M15t3R E
Smash Master
So you know how to use Pikachu's moveset in Smash 4, but do you know how to employ Pikachu's miriad of mindgames?
I will list examples of mindgames with the yellow mouse so that you can wield the power of Thor and the wisdom of Odin.
I'll be as articulate as I can be. Please add to this list:
Thunder: (1) Off-stage, this move can be used as a guaranteed win-win situation and it is completely safe. Throw out a thunder wall as your opponent is recovering to the stage above it. They will most likely wait out the thunder. As they do, they sacrifice their option to recover as high while moving to a range in which you can jump up and catch them. Or, if thunder hits them, that works too.
(2) Another use for thunder is when you are on the ledge and the opponent is near the edge waiting for you to make your way back on-stage. Jump underneath the stage and thunder. The upper part of the bolt near the cloud will pass through platforms and stages and break your fall as normal.
Quick Attack: (1) As this can be used for zoning, defensive play, and for offensive play it is naturally a great mix-up. Every now and then be sure to QA into the opponent which can begin a combo or enable you to claim stage control. Sometimes before QA'ing through them I like to QA a couple times a safe distance from the opponent, taunting them in a sense. Then when I QA through them they don't see it coming.
(2) It is good to mix-up the way you recover. Don't just use skull bash or recover low with a quick attack all the time. I like to make the opponent think I am going to recover low and then recover on-stage with Quick Attack, or vice-versa.
(3) You may be surprised at this one but I have had success in using QA and landing a small distance away from my opponent, watching them rush in only to run right into my down smash.
Thunder jolt: The classic mindgame, at least for me. Including my years playing Brawl Pikachu, I cannot tell you how many times I have mixed up my gameplay from aggressive to campy using these blue balls of death, then aggressive again as I travel alongside the t-jolt and grab them as they shield it.
Skull bash: Yes, skull bash. Instead of just predictably recovering to the edge with skull bash, observe if your opponent is hanging on top of the ledge while waiting for your return. If so, skull bash into the upper part of the ledge, and if your opponent is too close you'll hit them and proceed to safely grab the edge.
Dair: Hang on top of the ledge just outside of the opponent's ledge attack range. When they get up, move a step back and use a SH dair (even if it's not a ledge attack).
Jab: Yep, jab. If you find yourself locked in a spotdodge staredown, instead of continuing to spotdodge each other's grabs and whatnot, throw out some jabs. This will hit the opponent after the spotdodge invincibility frames end.
Grab: Zoning and waiting for your opponent to give you an opening is typically super effective against any type of opponent. Rush in with a quick grab or pivot grab at the right moment. Mix up these approaches with aerials as well and throw out empty aerials at a safe distance to make your opponent wonder whether you are trying to be aggressive or defensive.
That's all I can think of at the moment. Please add to this list. Let's all make each other the very best like no one ever was!
I will list examples of mindgames with the yellow mouse so that you can wield the power of Thor and the wisdom of Odin.
I'll be as articulate as I can be. Please add to this list:
Thunder: (1) Off-stage, this move can be used as a guaranteed win-win situation and it is completely safe. Throw out a thunder wall as your opponent is recovering to the stage above it. They will most likely wait out the thunder. As they do, they sacrifice their option to recover as high while moving to a range in which you can jump up and catch them. Or, if thunder hits them, that works too.
(2) Another use for thunder is when you are on the ledge and the opponent is near the edge waiting for you to make your way back on-stage. Jump underneath the stage and thunder. The upper part of the bolt near the cloud will pass through platforms and stages and break your fall as normal.
Quick Attack: (1) As this can be used for zoning, defensive play, and for offensive play it is naturally a great mix-up. Every now and then be sure to QA into the opponent which can begin a combo or enable you to claim stage control. Sometimes before QA'ing through them I like to QA a couple times a safe distance from the opponent, taunting them in a sense. Then when I QA through them they don't see it coming.
(2) It is good to mix-up the way you recover. Don't just use skull bash or recover low with a quick attack all the time. I like to make the opponent think I am going to recover low and then recover on-stage with Quick Attack, or vice-versa.
(3) You may be surprised at this one but I have had success in using QA and landing a small distance away from my opponent, watching them rush in only to run right into my down smash.
Thunder jolt: The classic mindgame, at least for me. Including my years playing Brawl Pikachu, I cannot tell you how many times I have mixed up my gameplay from aggressive to campy using these blue balls of death, then aggressive again as I travel alongside the t-jolt and grab them as they shield it.
Skull bash: Yes, skull bash. Instead of just predictably recovering to the edge with skull bash, observe if your opponent is hanging on top of the ledge while waiting for your return. If so, skull bash into the upper part of the ledge, and if your opponent is too close you'll hit them and proceed to safely grab the edge.
Dair: Hang on top of the ledge just outside of the opponent's ledge attack range. When they get up, move a step back and use a SH dair (even if it's not a ledge attack).
Jab: Yep, jab. If you find yourself locked in a spotdodge staredown, instead of continuing to spotdodge each other's grabs and whatnot, throw out some jabs. This will hit the opponent after the spotdodge invincibility frames end.
Grab: Zoning and waiting for your opponent to give you an opening is typically super effective against any type of opponent. Rush in with a quick grab or pivot grab at the right moment. Mix up these approaches with aerials as well and throw out empty aerials at a safe distance to make your opponent wonder whether you are trying to be aggressive or defensive.
That's all I can think of at the moment. Please add to this list. Let's all make each other the very best like no one ever was!
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