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New Guy Here. Looking for Pika tips

Zylem

Smash Rookie
Joined
Nov 25, 2014
Messages
3
Location
Central Florida
I just wanted drop by and say hello. I am a new member here, but I have lurked the Pikachu boards for awhile. I am starting to take Smash seriously as opposed to just randomly selecting a fighter. I want to main Pikachu and its great to see all the data you all have collected so first let me say thank you.

Now on to the questions. Doing you have anything you would recommend to a new Pikachu player?

What tactics do you use against the heavier opponents I.e. bowser? I seem to have a real bad time against him and Dedede.

I know its just for fun but in 4 nan free for all is there a pre game plan you have before the match starts or do u change to a different play style?

Thanks for you time and the great community.
 

LunarWingCloud

Smash Lord
Joined
Oct 12, 2014
Messages
1,961
Location
Gensokyo
NNID
LunarWingStorm
3DS FC
2449-4791-3879
Learn how to mix up your moves. Pika has awesome tilts and throws. Quick Attack is good for more than recovery, practicing using that for mixups. Also if you plan to Thunderspike in this game you need at least a full hop up to have the bolt high enough to do it. Skull Bash can punish if foes are out of range for other moves. Usmash is an amazing kill move. Pikachu has good offstage gimping game with Jolt and aerials.

The best Pika advice I give is learn how you can use all of Pika's moves and what they can do for you, and he unpredictable.
 
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kyxsune

Smash Journeyman
Joined
Oct 6, 2014
Messages
248
3DS FC
2423-2660-2706
Any tips regarding the nuetral B, I cant figure out how to cancel the helplessnes on land..sorry zss main looking for a secondary.
 

LunarWingCloud

Smash Lord
Joined
Oct 12, 2014
Messages
1,961
Location
Gensokyo
NNID
LunarWingStorm
3DS FC
2449-4791-3879
After a TJolt I like to QA to a safe spot, instead of allowong regular landing. Also full hop TJolts are better than grounded for approaching.
 
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Doroco

Smash Cadet
Joined
Jul 18, 2014
Messages
38
Any tips regarding the nuetral B, I cant figure out how to cancel the helplessnes on land..sorry zss main looking for a secondary.
Full hop neutral b will eliminate landing lag repeatedly doing this is gr8, you also get a lot of air control while doing this making it difficult to get hit by many characters, fast ones that can run under you quickly will be able to getcha though. Against people that dont know how to jump aren't accustom to jumping to approach you can really piss them off, leading to people suiciding after a minute or 2 of lightning spam in for glory
 

InfinityZERO

Smash Apprentice
Joined
Nov 2, 2014
Messages
114
Location
El Paso, Texas
NNID
CeroCulpa
3DS FC
0447-5489-0482
Anything else? I'm thinking about picking up Pikachu and this isn't much information. What should I read besides the Pikachu sticky topic or what should I practice? I noticed Nair is terrible because it doesn't auto-cancel and the recovery invovles you bouncing once before you get control.
 

Doroco

Smash Cadet
Joined
Jul 18, 2014
Messages
38
Well, you asked for it m8 have a wall

nair isnt terrible if you hit, its just terrible if you miss, so it has its uses if you follow your heart.

I play pika on a very casually serious level in 4glory, this is what i do
approaching mostly consists of using full jump neutral b and then i run in with my lightning, and go for a grab, roll read or aerial. The electricity just makes approaching a lot safer considering how punishable plenty of pikachu's attacks are.

Another way of approaching is to be defensive in an aggressive way, like running up and shield, staying kinda close but just enough that you could avoid an attack, and then punishing if they do something. I think brawl pikachu plays like this? (I might be totally wrong i don't play brawl) You can also just suddenly do an attack or grab while doing this, and the other person may not react in time. Pikachu's pretty quick.


Now that you have the opportunity to hit them, next you want to put them above you, plenty of characters don't have an effective way to get down to the ground aside from air dodging and double jumping. Through the power of reading an air dodge or a double jump you can keep them up there and continue to rack up %, usually not for very long though since its hard and you only get 6~10 % per read. Any aerial is good for hitting them aside from F-air, I've had many experiences of them suddenly flying towards the ground & escaping after the first hit, then punish me as I fall back down. If they're above you you can also do the cool new thunder thing where you spike them towards you for damage.

The best ways of getting them up there is up smash, down/up throw, dash attack at higher %'s and up air.

Now that you've built all that damage your next course of action is killing them. This can be really hard sometimes. F-smash is an alright move, with the long, disjointed hitbox. It takes a while to come out though so its not really reliable. Up-smash is quick and powerful but short ranged. Both kill at 110~. getting them off stage and edgeguarding with a downair is another way to kill. The most notable ways to get them off stage are dash attacks and back throws. Thunder and d-smash don't really knock back much. There are 3 main ways of landing killing moves
1. praying it works: pretty much just run up and upsmash or hope they run into the f-smash
2. reading a roll/spot dodge. Hard but if you can do it go for it!
3. making them air dodge into the ground. short hopping right before the enemy is about to land from being up in the air can make them air dodge into the ground giving them all that landing lag, allowing for you to fast fall and do an up smash.
4. Honorary mention of u-air kills at like 150 if they're already in the air when you hit with it, if your really having trouble with a stock

Heres some other random useful stuff that wasn't mentioned
down tilt makes them fall over at certain %'s
down tilt also knocks them at a very unfavourable angle off stage, if their near an edge
You can down smash rolls
getting the thunder spike, but not hitting with the blue part on pikachu makes people panic air dodge a lot.
Left taunt is best taunt
party pika is best hat, also serves as a wizard hat
side b is very good horizontal recovery, but very predictable
you can be dashing one way, then side b the other. For rolls (at low % side b is punish on hit)
up b into the ground has less recovery time than landing after an up b
up b also has more hit stun than previous games, allowing follow ups sometimes
up b is very hard to get the exact angles you want and requires practice
b-air cant be di'ed out of, they can choose if they get hit left or right though (so its not good for edge guarding)
rolling back after starting to run up to them is a way of aborting the commitment
full jump neutral b makes you very safe if they aren't close
 

Nebulax

Smash Cadet
Joined
Oct 9, 2014
Messages
65
Always try to mix things up. Pikachu has a fantastic set of moves, with enough good ones to keep your opponent guessing.

His smashes are divided between being short ranged (up), disjoiinted and slow (forward), and not very good for killing (down). Dash attack, some throws (especially back), edgeguards and in the right situations, thunder also all work.

Be careful when recovering with side B. It goes far, but is easily edgeguarded. However, up B is applicable in nearly any recovery situation since it's impossible to easily halt. Remember, you can chain one into the other.

Uair combos into uair, then into uair. When I say combo, it's not a true combo in the slightest. But it's fast enough for you to often at least get a couple out. Finish them with a well placed back or forward air for a little more power.

Spam TJolt when you're seperated from your opponent. You may as well.

Edgeguard with dair off stage, thunder if they're recovering over the stage. If your oppenent is getting up from the ledge, a well timed down smash can sometimes get them.

Otherwise, read the other tips in these threads. Learn to take full advantage of all your moves. Especially quick attack. That one has a few utilities and techs beyond recovery, such as stunning with it and ledge cancelling.
 
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