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Pikaaaaa General Help

N64

Smash Champion
Joined
Oct 18, 2004
Messages
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Stalking Skler
Making another all purpose thread! We don't really have a Q&A/Ask the pros topic, so this should work as one. I know for all the pika boards regulars we've pretty much addressed everything someone wants to know (or they know it already), but if there are any new questions or new pika players wonder how to approach foxes or beat peach's dsmashes or whatevers, ask ask ask! I'll try to give my input on any questions, and I'm sure Zig or some other pika mains will put in their input as well.

I'll also try to keep a front page kinda record of questions and their answers for usefulness.

So ask away!

Questions recap:
What do you think about fair?
http://www.smashboards.com/showpost.php?p=5708770&postcount=7

What aerial should I use when recovering from the edge?
http://www.smashboards.com/showpost.php?p=5705908&postcount=6
http://www.smashboards.com/showpost.php?p=5708770&postcount=7

How are pika's tilts useful?
http://www.smashboards.com/showpost.php?p=5767813&postcount=10
http://www.smashboards.com/showpost.php?p=5768621&postcount=11
 

N64

Smash Champion
Joined
Oct 18, 2004
Messages
2,158
Location
Stalking Skler
Right now? Rather boring stuff. Blue long sleeve shirt with a red stripe across it. Black PJ pants I got as a gift a few years ago that have suggestive christmas sayings on them. White socks, plaid underwear, a binary watch (nerrrrrrd alert), and a black jacket that I got about a month ago. It's cold nowadays.

No pika attire : /
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
What do you think of the fair? It seems like it'd be really good for starting something up, but I can't seem to make it go into grabs or usmashes reliably, even L-canceled...
 

Kiwikomix

Smash Ace
Joined
Nov 3, 2007
Messages
927
Location
Ames, IA
When attacking right from the ledge, is it better to uair safely to knock the opponent toward the middle of the stage, or is it worth risking a fair->bthrow to get them offstage?
 

Zig-Zag!

Smash Lord
Joined
Apr 22, 2005
Messages
1,403
Location
Your mother
When attacking right from the ledge, is it better to uair safely to knock the opponent toward the middle of the stage, or is it worth risking a fair->bthrow to get them offstage?
Depends on the character. A quick fastfall to rising upair sends the opponent right off the ledge, which you can take advantage of coupled with an intense mind game. Then again, so long as they dont trick you, a fast fall/forward air/dash grab into back throw is deadly to space animals. I wouldnt suggest it against all the cast though, but its purely situational. If you just want to simply get back on, forward air can often do the trick, but can be the cost of your stock if you guess the wrong time to do it.
 

N64

Smash Champion
Joined
Oct 18, 2004
Messages
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Location
Stalking Skler
What do you think of the fair? It seems like it'd be really good for starting something up, but I can't seem to make it go into grabs or usmashes reliably, even L-canceled...
As with all aerials you need to consider: how likely it is to hit (how safe it is), in what position and state the aerial will leave you and the opponent (if it hits and if it doesn't), and what your other options are. So here is what fair does. Fair comes out pretty fast, has pretty crappy rage (pika's body slightly extended horizontally), has decent priority (but will often trade with other aerials), does minor damage, has minimal knockback, has short hitstun (but has multiple hits so can keep them in hitstun for the duration of the aerial), and has little lag afterwards. For this, it can be decent at starting combos or continuing them, but I use it mainly for a little damage and some positioning. When you fair someone, you need to be concerned primarily where you'll be at the end of the aerial (and have the option to fastfall it if you want to change this slightly). So, I'll briefly go over most of the cases where I fair.

Air->ground falling fair -> combo. This is risky and should probably be used the least. It's nice to set up the occasional grab or usmash, but it's very prone to being bated or crouchcancelled. If someone sees you fastfalling an aerial and has time to react, they'll dash/wd back or shield to avoid (which is easy because of fair's meh range) and then punish you. Even though fair has pretty small landing lag, it is still punishable by almost all chars.

Air -> ground falling fair for shield pressure. I do like this a lot for shield pressure however. This is mainly vs. characters with crappy shields, but if you fair through someone's shield (make SURE you land behind them to avoid behind grabbed) and then either tilt/dsmash their shield (or pivot grab if you think you have time), they'll be forced to hold their shield for the whole duration and after a couple of these they no longer have a shield to use.

Air -> air low height -> grab/usmash. I like catching someone with a fair right before they land or right after they jump. The almost non-existant knockback will hold them in the air for the aerial, and after they'll drop to the ground and suffer a little landing lag. This is where you can more easily gets grab or usmashes afterwards, as they can't crouchcancel in the air, have generally less mobility to avoid it, and must spend a short time trying to land (which you intercept with your grab/usmash) before they can. Note that this isn't useful against chars with quick decent nairs (luigi, samus, link, ylink, etc.) as they can just nair after your fair and prevent you from following up.

Air -> air low height -> uair. If you short hop a fair through someone, you can uair right before you hit the ground (no jump in between) and it will pop them up. Then, you can combo them as you see fit. On fastfallers it can set up for a dashgrab/usmash. On medium weights you can chase them into the air with a rising uair or nair/bair. On floaties you can try rising uair->thunder.

Air -> air combo continuer. This also is just approaching someone in the air with fair. You fair through them, and end up behind them or below them. This is most useful to set up another aerial (most commonly uairspike or nair) as it holds them relatively in place while you're travelling through them to somewhere you have more/better options against them (from in front of them to behind/below them).

That's my most common ones. Play around and find where it's useful for you. What you should know about when NOT to use fair is what I've said earlier about the limitations of fair. It has kinda crappy range, has ok priority but will often trade with other aerials (so you hit them once for like 2 damage and they hit you for 12 or whatever their aerial does), and it can be easily cc'd or avoided if they're on the ground. Nair is safer in a lot of cases, but you have to weigh the damage & knockback of nair to the positioning of fair.

When attacking right from the ledge, is it better to uair safely to knock the opponent toward the middle of the stage, or is it worth risking a fair->bthrow to get them offstage?
Alot of what Zig said is true. Whenever you're returning from the ledge to the stage with an aerial, make sure sure sure sure it's going to hit or at least be very difficult to punish. Once you're on that edge people will expect you to return with an aerial, and none of pika's aerials have great range in front of him so they're fairly easy to avoid. What's probably safest if you do want to return with an aerial is uair, but start the uair early so the full duration of the aerial happens before you hit the ground. This makes sure if you hit it will likely hit with the end of uair which pops them behind you off the edge, as Zig mentioned, where you can now try to edgeguard them.

Mix up your returns though. Do this once or twice in a match, but always keep them guessing how you're going to recover. Normal getup, jump getup, waveland on the edge, aerial on the edge, quick attack through the opponent to the stage, etc. This makes it more difficult to punish you returning.
 

elvenarrow3000

Smash Master
Joined
Jul 22, 2007
Messages
3,308
Heeey 'nother question.

With a lot of other characters, I see really clear uses for their tilts. With Pikachu... not so much. The dtilt seems good for edgeguarding when the fsmash isn't fast enough, but what about the others? I dunno, with Pikachu's fast usmash and dsmash, it seems like his tilts are harder to use.

Any tips?
 

Kiwikomix

Smash Ace
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Ames, IA
Ftilt angled downward is a decent edgeguard, though there are usually better options. Utilt is great for juggling fastfallers out of a throw and is a lot safer than usmash when playing defensively due to its disjoint.
 

N64

Smash Champion
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Ftilt angled downward is a decent edgeguard, though there are usually better options. Utilt is great for juggling fastfallers out of a throw and is a lot safer than usmash when playing defensively due to its disjoint.
I disagree with this. Ftilt angled downwards is an AMAZING edgeguard. If spaced well you can do it all day vs. some characters. There are other better options at times, but ftilt covers the most return options. Most of what you have to worry about when using it is characters that can tech and then immediately grab the edge or reach you with an aerial (knocking you away from the edge) and then recover. Ftilt is quick, has good priority, hits below the edge, and is otherwise amazing.

I don't see how utilt out of a throw is useful at all. Utilt is generally too slow to follow up out of a throw, and at the small percentage range that it would legitimately connect (opponent doesn't have a chance to jump, tech, or shine before it hits) you can just regrab or usmash anyways. I don't see how it's 'safer' than usmash as usmash will come out slightly faster, isn't particularly hard to hit with out of a uthrow (assuming they're at a percentage that it'll connect anyhow) and leads into more than utilt would. In fact, since utilt is a little slower you would actually be more likely to be shined or standing tech->grabbed than if you followed up with usmash.

As far as uses of all his tilts, here goes:
Ftilt - Amazing edgeguard, as i stated before. Useful as a quick, spaced attack (similar to how a lot of characters use their ftilts). It comes out pretty quick, has decent priority, and about as much range as pika can hope to get. It's punishable, but not especially easy by many characters. You can angle it to cover different approaches and trip up opponents. Probably his safest and most useful tilt.
Dtilt - Covers ground approaches really well. Has a longer horizontal reach than ftilt and relatively little lag afterwards. I use this a lot if I want to get someone away from me (which is not often), as its knockback doesn't really lead into anything but it's quick and long-reaching.
Utilt - I use this primarily for shield pressuring and trying to catch someone out of their shield. The full move is a little slow (it hits almost immediately behind you, but takes a have second to reach in front of you) but this is useful in catching people off guard. If they're behind you you can use this as a rising-uair replacement. Though it doesn't reach as far as rising uair, you may want to pop them up while still staying on the ground (i.e. utilt->usmash can be viable on some char/% combinations). If they're in front of you, though, you can use it to catch people expecting a quick move. I've caught many people who would land in front of me and immediately try to shieldgrab or downdodge. Utilt is slow enough that by the time they drop their shield for the grab the end of utilt passes to them and catches them, or the end of utilt will catch them in their few vulnerability frames after their downdodge. From that you can grab (rarely) or more commonly follow up with dsmash (most reliable), usmash, or an aerial.
 

Kiwikomix

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Ftilt angled downwards is an AMAZING edgeguard.
Dtilt and fsmash usually work a lot better than me, or just jumping out for a uair. To each his own, I guess, as long as both work.

I don't see how utilt out of a throw is useful at all. Utilt is generally too slow to follow up out of a throw, and at the small percentage range that it would legitimately connect (opponent doesn't have a chance to jump, tech, or shine before it hits) you can just regrab or usmash anyways.
It's pretty useful to tack on an extra 20-ish% before finishing with usmash.
In terms of being safer, I'm talking more about playing defensively than about comboing. As one of Pika's few disjoints throughout his entire moveset, it has potential to deflect or ping more aerial attacks than usmash does. In any case, utilts can often be followed with a usmash if that's what you're going for.
 

N64

Smash Champion
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Dtilt and fsmash usually work a lot better than me, or just jumping out for a uair. To each his own, I guess, as long as both work.



It's pretty useful to tack on an extra 20-ish% before finishing with usmash.
In terms of being safer, I'm talking more about playing defensively than about comboing. As one of Pika's few disjoints throughout his entire moveset, it has potential to deflect or ping more aerial attacks than usmash does. In any case, utilts can often be followed with a usmash if that's what you're going for.
With improper DI maybe. If people are taking 20%+ from utilt's after a throw they're either not DIing at all or are Bowser. I did some testing earlier to make sure I wasn't overlooking part of pika's game and remembered that I use utilt after dthrow against peaches in certain percentages and that's it. It's guaranteed on sheik at 0% (not any higher) and at like 10% on bowser and roy, and maybe a few other characters. Everyone else can escape it with DI, and anyone else that would be hit by it is specifically not trying to DI or jump just to nair you (which it pretty much always will trade with). Trading hits doesn't accomplish much (you rarely want to trade hits as pika anyways) as you could follow up with something that doesn't trade or wait for their reaction and punish it. Utilt just comes out too slow and doesn't reach far enough (and can't be used out of a dash quickly enough) to follow up before they can jump.

If you do hit with a utilt after a throw somehow, then you'll want to follow with an aerial if they're anything but a fast faller. After the utilt they'll probably actually be DIing now and trying to escape. And since utilt is somewhat laggy you'll pretty much only be able to follow with an aerial after they jump unless you also somehow stole a fastfaller's jump with that utilt. Any time you could hit with utilt would pretty much be better spent regrabbing or usmashing.

Oh, and the main benefit of ftilt is it hits sweetspotters. Fsmash and dtilt don't.
 
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