All data from US demo.
Replication Instructions:
Replication Instructions:
- Go into Group mode.
- Select and computer player with any level
- Select either form of battlefield. We won't actually be going there, we're going into training.
- Die. Upon respawning, do not touch Sandbag, but move all the way to the right edge, until rolling becomes ineffective.
- Use Thundershock (I refuse to call it Thunder Jolt) 7 times. Die again.
- As you're respawning from the spawn platform, jump, and don't touch the Control Stick until you hit the ground.
- You're now set to do some hardcore-range testing for Pikachu.
- Use D-Tilt and Jabs to space things properly. Keep in mind that the damage counter shows how much damage sandbag has, and that he goes back down to 0 after 4 seconds. For ease of clarification, indicate when consecutive hits are used to mitigate the errors that can be introduced with knockback that scales with damage.
- When you're done testing a move or you mess up, kill sand bag, restart from step 4.
- There are two hitboxes in Pikachu's jab: The farthest does 1 damage, located 7 non-consecutive jabs away from spawn (that is, if you jab 7 times after step 7, your next jab will do 1 damage.) The other hitbox does 2 damage.
- The edge of Critical Thunder (The hitbox that surrounds Pikachu) lies between the 7th non-consecutive jab and the 8th. Essentially, if your jab is doing 1 damage, Thunder will not land a Crit. Good luck reaching this conclusion mid-fight.
- Uncharged Skullbash seems to be stronger (Doing 10% instead of 7%) if the control stick is smashed instead of merely tilted. It also goes slightly further. The difference is not noticable when fully-charged. (tested by standing on the far-right ledge, doing a skull bash right after a dodge for the "tilt" version)
- The amount of time a Thundershock spends in the air seems to have no impact on how long it lasts on the ground. Therefore, the higher a Thundershock starts, the further it goes. By jumping into a Thunder, then double-jumping into another Thunder, Pikachu obtains maximum height that can be reached without Quick Attack and a single Thundershock gains enough range to cover about 3/4ths of Final Destination, wheras on ground, it just barely covers half. Though the situations in which you'll actually need to use the former are minimal, I can't stress the importance of full-hop Thundershock, since it not only increases the range, but gives Pikachu some nice aerial mobility. Tested by standing on the far-right ledge.