Ok Derf.MW's brief description of the top 8 MUs (Will work on the rest of the cast later)
THIS TIME: SHEIK
1. Fox
:
--Stages of Choice:--
1. FD:
this is your number 1 choice against fox. High ceilings, no platforms, you CG game is unstoppable, combos for days, etc.
2. BF:
The platforms are perfect for you here, it's small enough that you can control it, and the ledges make fox's recovery predictable. You can't cg too well, but overall your #2 stage. It does have a lower ceiling though, so be careful of uthrow uairs at low percents.
3. DL:
You'll probably get camped a bit, but that's alright. The platforms are great for you, like battlefield, you can ledgecancel your upB from the ground on the top platform (the timing is a little harder than on battlefield though), so you have some anti-platform camping tools. You'll be able to cg in the middle of the stage, and the killzones are far away, so you get to live a little longer. DON'T GET INTIMIDATED BY LASERS.
UNDER NO CIRCUMSTANCES should you pick
Stadium.
I like yoshi's as a pichu stage, but it's also
terrible against fox.
---
If Fox plays correctly, sadly, there is really
nothing you can do.
But fortunately for Pichus,
almost no foxes will actually do that!
The average fox player lays back while playing a pichu, because he's the best character, and you're terrible, so you can get opening on a dumb spacey who is auto-piloting the whole time.
So, in neutral, you have your
dashdance (into nair or grab or utilt, generally), and you have your
fullhop retreating jolts. You can use jolts to stop an over-committed approach, force fox to shield, or get fox to jump up on a platform. You need to look for that
double jump, because that is a nice thing to take away from a spacey.
You can also use fullhop retreating PAs as a baiting gimmick, but don't become over-reliant on them.
Don't shield. Shielding stops your movement, robs you of a lot of options, and is a big bubble that tells for
"here is a free grab," which means
uthrow uair, which kills you at like 40%.
Be careful on fox's shield. Your standard nair through shield->uair/pivot grab is risky because shine out of shield will crap on you.
A lot of spacies like to laser camp or bair camp you. This can be pretty hard to deal with.
What you're going to want to do is dash dance in an out.
When they jump up, you want to run under them and do a
dash canceled utilt.
Those can be pretty hard to learn, so if you can't do it,
rising uair will work too, but its more risky.
you can also try upB gimmicks, but thats dangerous if they catch on.
If fox is camping the top platform, it
REALLY helps if you know how to
ledgecancel your upB into a
pivot fsmash.
Don't just jump up there, because that's
what fox wants.
the name of your game is
getting a grab and
chainthrowing the hell out of any fastfaller with uthrow. You're pichu, any free stocks you can take,
you should.
If you get a grab near the ledge,
bthrow that kid so fast.
from bthrow, you can cover every one of fox's options if you react quick enough.
I usually like to sh jolt to cover jump, sideB, and instant upB.
You can also just nair.
And if you wanna be ballsy, after you bthrow, if you side B off stage, and fox tries to buffer a jump, he'll get hit and lose his jump, then you just nair him.
for edgeguards, if you time your
fsmash so
only the last hit connects, fox is dead.
ftilt angled down also means a pretty dead fox.
utilt (with your back to the ledge) is pretty darn good if they miss the sweetspot.
you can
fair or nair to intercept their sideB. Late nair destroys their upB.
Jolts are great for their sideB or the charging phase of their upB, but once they start moving,
upB will go through jolts, so don't over-commit.
--Lastly--
DIing
uthrow uair is suuuper
important.
Here is how it's done:
DI the throw
BEHIND fox.
then, SDI
the other direction when he jumps to uair you.
2. FALCO
:
--Stages of Choice:--
1. FD:
Final Destination is your ideal stage against falco. There are no platforms to interrupt your chaingrabs or juggling, the walls and ceilings are pretty far away, and falco's movement is restricted due to lack of platforms. The only downside to this stage is that you don't have platforms to maneuver on to avoid lasers.
2. BF:
As always, this is a fantastic Pichu stage. The platforms are perfectly positioned for you to run around on and the ledges really hurt falco's recovery. The downside here is that, even though the platforms are perfect for you, they are also perfect for falco. He can be pretty fast on this stage, so you need to figure out his movement. At low percents, Falco will try to kill you off the top, so make sure you are SDIing his shines.
3. DL:
This stage has its ups and downs. It's got really far walls, so you'll be able to live a lot longer, there is a lot of room for you to run around, and you'll be able to chaingrab for awhile in the middle of the stage, BUT, falco has a lot of space to just shoot lasers. Overall, this is not a bad stage for falco, but you should be able to use this stage to your advantage.
DO NOT let falco take you to Yoshi's Story. You will die so fast.
Falco's also love Fountain, and they can combo you for days.
Stadium can be a risky choice as well due to the low ceiling and transformations don't help you.
---
For the most part, your goals in this matchup are exactly the same as if you were playing against fox.
Fortunately, Falco is a bit easier. You won't die off the top nearly as easily (still be weary of shine combos, however). Falco's recovery is also god awful and even easier to deal with than Fox's.
One thing I want to make clear: As soon as you see Falco's upB charging, hit him out of it right away. He's dead.
Falco's charging flames don't have a hitbox, so you won't get caught in them if you go out there.
The main difference in this matchup is that Falco is going to use lasers to interrupt your movement and try to force you in to shield. BE CAREFUL WITH SHIELDING. When you panic and go in to shield, you're letting falco close in on you.
It is super important that you learn to SDI falco's shine. Pretty much, you want to DI away from him. NEVER DI A SHINE IN TOWARDS FALCO.
Some really cool moves in this matchup are Utilt and Uair. They are disjointed, so if you time them correctly, you can challenge falco's down air. A lot of falco players are over-reliant on that move, so take advantage of it!
It should also be noted that ftilt is the falco slayer. It'll smack him out of his recovery and lazy nair approaches. Use it wisely.
If you get grabbed, falco is probably going to try and uthrow bair you. Don't panic, just DI behind him as if you were trying to escape fox's uthrow uair.
When falcos are on the ledge, they love to ledgehop double laser. Pichu isn't great at dealing with this, but if you are close enough, and they go for it, you can ftilt them. If you are a little further, try to get your powershielding down and reflect the first one. It can be pretty difficult to really do anything about it though.
Other than that, the matchup is exactly like fox.
3. SHEIK
:
--Stages of Choice:--
1. DL:
Dreamland is pretty much your only hope in this matchup. You can abuse your mobility to run around sheik a bit and keep yourself alive a lot longer than on other stages.
2. BF:
This is only a good stage for you if your movement is on point. You need to be able to hit every edge cancel and keep moving at all times. This stage is really good for sheiks to move around on and needle camp, so you need to be moving faster than she is. Be careful of the lower ceiling, sheik will want to dthrow uair you.
Never let Sheik take you to
Yoshi's Story or
Fountain of Dreams.
Stadium and
FD are also risky choices though.
---
This matchup is
straight up horrible. You don't really have a crouch cancel, so sheik can just start wailing on you at low percent.
You have to be moving fast and occasionally put yourself in risky positions just to get around sheik's needle camping, and even then, you have enough trouble dealing with just sheik's
ftilt.
You're pretty much going to want to
run away with
jolts for as long as you can. It is super important that you
never stop moving in this matchup.
If you get grabbed, you're
probably dead. Sheik is going to start
dthrowing you and can
chaingrab you with it
until killing percent. You're going to want to try to mix up your DI a bit, but sheik can react to it easily. Try to get off the stage, DIing
down and away. You'll probably get faired and die, but sometimes you'll live.
Edgeguarding sheik is
pretty easy. Pretty much, just
make sure she loses her second jump, then
grab the ledge and hold it until she reappears. If she teleports
on to the stage, just jump up there and
throw her back off or
upsmash her if she's at high percent.
Fsmash is very interesting in this matchup because it will suck sheik in if she tries to
sweetspot the ledge.
Don't overuse it because a good sheik will
SDI out of it.
This is a matchup where
thunderwalls can actually be useful if
used correctly. They
stop needles and
prevent sheik from approaching you.
If you get the chance to get sheik
above you, try to keep her up there as long as you can with
uair,
utilt,
usmash, and
rising nair. She has trouble coming down on top of pichu. Watch out for
fast fall fairs though.
If you get a grab,
dthrow and
fthrow are really good. You can pull off some janky chain throws at low percents. At mid percent, your
dthrow combos into your aerials really well.
Overall, this is a
rough matchup.
Don't get frustrated.