Roller
Smash Legend
Pika vs Diddy is annoying as hell. Thrzy lost to my diddy sparring partner last weekend.
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>MUs after apexBleh, I was planning to secondary Pika for Apex for MUs like MK and Marth but after finding out one of his harder matchups is Marth I'm not so sure..... D:
Would it still be worth it to focus on making Pikachu a secondary (Luigi main) for Apex or go with another character? I have Falco experience and he seems to be the smarter option but Pikachu is just so damn fun to use.
So does that mean the OP and the matchup thread are outdated? And yea I can play Falco but I don't have the patience to laser camp enough when I should be. Plus playing Falco can get stale sometimes.Pika vs Marth isn't that bad unless the Marth has pika experience. But on the whole, I think Falco probably covers more bad matchups.
But I'd pick a character you enjoy playing. So whichever you like playing as more. Also, long time no see. We'll have to get some games in at APEX, man.
Meh, I'm just happy with the fact Pika can shield grab. It's practically impossible with Luigi .-.That, and if you get baited into using ftilt on Marth's shield after a spaced DB, a second one would almost certainly poke. Why is Pika's shield so small? T_T
Yeah, it's slightly more complex than this. However that is the concept. A series of circular hitboxes fall down the stringy thin hitbox of thunder. There's a vid somewhere...as far as i know thunder hits in a large ball with pikachu at the center
used this since two thousand eight. drop -> QA to ledge, repeat a couple times, quickly QA past ledge and onto stage. amazing mixup to returning onto stageFrom the ledge, if you drop down then QA up immediately you will shoot past it. From there you can use the second part of QA to get back onto stage and potentially land a QAC nair. This mix-up works well if you mix in one or more drop down QAs that will snap to the ledge before hand.
Yea, even before knowing who all I could dthrow CG I could partly tell where the CG would end.For most people as the % goes up the less you can CG them. For example, if you grab fox at 0% the CG will go to 100% or so (I don't know the exact %s). If you grab him at 30%, it might only go to 80%. The amount of times you use the D-throw affects its staleness which affects whether or not the D-throw will keep the person in the CG knockback or the other one. Same applies for all the other characters. You just have to get a feeling for it, or if it is in the smaller CGs such as MK you can memorize the percentages...but that happens through experience and repetitive nature and guess/check.