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So i'm wondering if anyone has some gnarly methods of approach with Pikachu. I usually start by jumping backwards and launching a thunder jolt and then land and attack right behind it. If the jolt hits, it'll provide enough stun for an attack and combo starter. It'f it's blocked, I'll be right there to grab.
I find that Pikachu lacks a good ground approach though. Anyone have advice?
All of pikachu's attacks can be used as an approach.
Yes, I am exaggerating alot, but the bottom line is you can approach with almost any of pikachu's moves. His aerials and his grab are the most commonly used.
Maybe if you don't want to have any fun playing this game at all. Pika's approach options are good enough that there is no real need to turtle with him.
All of Pika's aerials can be used for approach, but the most common is uair. It's got an enormous range in front of Pika and a wonderful disjointed hitbox. Spamming it forever won't accomplish much though. Use it to control spacing with your opponent, and then mix in the other aerials to start combos.
fair is only used when the spacing is right for you not to be punished for it (it has low priority), but it has some of the best follow-ups (grab, usmash). Just be sure you read if your opponent has DI'd out of it before you try a laggy follow-up like usmash.
bair is good priority, but hard to follow up and slow; it's useful for a more defensive minded approach. I find that a single full stick jump followed by a fast fall bair will often catch an opponent off-guard.
dair is for special spacing situations when no other attack would hit, I can't really explain it in words.
nair has a short range, but good priority at the tip and amazing combo starting potential. I usually mix this up with uair. Both a uair and a nair can be pulled off on a single short hop if your fingers are fast enough.
His only ground approach is a grab, and any good opponent will see that coming and punish you. His other ground moves have situational uses, don't try and use them offensively for the most part. Stick to aerials for the approach, there is really no need for any ground approach game at all.
Unless your opponent makes a spacing error and you punish with a running grab or running upsmash.
Anyway to the OP, there is no set list of ways to approach with ANY character, it's really quite a situational thing. I would strongly suggest watching videos of good pikachus and learning as much as you can from that.
Kefit's advice is good stuff though, he has a great pikachu
Maybe if you don't want to have any fun playing this game at all. Pika's approach options are good enough that there is no real need to turtle with him.
All of Pika's aerials can be used for approach, but the most common is uair. It's got an enormous range in front of Pika and a wonderful disjointed hitbox. Spamming it forever won't accomplish much though. Use it to control spacing with your opponent, and then mix in the other aerials to start combos.
fair is only used when the spacing is right for you not to be punished for it (it has low priority), but it has some of the best follow-ups (grab, usmash). Just be sure you read if your opponent has DI'd out of it before you try a laggy follow-up like usmash.
bair is good priority, but hard to follow up and slow; it's useful for a more defensive minded approach. I find that a single full stick jump followed by a fast fall bair will often catch an opponent off-guard.
dair is for special spacing situations when no other attack would hit, I can't really explain it in words.
nair has a short range, but good priority at the tip and amazing combo starting potential. I usually mix this up with uair. Both a uair and a nair can be pulled off on a single short hop if your fingers are fast enough.
His only ground approach is a grab, and any good opponent will see that coming and punish you. His other ground moves have situational uses, don't try and use them offensively for the most part. Stick to aerials for the approach, there is really no need for any ground approach game at all.
Well I guess I have a better grasp on this game than I thought, cause that pretty much backed up everything that'd I'd learned myself. Cool beans.
I guess I'll forget the ground approach, because I'm not a big fan of rush-grabbing. I feel that it just leaves me too open.
I think I'll try to practice the uair a bit more, since it does have such great range. Most of the time, I find myself using the fair since it's easier, but like you said, it's somewhat easy to DI out of and the cooldown is long enough to allow for a counter-attack.
Most of the time, I find myself using the fair since it's easier, but like you said, it's somewhat easy to DI out of and the cooldown is long enough to allow for a counter-attack.
I probably use fair the LEAST, its priority sucks compared to bair and uair, and it's escapable. Pika's uair is TOO good, remember that, it's also disjointed. And it chains with itself quite well.
Pivot SH B-Air or SH D-Air works at all percentages. SH U-Air is superior at mid-high. F-Air is only ever good for trying to stack damage - like everyone said, easy to DI out of. Thunder Jolt, if dodged, can hurt you. The lag is pain. Also, it depends who you're approaching, and whether you feel like mindgames. Sometimes I run straight in and grab.
Well, glad to see people changing their minds about Ness' approach. >_> Though even if his air approach is bad having an awesome ground approach changes things, so that'd mean Ness' approach isn't bad.
But it isn't. It's a defensive approach, can't rush in with uairs flying. DJC bairs help too.
I like approaching with Fair, but I'm also pretty new to using Pika so I haven't really experimented with all of his other options yet. If you approach with Uair, which part of the move hits in front of him? The end of his tail?
Well, glad to see people changing their minds about Ness' approach. >_> Though even if his air approach is bad having an awesome ground approach changes things, so that'd mean Ness' approach isn't bad.
But it isn't. It's a defensive approach, can't rush in with uairs flying. DJC bairs help too.
Pivot-smashing is your friend when you're falcon vs Ness. Too easy to lure ness into that sometimes. I find ftilt's are great against ness too, especially fox/falcon's ftilt.
Pikachu doesn't have much in the area of approach, Personally I just say ***** out the uair where you can, and try to counter attack. Remember that once you start a combo with pikachu it's game over for the other guy if you know how to combo, so try to bait/lure your opponent a bit more than attacking head on.
If anything though, using uair is your best option for most situations. Nair creates a nice wall of priority though.