Matchup Rediscussion: Pikachu
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Zelda vs Pikachu
- What to know about this matchup...
- He will attempt chip damage on Zelda by outspacing and outcamping with Tjolts. Din's fire cannot reliably counter camp. They can, at certain distances and during certain situations, overpower his Tjolts and strike him. However, such situations are unreliable. Best option is to powershield and approach. Nayru's can also reflect if the pika is hasty to rush in or as a mixup. As trivia, Dtilt also cancels out this projectile. Platforms can also help avoid his camp game.
- Pika will bait an approach and look for openings in Zelda to punish. Tjolts from afar can often bait shields giving pika a chance to rush in and attempt a grab. His mobility and speed allows him to run circles around Zelda and bait committed attacks such as Usmashes.
- Though Pika cannot chaingrab her, Fthrow and Dthrow are good combo setups. Especially at earlier percents. Jump out of these setups before Pika can run in and reach her. For Fthrow, panic tools such as Dsmash and Nayru's, at very early percents, will not work in time.
- Beware of FF Fair. SDI up and jump out of it to avoid the last hit. Another combo setup. It can link to various other moves from the electric hitstun, and can place pressure on shields. Zelda is unable to grab Pika if this connects on her shield. If she is hit during the attack, SDI up and jump out to escape. If the last hit connects, DI up and away from Pikachu to prevent him from juggling.
- Pikachu has a variety of kill moves and punishers that can finish Zelda quickly if landed. Though they are not always easy to land on her. This includes Nair (also OoS) at later percents, the utilt setup into thunder, Usmash and sweetspot Fsmash. DI sharply to the left or right to avoid the utilt > thunder setup. Maintain good spacing to avoid the sweetspot Fsmash. Look out for signs of his Nair and Usmash as these are both relatively quick. He can run up and Usmash OoS on a variety of Zelda's large cooldown attacks so be wary of using such attacks at later percents.
- He has issues dealing with Zelda's superior ground range. His ground moves bar Fsmash are vastly outranged. And though Fsmash can hit, it doesn't sweetspot. This can make it relatively difficult to get inside her, usually for the kill.
- He is prone to Dtilt due to his weight and body size. Dtilt begins to achieve frame advantages from as early as 40% though is best used around 50% onwards. His very small stature means he will need to take more hits before he can SDI them.
- Recovering with Zelda can be difficult. His quick movement speed can catch her easily. He can jump out and aerial her during the startup of her teleport if within range. He can also pressure the edge with thunder, though this isn't as effective against Zelda than other characters due to the nature of her teleport and reflector abilities.
- Nayru's reflects Thunder. He places himself at a risk when using this against her. Unless he wavebounces the thunder, he will be struck. Wait for the audio cue of 'PIKA!' and then reflect.
- Pika's recovery options are vast. QA can cover long distances and the majority of angles. Skull bash is a good momentum canceller but is linear and prone to Din's on its startup and cooldown. It is also prone to a spike or uair if within range.
- Zelda can even things out with superior killing ability. Pika is often difficult to hit due to high mobility, though a well placed power aerial will often spell death for him very early. Usmash and Utilt kill him as low as 100%, and Dsmash near the ledge can pose a threat early on or kill him outright at much later percents from the middle if the opponent doesn't tech. He cannot afford to tango with Zelda damage-wise as she has stronger raw killing power.
- Useful Information...
- SDI up and out of his Dsmash. There should be a good deal of time to avoid the last hit of this attack.
- Don't catch Pika on the sides of your Usmash. He can SDI and fall through it, giving him time to punish the cooldown. Space so that the attack catches him in the middle.
- If he decides to QAC, catch him out with a lingering hitbox. QAC is a Pika technique acting as a form of quick movement with damaging properties. It is very prone to lingering hitboxes however - Nayru's, Usmash, Utilt, Nair can all catch it.
- Try to maintain a percent lead if possible. You cannot afford to let him plank or ledgecamp you. Should he get the percent lead, wisen up to all his kill options, as he can then build momentum if he gets the first kill. Should you get the kill first, you are in an advantageous position to play defensively as much as possible, something Pika will not enjoy.