that means, recoil, 3% at that, but it has 12% to make up for it,
D-THROW: THUNDER JUMP
Pretty self explanatory. He lays the foe down, and jumps on them, electrifying them. 2% recoil, and 8% overall. It has that D-Throw meteor effect, and is a good quick finisher.
N-SPECIAL: THUNDERSHOCK
Pichu shoots an electric bolt that travels all of Final Destination. It has that recoil of 4% and 11% damage. Problem is, is that it leaves Pichu completely open afterwards. It has that cool range, though.
S-SPECIAL: VOLT TACKLE
OO! 10% RECOIL! YAAAAY! Ya, he travels 3/4 of Final Destination, covered in electricity that's 2 crouching Game & Watch's in all directions. It does 20%, but has that huge recoil. Use this as a crazy finisher.
D-SPECIAL: THUNDERRRRRR BOOOOOOOOOOLT!
With the startup lag of Lucas's U-Smash, He'll shoot lighting out of his body in all cardinal drections. Doing 5% recoil, and 19% damage, it's a powerful attack going 3/4 of Final Destination. though, it has a ton of ending lag.
U-SPECIAL: QUICK ATTACK
Pichu speedily goes 5 snakes in the air in a zigzagy way, doing no damage. It doesnt have a recoil effect, but the downside isthat you cant change direction during the attack, so it's always vertical, but it's a good recovery.
FINAL SMASH: RAICHU
Pichu evolves into Raichu. He keeps Pichu's own moves, but knockback is doubled. All stats are also doubled, and it lasts 30 seconds. Great Final Smash, if you know what i mean.