Redesigning/Rebalancing Pichu

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Aug 9, 2015
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#1
Mini-Redesign/Rebalance Threads

:ultmario: Mario

:ultdk: Donkey Kong

:ultkirby: Kirby

:ultbrawler: Mii Brawler
I said I would do a heavyweight next, but I just need to get this one out there quick, because I have strong feelings about the joke character of Smash, and how to make them, you know... NOT a joke character. Plus, with Pichu being decoupled from Pikachu in Ultimate, similar to Roy, I get a bit more creative freedom to do what I wish to make this fighter unique lol.

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Like with all of my "rebalancing" exercises, I will showcase what I believe the character's purposes should be overall, as well as the strengths and weaknesses they should have.

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Pichu:ultpichu:

Purpose: Trickster/Harasser/Hit and run/High risk

Strengths should be:

Extremely high overall speed
Potent mid range projectiles
Hard to chase
Disables


Weaknesses should be:

Easy to juggle
Easy to kill
Trades health to harass
Very low range

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As always, some general statistics to go through for the masochistic mouse. And also like always, most of this will be going through universal changes I would do for all characters, with only some comparative values for where Pichu fairs here.

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General Statistics::ultpichu:

  • Low weight
    • (Note that weight difference should be much tighter overall, so Pichu will definitely get a weight buff)
  • High walk speed
  • Very high run speed
    • (Walk speed and run speed would be more compacted for the slowest and fastest characters)
  • Average horizontal airspeed
  • Standardized first jump
    • (All first jumps for all characters will be the same height: around 80% the height of the top platform in Battlefield)
  • Average double jump height
    • (Baseline for double jump will be lower than it is now, but varied between characters: Pichu's new jump height would be about 70% of his current double jump height in Melee)
  • Below average fall speed
    • (Fall speed across the board should be increased, so Pichu's would too)
  • Wall Jump (All characters will be able to wall jump, but not all can wall cling)
  • Average roll distance
    • (All characters will have the same frame data on rolls, with the only real variance between them being distance)
  • Below average shield health
    • (Shield health would now differ between characters, with the baseline being 100 shield health. Pichu's would have 85)
  • Can crawl

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Not too much to change in this respect, other than noting Pichu can crawl, but that's added in Ultimate already. Still, I would've added it regardless, but whatever. You'll notice that Pichu's air movement is rather average, while the ground movement is fast. This is to give it the juggling weakness it has mostly. It also has slightly below average shield health to signify its high risk nature when paired with its low range. And despite its blinding speeds, it would have only an average roll distance, since it's not meant to escape disadvantage any easier than anyone else, just not get into it in the first place easier.

Again, not too complicated or different. But wait until the moves...

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:GCA: Jab:

  • Extremely quick headbutt forward. Will slightly scoot forward with each jab. Causes slight damage to Pichu
    • Jab will scoot shielded opponents with Pichu
  • Obscenely low startup
  • Obscenely low endlag
  • Safe on shield
  • Extremely low shield damage
  • High priority
  • Knockback is at the Sakurai angle
  • Can do about 5 jabs per second
  • Approximate damage numbers: 0.9%
  • Approximate self damage numbers: 0.1%

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A simple move with many applications. Because of the extremely high amount of jabs that can be done, as well as the high priority, this move can be used as a niche anti-approach tool for shorter range characters to stay away from Pichu. In addition, it has the cool little effect of scooting Pichu along the ground in the process, giving a hitbox while moving, which helps with short range approaches should it require them. And because it is such a low endlag move, it can quickly change game plans whenever. The only caveat is the self damage, but considering it will do a measly 0.5% damage to Pichu every straight second of using it for all of this utility AND being safe on shield AND pushing shielded opponents, I think it's well worth it.

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:GCR::GCA: FTilt:

  • Stands on its forelegs and scrapes the ground behind it with its foot. Causes guaranteed tripping on grounded opponents. Deals slight damage to Pichu
    • Low range
  • Very low startup
  • Above average endlag
  • Safe on shield
  • Average shield damage
  • Knockback on aerial opponents is upwards at 55 degrees
  • High hitstun on aerial opponents
  • Approximate damage numbers: 6.5%
  • Approximate kill times:
    • Aerial opponents: 175%
  • Approximate self damage numbers: 0.7%

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The new FTilt from Ultimate here. Everyone has gotten hype over this buffed move, and I think it can further a strength of Pichu's as a disabler. It has high endlag for such a short range move, but guaranteed tripping is nothing to scoff at. It is also safe on shield and deals average shield damage. Not much else to say really other than what the move clearly shows in Ultimate.

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:GCU::GCA: UTilt:

  • New move: Does an electrified kickflip. Has intangibility on the foot. Causes slight damage to Pichu
    • Has blindspots on either side of Pichu
  • Low range
  • Above average priority
  • Low startup
  • Below average endlag
  • Barely safe on shield
  • Average shield damage
  • Knockback is upwards behind Pichu at 105 degrees
  • Base knockback is low to allow for combos
  • Approximate damage numbers: 7.0%
  • Approximate kill time: 250%
  • Approximate self damage numbers: 0.2%

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A pretty simple move where Pichu can stop some aerial pressure from above as well as juggle and combo. Has blind spots that will be covered by USmash instead for aerial protection, but has intangibility on the foot to give it some relative safety. Overall just a combo move for the air. Nothing special really.

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:GCD::GCA: DTilt:

  • New move: Circles across the ground twice in quick succession, leading itself back to where it started the move. If angled, Pichu's circle slide and destination after will be changed. Slight self damage to Pichu
    • No angle: Pichu will slide itself a Pichu's width in front for the hit and end up back to where it was before the move
    • Forward-Down: Pichu will slide itself a Pichu's width in front for the hit and end up in a mirrored position of where it was when it started the move
    • Back-Down: Pichu will slide itself where it is standing for the hit and end up a Pichu's width backwards from where it started the move
  • Below average startup
  • Very low endlag
  • Barely unsafe on shield
  • Average shield damage
  • Knockback is upwards at 75 degrees
  • Base knockback is very low to allow for combos
  • Average priority
  • Approximate damage numbers:
    • First hit: 2.0%
    • Second hit: 3.2%
  • Approximate kill times:
    • Second hit: 200%
  • Approximate self damage numbers:
    • First hit: 0.1%
    • Second hit: 0.3%

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So this is a derivative of what it does in Melee as is, but I decided to give it a huge increase in control. Because of these angles, it can allow Pichu to retreat with the move or even crossup the opponent, making Pichu even more unpredictable and tricky to deal with, fitting its purpose as trickster and harasser. As a downside, it will hurt itself, but not by too much for what this move is worth. It is "unsafe on shield", but with how Pichu slides back, it might as well be actually safe, it can combo into other moves easily if it hits, and it does a respectable amount of damage for how much power it gives.

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:GCR::GCR::GCA: Dash Attack:

  • New move: Twirls forward while electrified similar to Skull Bash, hitting enemies up to 5 times. Causes damage to Pichu. Destroys projectiles throughout the move
    • (Projectile destruction is a universal aspect of all dash attacks)
    • When hitting a shield or enemy, will bounce off on the final hit
      • When hitting a shield, will bounce backwards
      • When hitting an enemy, will bounce forward
      • Will be able to do another action when at the apex of this bounce
  • Below average startup
  • High endlag when missing
  • Low endlag when hitting
  • Safe on shield
  • Above average shield damage
  • Knockback is sideways at 35 degrees
  • Approximate damage numbers:
    • Multihit: 1.8% * 4
    • Final hit: 4.0%
    • Total: 11.2%
  • Approximate kill times:
    • Final hit: 125%
  • Approximate self damage numbers:
    • Multihit: 0.2 * 5
    • Total: 1.0%

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So you thought "high risk" meant only based on his self damage? Well yes... but this particular move has some risk if you miss with high endlag. However, it you hit, you can followup in the air in many ways due to the high shieldstun. As a bonus, it does quite a bit of shield damage too. It also can kill at a respectable percent, and all at the cost of 1% damage? I think this can be worth it.

Oh, and like always, destroys projectiles throughout the move. But since this is supposed to replace Skull Bash as an approach tool, this move will most likely go quite far forward.

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:GCCR: FSmash:

  • Shoots blue sparks out of its cheeks, creating a ball of electricity in front of it that hits 6 times. Has a body hitbox. Causes damage to Pichu
  • Long range for Pichu
  • Transcendent priority on ball of electricity
  • Long lasting hitbox
  • Barely safe on shield
  • Very high shield damage
  • Knockback is sideways at 40 degrees
  • Above average startup
  • Average endlag
  • Approximate damage numbers:
    • Multihit: 1.2%-1.7% * 5
    • Final hit: 5.0%-7.0%
    • Total: 11.0%-15.4%
    • Body: 6.0%
  • Approximate kill times:
    • Final hit: 120%-90%
    • Body: 145%-115%
  • Approximate self damage:
    • Multihit: 0.4% * 6
    • Total: 2.4%

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Pretty much the same forward smash it has in Melee, except the multihits would actually work obviously. It deals less damage and kills later, and the self damage is a tiny bit higher, but it makes up for it in a long lasting hitbox and high shield damage, as well as being one of the few forward smashes that is completely safe on shield, if only by a small amount. Additionally, Pichu's body is now a hitbox, making it even good from behind, at least a bit.

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:GCCU: USmash:

  • Headbutts the air. Causes damage to Pichu
    • Head hits both sides of Pichu
  • Below average startup
  • Below average endlag
  • Barely safe on shield
  • Low shield damage
  • Average priority
  • Knockback is upwards at 80 degrees
  • Approximate damage numbers: 9.6%-13.4%
  • Approximate kill time: 140%-115%
  • Approximate self damage: 1.7%

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The safest smash attack ever conceived. It has fast startup and fast endlag, so it is hard to whiff punish, it is safe on shield, if only by a little, allowing for shield pressure of sorts, and it hits both sides of Pichu, making it a functional DSmash too. Don't worry, DSmash is going to be retooled for a specific purpose, but you can clearly see the versatility of this move. The downside to it is the high self damage compared to the low kill power and damage, at least for a smash attack, so this will mostly be a strong threatening tool used in the neutral, if only rarely.

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:GCCD: DSmash:

  • New move: Fully engulfs in electricity and flails in a circular motion in an area. Has full invincibility throughout the move. Has six hitboxes that gradually get weaker as the move goes on. Causes damage to Pichu
    • These hitboxes spawn on the side where Pichu's head is
      • The first hitbox spawns in front, then later in the back, then the front side again, but weaker and so on
  • High range for Pichu
  • Very fast startup
  • Transcendent priority
  • Low endlag
  • Low shield damage
  • Unsafe on shield
  • Knockback is sideways at 25 degrees
  • Approximate damage numbers:
    • First hitbox: 14.0%-19.6%
    • Second hitbox: 13.0%-18.2%
    • Third hitbox: 10.0%-14.0%
    • Fourth hitbox: 9.0%-12.6
    • Fifth hitbox: 6.0%-8.4%
    • Sixth hitbox: 5.0%-7.0%
  • Approximate kill times:
    • First hitbox: 150%-120%
    • Second hitbox: 135%-105%
    • Third hitbox: 170%-140%
    • Fourth hitbox: 170%-140%
    • Fifth hitbox: 180%-150%
    • Sixth hitbox: 180%-150%
  • Approximate self damage numbers: 0.3% * 6
    • Total: 1.8%

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I decided to repurpose the Down Smash as a sort of quick invincibility dodge for Pichu. Because of the lingering time this goes on, it would be very open to counterattack. Luckily, Pichu actually spreads out the hitbox quite a bit, so it's not Rest levels of open. Because of how long the invincibility lasts, this could be used as a niche tool to dodge projectiles or even dodge smashes or shield pressure. Of course it's still a big risk, but that's what Pichu does.

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:GCX::GCA: NAir:

  • New move: Electrifies itself and somersaults, hitting 4 times. Will auto lock the enemy that is caught to Pichu's trajectory. Causes damage to Pichu
    • Can SDI slightly
  • Extremely high priority
  • Very low startup
  • Very low endlag
  • Very low landing lag
  • Barely unsafe on shield
  • Low shield damage
  • Has set knockback on final hit very close to Pichu
  • Approximate damage numbers:
    • Multihit: 2.9% * 4
    • Total: 11.6%
  • Approximate self damage:
    • Multihit: 0.4% * 4
    • Total: 1.6%
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Not REALLY a new move other than the multihit and the self damage added. The animation would still be about the same, as well as the strengths. An absolutely ridicluously lagless move with quite a bit of damage AND set knockback with the low lag meaning guaranteed followups only stopped by SDI. Yes please! The only downsides are the fact this causes some disadvantage on shield and the fact that the amount of self damage is quite high. So this will be used sparingly, but will mostly be done for approach and out of shield.

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:GCX::GCR::GCA:FAir:

  • New move: Quickly frontflips, whipping its electrified tail above and in front of itself. Has an early and late hitbox. Causes slight damage to Pichu
  • Fast startup
  • Average priority
  • Average endlag
  • Low landing lag
  • Knockback on early hitbox is sideways at 40 degrees
  • Knockback on late hitbox is downward at 330 degrees
  • Safe on shield
  • Average shield damage
  • Base knockback is average to cause tech chases and stage control
  • Approximate damage numbers:
    • Early hitbox: 4.7%
    • Late hitbox: 6.2%
  • Approximate kill times:
    • Early: 230%
    • Late: 170%
  • Approximate self damage numbers: 0.3%

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An odd move similar to the reworked FAir from Dedede from my other thread (if anyone even bothered to look) where the early point of Pichu's tail being above it knocks back at a completely different angle. On top of that, the late hitbox does more damage and knockback, reversing the usual dynamic of these types of moves, encouraging this to be used more as a landing tool against shields, since the landing lag is super low and it is overall safe on shield.

The late hitbox does an angle similar to Ryu's DAir, but does not count as a spike. It can be used to edgeguard and force the enemy to recover low, or to cause a tech on stage or a stage bounce at higher percents. Overall a useful general move.

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:GCX::GCL::GCA: BAir:

  • New move: Electrifies its tail and legs and does a forceful horse style buck behind it. Causes slight damage to Pichu
  • Average priority
  • Average startup
  • Average endlag
  • Average landing lag
  • Barely safe on shield
  • Average shield damage
  • Knockback is upwards at 50 degrees
  • Approximate damage numbers: 9.2%
  • Approximate kill time: 120%
  • Approximate self damage numbers: 0.4%

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Another differentiation of Pikachu, this is a more traditional killing BAir. It is quite a bit slower in terms of startup than all of the other aerials for that reason. It also has average landing lag whereas the ones so far have been pretty fast. It is safe on shield though, so hitting shields in neutral is feasible. Otherwise, it is more or less the usual BAir, which is good in this case because Pichu has a lack of kill moves I feel throughout this redesign.

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:GCX::GCU::GCA: UAir:

  • Backflips while whipping its electrified tail upwards. Causes slight damage to Pichu
    • Low range
  • High priority
  • Very fast startup
  • Low endlag
  • Low landing lag
  • Knockback is upwards at 85 degrees
  • Base knockback low to allow for combos
  • Low shield damage
  • Safe on shield
  • Approximate damage numbers: 4.0%
  • Approximate kill time: 330%
  • Approximate self damage: 0.2%
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Not too flashy of a move. Unlike the frontflip FAir, the backflip UAir is mostly for juggling with a slight amount of sharking if Pichu can whiff punish correctly or go against low priority fighters despite its low range. Not much risk, but not much reward either. Pretty basic move honestly.

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:GCX::GCD::GCA: DAir:

  • New move: Quickly electrifies its cheeks and falls headfirst, shooting a very short range surge pointing below it. If landing, will cause a wide shockwave that paralyzes and damages nearby opponents. Causes damage to Pichu
    • Paralysis increases based on damage of the opponent
    • Paralyzed enemies take 50% knockback
    • Minimum paralysis time is 1.3 seconds
    • Maximum paralysis time is 2.6 seconds
    • Shockwave is about 1.5 Pichu widths on both sides
  • Very low startup
  • Average endlag
  • Above average landing lag
  • Average priority
  • Unsafe on shield
  • High shield damage on head
  • Above average shield damage on shockwave
  • Knockback is at the Sakurai angle
  • Approximate damage numbers:
    • Head: 12.9%
    • Shockwave: 8.0%
  • Approximate kill times:
    • Head: 160%
  • Approximate self damage numbers: 1.1%

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Yet another new move to differentiate from Pikachu, but this one has a niche, yet ridiculously funny addition. First off, it is no longer a lingering hitbox, but it has a very low startup. Why? Because it now causes a shockwave that paralyzes the enemy a la Zero Suit's blaster on impact. So add these two together and it makes Pichu's landing a gamble for the enemy. Since it's so fast, it can stuff out approaches on Pichu's landing by quickly DAir'ing into the ground to stop them. But it also creates a tomahawk grab scenario where Pichu can simply land without DAir and grab the shielding opponent. The point of it is to give Pichu a risky, yet hilariously rewarding landing tool that the enemy can't really read until the landing actually happens, unlike stall-then-falls.

As for aerial usage, it simply is a move that launches upwards, but it is the most damaging of Pichu's aerials, so it can still be used in the air normally. Plus, the low startup makes it a good combo ender.

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:GCB: Neutral-B:

  • New move: Charge Beam: After a short delay, will continuously discharge electricity in a medium range beam that can reflect off of platforms and surfaces and be slowly aimed around Pichu. Will constantly cry and hurt itself in the process. Every time this beam hits an enemy, it will give Pichu more damage on its moves via a charge meter. Does not cause hitstun.
    • Charge meter gives a maximum of 80% extra damage
    • Charge meter will constantly deplete at a slow rate, lowering the bonus as it does
      • At max charge, takes around 10 seconds to fully deplete
      • Charge meter depletion will be paused while Charge Beam is being used
    • Beam can rotate at a speed of about 1 revolution every 1.8 seconds
    • Beam is about as thick as 1.5 Pichu widths
    • Drastically reduces fall speed while shooting the beam
    • Will still gain charge through shields, but cause no damage
  • High startup
    • Beam's initial trajectory can be changed during the startup
  • Above average endlag
  • No shield damage
  • Approximate damage numbers:
    • 0.6% per 0.1 seconds
      • Damage per second: 6.0%
    • Charge meter rate: 2% charge per 0.1 seconds
      • Max charge would be given with 5 seconds of continuous damage
  • Approximate self damage:
    • 0.2% per 0.1 seconds
      • Self damage per second: 2.0%

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Like I said, creative freedoms. :p

This move is a unique "projectile" that can bounce off of platforms and walls and has respectable range, making it great for harassing the enemy from unusual angles. And while it deals no hitstun whatsoever in order to not be too over the top, every time an enemy passes through, it will give some charge to Pichu, granting it immense power on its usually low damage moves and furthering its hit and run nature immensely. However, this charge will deplete gradually while Charge Beam is not in use, so you won't have too much time to make use of it. Because of this, this move is more a special tool for stage control, since the ease of aiming the beam and the linearity of recoveries in a lot of cases means Pichu can freely rack up damage and more charge meter on an offstage enemy. This is further supplemented by the low falling speed when used in midair, which also makes Pichu's recovery slightly more unpredictable.

Not to mention the bouncing around platforms makes this move potentially super crazy for discouraging approach to Pichu or even encouraging reckless approach. This is what it means to be a trickster and harasser, which I think suits Pichu well and this move does it well too.

However, this is Pichu we are talking about, so while he is shooting this beam out of his little body, he starts bawling his eyes out from the pain. :c This self damage is rather low in short bursts, but can quickly rack up. However, the enemy takes far more damage and the beam can be aimed in a respectable speed to catch even quick characters at a range, so make sure to trade favorably. Remember, even Charge Beam would get the damage bonus from itself. ;)

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:GCL::GCB::GCR: Side-B:

  • New move: Thunder Wave: Shoots an unstable ball of electricity that slowly travels alongside the ground and onto walls and ceilings in wide arcs. When hitting an enemy or after a certain amount of time, it will discharge, causing any enemy in the radius to be stunned. Can be angled by up to 45 degrees up or down. Causes self damage to Pichu
    • Deals no damage
    • Stunned enemies take 50% knockback
    • Stun time increases based on damage of the opponent
      • Stun time minimum is 0.8 seconds
      • Stun time maximum is 2 seconds
    • Takes about 3 seconds to discharge
  • Very low startup
  • Low endlag
  • No shield damage
  • Approximate self damage: 0.9%

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Yet another new move, though this is admittedly more like Pikachu's Thunder Wave custom move in Smash 4. It's a simple, semi-spammable projectile that stuns for a short duration. It gives less knockback to stunned enemies, so it's more used for damage racking than killing. However, a cool detail is it can be angled, allowing it to start on platform bottoms or even shoot upwards towards a ledge when Pichu is recovering low. Not much else to say about this one. Pretty self explanatory.

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:GCU::GCB: Up-B:

  • New move: Volt Switch: Shoots out a fast chakram of electricity in a direction and pauses in "standby mode". Can damage enemies and will bounce off in the direction Pichu chooses while it is still in "standby" when hitting either an enemy or terrain. Hitting the special button during standby will cause Pichu to turn invincible and follow the chakram's path, damaging enemies along the way. Can choose not to teleport to the chakram by hitting the dodge/shield button. Causes self damage to Pichu twice; once when shooting the chakram, and again when teleporting to it.
    • Chakram lasts for about 2 seconds
    • Does not cause helplessness
  • Average startup
    • Can control the initial angle of the chakram during this startup
  • Average endlag
  • Average shield damage on chakram
    • Below average shield damage on pursuit followup
  • Approximate damage numbers:
    • Chakram: 5.0%
    • Pursuit: 6.0%
  • Approximate kill times:
    • Chakram: 180%
    • Pursuit: 140%
  • Approximate self damage numbers:
    • Chakram shot: 1.5%
    • Pursuit followup: 1.4%

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Yet another new move, and it's yet another projectile. And in case you are wondering why this move has a chakram involved, it's based on its Gen 6 and 7 look. This works sort of like Agility does, except the different directions depend on what the chakram projectile hits, and you have to press the special button again to actually recover. Because of this two part system, simply shooting the chakram out to zone is actually sometimes a good idea, and since it is cancelable with a dodge, it can still cause some problems for fighters trying to directly fight with Pichu. Of course, with Pichu's self damage comes two instances of it on shooting the chakram and following it, so sometimes teleporting to the chakram is not the best idea to do often. However, the followup can actually KO opponents at a respectable percent, so it is still something to be feared in the mid game

You might notice a motif with these new special moves involving a lot of bouncing. Well I think a Pokemon that has unstable electricity should have very "unstable" and unruly pathings for their moves. It helps in the harassment department as well and makes actually fighting Pichu directly very hard. However, I wouldn't classify Pichu as a zoner due to the high risk involved with its projectiles causing heavy damage to itself if spammed. However, I think the Pichu enthusiasts will like this next move...

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:GCD::GCB: Down-B:

  • New move: Wish: Pichu will create a buff in the form of shining stars around it. After a timer has counted down, Pichu will heal itself. Enemies that hit Pichu will take this shining star buff away and steal it for themselves. Any enemy or ally, including Pichu can steal this buff back. This stealing does not reset the timer. Every time the buff is stolen, the healing it will grant is amplified. Cannot use this move while a Wish is active until said Wish is over
    • Wish buff lasts for 12 seconds before healing
    • If no damage is done to an enemy in 4 seconds of getting the Wish buff, it will automatically disappear and give no healing. This is regardless of who has it
  • Average startup
  • Extremely low endlag
  • Approximate heal numbers:
    • Base heal: 13.0%
    • Healing added for every steal: 4.8%

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Welcome to the counteraction of Pichu's incessant need to hurt itself, because now it has a self heal. But the catch is that this self buff is not only on a huge delay, but that it can be stolen by hitting Pichu, and vice versa. And all the while between these thefts, the healing done will be amplified to crazy amounts. Naturally, Pichu will want to run away using its obscene movespeed.

However, I've made a caveat where if Pichu goes 4 seconds without dealing damage to an enemy in some way, it will lose the Wish buff entirely and get nothing. But this same caveat goes for the enemy, meaning even if it is stolen by Pichu, the Pichu player can use his crazy amount of speed to deny the enemy this greatest of gifts. However, considering the healing grows so much, if Pichu steals it back, he will get almost twice the healing, thus encouraging him to take it back as well as let it go, depending on how badly they need the heal.

And so in this one move, a cat and mouse (HAHA) game emerges between the two or more fighters. Trying desperately to be the last one holding that buff before the 12 seconds is up. But because of Pichu's attributes, nimbleness, and potent poking projectiles, he will still have the favorable outcome in this endeavor, as well as the favorable choice of letting the buff wear off to refresh it anew.

I think this is a super cool and inventive move that will change the dynamics of matches by a large margin. Hopefully people like it. :)

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:GCZ: Grab and Pummel:

  • Very low range melee grab
  • Fast standardized grab frame data
    • (There would be three standardized frame data "rankings" for melee grabs)
      • (Fast: 6 frame standing grab, 8 frame dash grab, 9 frame pivot grab)
      • (Average: 9 frame standing grab, 11 frame dash grab, 12 frame pivot grab)
      • (Slow: 12 frame standing grab, 14 frame dash grab, 15 frame pivot grab)
  • Approximate pummel damage numbers: 1.7%
  • Approximate pummel speed: 0.3 seconds
  • Approximate self damage numbers: 0.2%

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So with Pichu's low range comes a faster than average grab. Usually I give the faster frame data to special cases like grapplers, but Pichu's an exception because of the dynamic of hurting itself when it hits enemy shields with attacks. In order to give it a fair chance against shields and not have it as a weakness, I would give it the faster grab. It's pummel would still hurt it, but at the expense of being one of the most damaging pummels in the game.

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:GCZ::GCR: FThrow:

  • New move: Electrocutes its cheeks and flails towards the opponent, causing them to be paralyzed. Causes damage to Pichu
    • Paralysis lasts longer the more damage the enemy has
    • Minimum time for paralysis is 0.6 seconds
    • Maximum time for paralysis is 1.2 seconds
    • Paralyzed opponents take 50% less knockback
  • Low endlag
  • Approximate damage numbers: 4.0%
  • Approximate self damage numbers: 0.3%

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Even more disabling power for Pichu is welcome I think. This is the damage racking throw because of the short paralysis duration. Besides causing paralysis, a pretty unremarkable move.

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:GCZ::GCL: BThrow:

  • Somersaults multiple times with the enemy held, then launches them backward. Causes slight damage to Pichu
  • Very low endlag
  • Knockback is sideways behind Pichu at 145 degrees
  • Base knockback high to be for stage control
  • Approximate damage numbers: 8.0%
  • Approximate kill time: 165%
  • Approximate self damage numbers: 0.1%

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A potential kill throw, but besides that is used for stage control and not much else. Does the most damage of Pichu's throws with the lowest self damage.

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:GCZ::GCU: UThrow:

  • New move: Stands on its forelegs and bucks the opponent upward. Causes slight damage to Pichu
  • Very low endlag
  • Knockback is exactly upwards at 90 degrees
  • Base knockback is low to encourage combos
  • Approximate damage numbers: 6.2%
  • Approximate kill time: 220%
  • Approximate self damage numbers: 0.2%

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Does the same effect as the old Up Throw, just with a new animation. The designated combo throw, and not involving stun, meaning you can potentially combo into a kill move if the opponent DI's badly.

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:GCZ::GCD: DThrow:

  • Body slams the opponent on the ground. Causes slight damage to Pichu
  • Low endlag
  • Knockback is sideways at 350 degrees as a semi-spike
  • Base knockback high for stage control
  • Approximate damage numbers:
    • First hit: 2.0%
    • Second hit: 3.5%
    • Total: 5.5%
  • Approximate kill time: 190%
  • Approximate self damage numbers: 0.1%

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A semi-spiking grab for unorthodox stage control. Not the best at killing and mostly used for spacing if not near an edge

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Already done... I'm working faster on these than I thought.
 
Last edited:
Joined
Aug 9, 2015
Messages
549
#2
Hey guys. Finally done with this one. I told myself it would be quick and I was right lol. This was the fastest I came up with a moveset for any of the characters here, but that's because Pichu isn't very complicated to get right. Really the main problem is gauging the self damage with the usefulness of the move. That and the special moves being different, but honestly I had those in my head for a while now...

Hopefully the Pichu mains like these ideas for not making the character a joke. No character should be a joke character imo, so I see this thread as more cathartic than the others. ;)
 

banana29

Smash Cadet
Joined
Jan 8, 2016
Messages
45
#3
I would like just one simple change:

Pichu keeps his self-damage mechanic but in return, he does more damage than Pikachu for his electric attacks
 

Grump

Smash Apprentice
Joined
Mar 15, 2008
Messages
131
Location
Florida
#4
I’m not sure he’s going to be a joke character. Pichu definitely has the tools to hold his own, at least this early in the meta.
 
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