kingPiano
Smash Ace
- Joined
- Feb 16, 2015
- Messages
- 574
Surprised there already wasn't already a thread about this topic (I know there are full fledged guides).
I'll just be giving a short run down of average KO thresholds of Pichu's moves and combos from my experiences:
Lower ranges are usually the lightest weight (Pichu), top ranges usually the heaviest (Bowser), assumed on FD no DI
Note: I have found in some cases that G&W gets KO'ed faster than Pichu even though he's not as light supposedly.
All moves considered fresh, max damage potential
Up-Smash: 65-105% - easiest to end combos and get a kill with surprising backwards range
> depending on FF or floaty use up or down throw into charged or regular Up-Smash
D-smash: 80-120% on edge - sends down and away opposite of which side they were originally on, disappointing range
- does not KO at this percent but with edgehog will end most chars stocks
F-smash: insane knockback on last hitbox (about 300% as much as Pikachu's)
- can end a stock as early as 20% on characters with bad recovery on edge b/c of push back
- light weight characters can be KO'ed as early as 45% on FD edge, 75% KO from center
Nair: initial strong hitbox and coming at them head on with a Pichu Long Jump™ - 130-160%
soft hit box - ~190-225%
> also seems to have a property where if the opponent is airborne or in hitstun on ground it's stronger
Bair: seems to have the same knock back on initial hitbox and it's last, overall more than the weak Nair but way less than Nair's initial hitbox knockback.
Dair: 130-180% initial hit box, from center stage
Back throw: 70-100% with solid edgeguarding
- 190-210% actual throw off edge KO
> surprisingly Pichu and light characters die near 210, while Bowser dies earliest as 190
Edgeguard off stage KO combos: multiple nairs and jolt to nair can't be guaranteed until in the 40% range on easy gimps
- intercept double jump, before up-b used
- usually 60-70% is optimal and guaranteed if you read recovery right
Edgeguard spammables: D-tilt, F-smash, D-smash (have to have great timing to get invincibility frames to avoid up b hit) F -tilt also (small range but quick high priority hit box)
- Jolt: a staple, no hurtbox hitbox always good at trumping recovery
- while grabbing ledge: tap away or down > jump > invincible nair
- a drop jump U-air from the ledge can pop up enemies approaching ledge
- on some chars you can even grab or pivot grab them as they recover to ledge, Pichu has surprising grab range as we all know
I'm sure there are some that have skipped my mind here, feel free to post them if you have one
I just wanted to get a summary of Pichu's kill percents. It's easy to lose yourself in a match but these numbers should be on your mind, trying to get the earliest kill, etc. Pichu doesn't have the luxury to let the opponent live longer than they need to, don't toy with your enemies!
I'll just be giving a short run down of average KO thresholds of Pichu's moves and combos from my experiences:
Lower ranges are usually the lightest weight (Pichu), top ranges usually the heaviest (Bowser), assumed on FD no DI
Note: I have found in some cases that G&W gets KO'ed faster than Pichu even though he's not as light supposedly.
All moves considered fresh, max damage potential
Up-Smash: 65-105% - easiest to end combos and get a kill with surprising backwards range
> depending on FF or floaty use up or down throw into charged or regular Up-Smash
D-smash: 80-120% on edge - sends down and away opposite of which side they were originally on, disappointing range
- does not KO at this percent but with edgehog will end most chars stocks
F-smash: insane knockback on last hitbox (about 300% as much as Pikachu's)
- can end a stock as early as 20% on characters with bad recovery on edge b/c of push back
- light weight characters can be KO'ed as early as 45% on FD edge, 75% KO from center
Nair: initial strong hitbox and coming at them head on with a Pichu Long Jump™ - 130-160%
soft hit box - ~190-225%
> also seems to have a property where if the opponent is airborne or in hitstun on ground it's stronger
Bair: seems to have the same knock back on initial hitbox and it's last, overall more than the weak Nair but way less than Nair's initial hitbox knockback.
Dair: 130-180% initial hit box, from center stage
Back throw: 70-100% with solid edgeguarding
- 190-210% actual throw off edge KO
> surprisingly Pichu and light characters die near 210, while Bowser dies earliest as 190
Edgeguard off stage KO combos: multiple nairs and jolt to nair can't be guaranteed until in the 40% range on easy gimps
- intercept double jump, before up-b used
- usually 60-70% is optimal and guaranteed if you read recovery right
Edgeguard spammables: D-tilt, F-smash, D-smash (have to have great timing to get invincibility frames to avoid up b hit) F -tilt also (small range but quick high priority hit box)
- Jolt: a staple, no hurtbox hitbox always good at trumping recovery
- while grabbing ledge: tap away or down > jump > invincible nair
- a drop jump U-air from the ledge can pop up enemies approaching ledge
- on some chars you can even grab or pivot grab them as they recover to ledge, Pichu has surprising grab range as we all know
I'm sure there are some that have skipped my mind here, feel free to post them if you have one
I just wanted to get a summary of Pichu's kill percents. It's easy to lose yourself in a match but these numbers should be on your mind, trying to get the earliest kill, etc. Pichu doesn't have the luxury to let the opponent live longer than they need to, don't toy with your enemies!
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