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Pikachu Edge Hopping

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
This randomly came to mind in Cruel Melee, and I have started using it in battle. Using the fact that thunder can stop pikachu in the air, you can drop-jump from the edge and use thunder. You can vary the timing and get hit by the thunder at different heights. After that you can quick attack up to the ledge. Some interesting uses- if they are below you, and you hit them with it you can can get them under or into the the stage screwing them up. Also hitting them when they are coming up and they grab on to it, the thunder lasts long enough that it can sometimes hit them off of it. The thunder can create a wall that floaters (like rob) or gliders (like metaknight) have a hard time getting through. You can also slightly tilt onto the stage and thunder. the result is a small hop that lands on the stage, and then thunder comes down and barely hits you. For a while it can catch people completely off gaurd. And one other weird thing I noticed is that occasionally pikachu will jump really high. I have still not worked out how to do it consistently yet. Comment on this and post anymore interesting uses that you can use this for.
 

Osgiliath

Smash Apprentice
Joined
Nov 21, 2007
Messages
103
Location
Central California
Essentially this is like every other Thunder wall technique. The only reason this would get someone who wouldn't normally get hit by it (people who actually know how to air dodge effectively, or have enough jumps to avoid it left) is because it is a new twist on actually jumping off the stage, jumping back on the stage while simultaneously using thunder. Don't get me wrong, this can still be very effective. I have used this against top players in my city as well as top players on GameBattles.com. Something to consider, if you are actually recovering with an edge grab, and the opponent is going for a meteor smash, tap down, jump, and then immediately use thunder (before you reach the peak of your jump or else you'll fast fall to your death). This has seriously hurt players creating an instan KO if they make contact with you at high damage. ^^ Getting back to the point, good players will still be able to avoid this thunder unless you don't leave them any chances to return. Again for example, using Marth as an example, Marth has two options of recovering (his Up B sword rise thing, and his i think his neutral B where he flies through the air almost horizontally) When given the options of returning with both moves, if you do it too early, he'll simply float down avoiding the thunder and then recover with his Up B, if too late, he'll of already recovered with his side B.

Again anticipate their recovery, and try to leave them no option to return without painfully getting hurt.

Sorry for the long post.
 
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