Angiance
Smash Lord
Lots of editing\additions to be done here
#1 - Don't overuse F-Smash, it'll get countered
#2 - Don't use QA in aggression; use QA for safe positioning, recovery, and adorable mix-ups (only use it as an offensive mix-up when you see breaks in your opponent's defense)
#3 - F-Tilt (angled upwards) has a solid hit-box and is fairly quick, making it great for: canceling projectiles, clashing with other attacks, anti-air, and it also starts KOing after 150% if it's not too stale.
#4 - DON'T EVER PANIC D-SMASH. Defensive options: OoS SH N-Air (if the opponent is directly on top of Pika) , OoS SH U-Air (if the opponent is behind you), F-Roll (if the opponent is behind), OoS SH D-Air (if the opponent is going to come at Pikachu from a distance), or spotdodge
#5 - Don't F-Air and fastfall/move foward at the same time; Start F-Air and fastfall/move forward just as the hitbox is ready to come out.
#6 - Taunt after a KO because Chu's adorableness is like, perfect for taunting.
#7 - U-Air dominates the diagonal area in front of us as long as it's spaced to max range, use it for air control.
#8 - This is very important as a Pikachu, and you've heard it everywhere...DON'T. FORCE. THE. KO. U-Smash has absolutely abysmal after lag; N-Air's hit-box is the size of grain of salt; D-Smash couldn't KO if a baby fetus was playing as Bowser; Thunder is slower than a snail stuck in super glue-my point is...keep your momentum going and surprise your opponent with a KO move once they've made a mistake from being overwhelmed by Pikachu's speed; Just because your opponent is at KO percents, doesn't mean you drop your speed, start spamming Ganon-like moves, and become predictable/easy to punish; Pikachu's strongest point is his speed-and if you drop that speed, then what do you have...road kill, that's what you have
#9 - N-Air is Pikachu's safest KO option. KOing with N-Air: wait for an opening when the opponent is near the blast zone, if they're not close to the blast zone try saving it for when they ARE close to the blast zone, or around the edge. Rising N-Air is good for offstage KOing (it semi-walls, maybe). N-Air starts KOing at 140% frese, even earlier close to the blast zone.
#10 - Rapid Jab is extremely powerful when the opponent is at the very edge of a stage, plus it'll refresh most of Pikachu's attacks.
#11 - Pummel during a grab, it's important
Simple strategy: 0% - 50% = Pummel x1, 50% - 100% = Pummel x2, 100% - 999% = Pummel xX
#12 - After SH U-Air ends, fast-fall (unless N-Air is guaranteed), it'll leave Chu less vulnerable
#13 - Save SH D-Air for catching dodges
#14 - Skullbash is very good for air travel when Chu is extremely high up, it's a very useful way to escape an opponent trying to attack from below
#15 - D-Air's ground hitbox (the shockwave) comes out on frame 1, making it okay for breaking certain chains
#1 - Don't overuse F-Smash, it'll get countered
#2 - Don't use QA in aggression; use QA for safe positioning, recovery, and adorable mix-ups (only use it as an offensive mix-up when you see breaks in your opponent's defense)
#3 - F-Tilt (angled upwards) has a solid hit-box and is fairly quick, making it great for: canceling projectiles, clashing with other attacks, anti-air, and it also starts KOing after 150% if it's not too stale.
#4 - DON'T EVER PANIC D-SMASH. Defensive options: OoS SH N-Air (if the opponent is directly on top of Pika) , OoS SH U-Air (if the opponent is behind you), F-Roll (if the opponent is behind), OoS SH D-Air (if the opponent is going to come at Pikachu from a distance), or spotdodge
#5 - Don't F-Air and fastfall/move foward at the same time; Start F-Air and fastfall/move forward just as the hitbox is ready to come out.
#6 - Taunt after a KO because Chu's adorableness is like, perfect for taunting.
#7 - U-Air dominates the diagonal area in front of us as long as it's spaced to max range, use it for air control.
#8 - This is very important as a Pikachu, and you've heard it everywhere...DON'T. FORCE. THE. KO. U-Smash has absolutely abysmal after lag; N-Air's hit-box is the size of grain of salt; D-Smash couldn't KO if a baby fetus was playing as Bowser; Thunder is slower than a snail stuck in super glue-my point is...keep your momentum going and surprise your opponent with a KO move once they've made a mistake from being overwhelmed by Pikachu's speed; Just because your opponent is at KO percents, doesn't mean you drop your speed, start spamming Ganon-like moves, and become predictable/easy to punish; Pikachu's strongest point is his speed-and if you drop that speed, then what do you have...road kill, that's what you have
#9 - N-Air is Pikachu's safest KO option. KOing with N-Air: wait for an opening when the opponent is near the blast zone, if they're not close to the blast zone try saving it for when they ARE close to the blast zone, or around the edge. Rising N-Air is good for offstage KOing (it semi-walls, maybe). N-Air starts KOing at 140% frese, even earlier close to the blast zone.
#10 - Rapid Jab is extremely powerful when the opponent is at the very edge of a stage, plus it'll refresh most of Pikachu's attacks.
#11 - Pummel during a grab, it's important
Simple strategy: 0% - 50% = Pummel x1, 50% - 100% = Pummel x2, 100% - 999% = Pummel xX
#12 - After SH U-Air ends, fast-fall (unless N-Air is guaranteed), it'll leave Chu less vulnerable
#13 - Save SH D-Air for catching dodges
#14 - Skullbash is very good for air travel when Chu is extremely high up, it's a very useful way to escape an opponent trying to attack from below
#15 - D-Air's ground hitbox (the shockwave) comes out on frame 1, making it okay for breaking certain chains
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