• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Social The Pichu Social & General Discussion Thread

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
ICG:

Thunder Jolt......

Total: 57
Shot comes out: 18
Projectile lasts: 99 frames

Fastfall anytime
5-10%(eariler hit)

4-6 frames of sheild stun

OVERVEIW: Jolts can be best called as pressuring option removing tools that can stop links cold in their tracks, gimp
space animals at 20%, set up intense pressure set ups to remove all breathing room or get you up-smashed and die at
60% to bring yourself to a grinding halt. Jolts wisely used can be compared to falco's lasers, poorly used compared to PK
fire. Spacing and knowing when to use them are key.

SHEILD PRESSURE: Even if jolts lack a lot of sheild stun they can act like lasers of falco with that have twice the stun. If
someone sheilds a jolt In most cases the best follow ups are to run up grab, d-tilt, or to nair through to upairs or poivt grab
and to avoid being punished adding in a quick dd before hitting is idea to see their reaction. You want to aim moreso at
their feet if they'll sheild it

JUMPING AWAY: If they jump away with a full hop jolt where they land and eat up more space or use an approach move as
they land either way it's helpful to gain a lot of space and control and upair out ranges every dair but roy's and marth's
so it's much safer and easier to jolt where they land and cut away at their space, percent, and control. however let's stay
they are like puff with a retreating bair where you won't likly hit her as she lands just be sure to eat up space and keep
pushing them into a worse and worse place.

CLANKING ON GROUND: If clank with a move that doesn't help put them into a better spot say maybe gannon's d-tilt or
sheik's f-tilt. you can still approach with a move fairly safely or do a quick dd outside their range as they try to get your
approach that seems likly. however if it's a move that brings them forward it is likly best to give up the approach because
they have broke your safe bubble most likly and it's best to dash dance or f-tilt a grab/ other ground move.

JOLT REFLECT: Say someone is a space animal, mario(cape) or other who tries to reflect the jolt back or absorb it by non
power sheild method. If you spaced your jolt well you should nearly always be able to punish them. If you jolt and it's still
airborne it will go up out of harms way and you can laugh and nair them in the face if at ground level you can sh over and
nair them in the face and laugh. Really if you get punished by shines you are spacing poorly.

YOU HIT THEM: if from the air and you spaced you can combo in many cases into a fast nair or up-smash/grab. best set up
for this is tech chaseing after a nair to cover both tech in place, no tech, and away more useful vs falco, sheik, gannon
class of techs that you might not be able to punish by just running after.

PLATFORMS: They can avoid most jolts with platforms and rarely waveland off and punish however them being on
platforms doesn't really help in the long run very much due to the fact they will have to get on the ground and might take a
jolt to the face and pichu gets to be where ever he wants but they could likly beat pichu out in the run abround platforms to
get to the ground game. Jolting a platform can be useful if someone tall is approaching because it's expected however in
many cases you can't follow up.

EDGE GUARD: Know when they will 2nd jump and jolt and wreck everything they can do all at once or in some cases just
push them back more sometimes can be used to force an early 2nd jump to make it easier in that manner. When
recovering yourself at a highish angle throwing out a jolt will make them 2nd guess hanging on the edge or standing there
or make them attack way too soon. Also if you are above the stage and they are coming in with an air attack at you
sometimes jump away jolt is a great counter attack it at least makes a clearing even if you lose a good amount of space.

APPROACH: Use a spaced full hop jolt when safe. Using your 2nd jump out of a sh is also a great way to bait an attack to get
punished with by a jolt. Try to only use late nairs so it will always be a guessing game and so you get more damage and stun.

RETREATING: Retreating jolts aren't very good normally they are too slow to be made as run away campy projectiles in
most cases however you can camp and use jolts just not very good at same time really. But if you have to bad up after
jolting it's fine but only if you don't think you can get any more space or might get hit. If they do a retreating move it's likly
you can caugh up to the projectile much better and it's nicer to follow up with or at least gives upi more space.

WHAT CLEANLY BEATS JOLTS: It's easy to beat out a jolt with a sheild or a f-tilt however you will be punished in most cases.
however running staight into in with a long lasting air move or a move that will pull you forward wrong best besides
powersheilding it back and will punish pichu hard if she/he trys to follow up. somewavedashes oos might help but if pichu
runs up and dds your counter attack isn't a given. So most of the cast doesn't have a set way to easily deal with jolts well
used other than not give pichu good space.

JOLTS IN MATCH-UPS:

FOX: He can nair/dash attack through and his movement is too hard to keep up with so the only approach use of jolts
would long range jolts but again aren't very useful. However b-throw to full hop jolt(or with wait) can gimp fox at very low
percents. jolts might be useful if you know he is going to shdl and will be forced to deal with in in an annoying manner.

FALCO: same as fox but you can punish his SHL worlds easier and takes little prediction just full hop to avoid a laser and hit
him in midair. Very good for tech chases.

FALCON: Falcon lacks a long lasting air move to deal out jolts and can't sh over them with attacks that will hit without very
good spacing, so if you know where falcon will be and know it will be safe to jolt at least to the point where it will be about
half way to the ground it's safe to jolt falcon.

LINKs: Link jumps away to pull out bomb, arrow, or boomrang, jolt where he lands and will the projectile game
just laugh when he trys to camp when you have the lead. and Grounded bombs aren't too safe eitheralso don't forget you
can jolt oos with a full hop if you sheild a far off projectile.

GANNON/MARTH/ROY: They lack a fast, useful move they can cleanly beat jolts out with to punish you with jolts are pretty
safe aim at their heads sometimes they can't cover it.

PUFF: Jolts seem like a prediction punishment game or to force puff into a bad place puff shouldn't get hit by them much
but do make her life harder.

PEACH: Jolt when they land and turnip pulls? She''ll mostly sheild them maybe dash attack them with is good for her.

SHEIK: Use jolts only for tech chase, edge guard, sh 2nd jump back to try to punish f-tilt (they can sheild most of the time if
not always : / ) and really sheik can throw a needle out or dash attack and beats them out as hard as fox to the point
they aren't very useful.

PICHU/PIKACHU: They should nair through them easily.

These are the only match-ups i'm pretty sure I know how jolts work with.

GLITCHES: On stages like battlefield with a flat edge(maybe platforms) jolts have been known to glitch and stay in one
place. My Theory to why is that they are confused on animations in between two frames. Jolts can't be airborne
after touching the ground but can jump from one platform to another if close enough if not the jolt will follow till it end
(platform). The jolt that glitches I think reachs a point where it can't follow to the next animation because it can't reach to
next piece of ground due to the animation and hitboxes, but it can't go airbrone, grab to something else, or end because it
hsn't expired and the platform isn't done. So It is confused and goes back and forth till 99 frames is up.


Tell me if something is wrong on aim (not skype hoping ex hits me up(but won't(xD)))

..............INSANECARZYGUY
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
thanks ICG/Clubber...
I guess that'd be pree useful for somebody trying to learn how to use jolts...

Jolts, btw, are the best edgeguard like ever. They seem to always hit the opponent in the face. ***** spacies. ***** Peach. ***** marth. ***** falcon. ***** ganon. ***** mario bros. ***** everybody. except like... puff. but thats ok because pichu ***** puff anyways.
 

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
Location
Spiral Mountain
Running into someone while the jolt is right in front of your body (or overlapping it) is a pretty cute approach.

Can be hard to setup, but since everyone tries to super camp Pichu it's not totally unheard of.



Fair combos to a surprisingly large amount of stuff. I mean, if backwards Fair combos floaties into up smash then it probably combos into up tilt and faster moves. I'd imagine crouch cancel is a pain for things like this (and shielding) but Pichu's pretty good at cross-ups so I'm not even sure that it would be a huge issue even then.

I'm also starting to think that bair is kind of okay substitute to nair for approach sometimes because he tucks his ears in. It feels like it's less vulnerable to a lot of moves that start high and swing downwards because of it, but more testing is probably required. His ears poking out is what gets him to trade with a lot of moves but I feel bair sometimes just sneaks under them.

.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
yea. thats why we use bair against like.... Marth. sometimes sheik. sometimes ganon. sometimes... other people...

also has anybody noticed... if a falco up throws you or shines you, your bair will come out faster than your fair/nair/dair. I used to always try to nair or fair since they tend to come out pree quick, but bair works better.

I love bair... except for when I'm stupid and use it off stage... cuz then I get mad.
 

soju

SD God
Joined
Jun 11, 2009
Messages
1,186
Location
Being a Scrub
:v triple post. . . but as Clubber said, take this as a good thing :B Learn all you can from this guy and make yourself better then him. Should be a good goal if you treat it like one.

And anyways, its better to judge skill level by seeing how well the character plays against high tiers because low tier dittos are probably some of the most annoying/unhype things i've ever done/seen in this game.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
I hate pichu dittos, tbh. but thats not what i meant.

I guess that it doesn't really count though, because he's a brawl kid now or something. but apparently when he plays melee, he is pichu... and does better than me. I have yet to play him/see his pichu, but I'm not dat good... at all...
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
Clubber... everyone had that idea... and its not too practical since it hurts you... but w/e.

I could be wrong, I don't mean to bash all of your ideas. Play around with it a bit and if you find that it has a legitimate use in actual play (i.e., if you test it against an actual player and you can use it for something) then go ahead. Also, try going to tourneys .-.

anyways... I should have dazzle in a week or two (or three), so i'll upload some videos of my ****ty pichu ^^
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
LOL, I'm starting to think that your really not supposed to care how much percentage of damage when playing with pichu, only about not getting hit, and it only does 1% damage times the number of times you use it, so if it's saving you a stock it's not unpractical, sure against characters like fox it might sound incredibly stupid, but there must be a reason pichu was design the way he was.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
Hey i still don't even use jolts, thunders, or skull bash Grim, these attacks are far to laggy for my taste. So i don't throw out random specials i just use agility wisely. I'm trying to learn to minimize agility to only doing %1 of recoil damage. Unless in emergencies "such as recovering" or it will gives me an advantage.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
enh. Jolts are pretty damn useful if you know how to use them.
Is skullbash our side B or our Dair? I forget...

if its sideB, it helps with recovery at higher percent... but most of the time you shouldn't use it. Playing as luigi got me into some bad habits with it lol. I sometimes try to SideB into the side of the stage like I do with luigi and get killed for it.
SideB also ***** a resting Puff. If they miss a rest, you should be able to kill them as long as they have 15%+ (on FD size stage).

Dair has its uses (although ICG disagrees with me about this). A lot of times if I'm juggling somebody with Uair, I like to finish with dair (since uair combos right into it). It has decent hitstun and knockback. Its also pretty good at interrupting certain character's recoveries. Wall jump -> dair also looks sexy as hell ;)
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
i do use dair out of U-air combo's myself sometimes, but I see the bit of flaw in it which is the start up lag which give your enemy time to escape the combo. N-air would be the better choice, or just fast falling again for another string or u-air combo's. XD

I know jolt can be of some use, but i'm currently more focused on my mobility, and my tech skill. I slowing getting more use to pichu's "sh" and can now do 60% of the time without full hopping by mistake.

How many frames of invincibility doe pichu have after respawning from being ok'd?
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
there is a point when uair stops comboing into anything...
I like to uair them for a bit, then dair once they have enough percent for it to do something.

The start up lag really doesn't make much of a difference. As long as you position yourself correctly, they shouldn't be able to escape. except characters who have a move that comes out very quickly.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
Falco. a lot of falcon also. and peach. Quite a bit of Sheik and Fox as well.
Okay i want you to test a theory out for me next time your playing a falco.

Say you get in an upsmash that knock them high but it doesn't kill them, space yourself closes to the nearest ledge and charge you skull bash and try to hit him. Try to be a patient as possible because they may still have the the option of double jumping, fire bird, illusion, and air dodging.

Once you sure those options are out of the way, once your sure they're close enough to the ground let it fly, hopefully you'll still be charging skull bash before they're close enough to the ground.

Remember it's just a test, give me the results when you can.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
ok, it sounds a little dumb to me, but i guess i'll try it sometime.

i'm going to a tourney saturday so i'll test it then.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
ok, it sounds a little dumb to me, but i guess i'll try it sometime.

i'm going to a tourney saturday so i'll test it then.
I know trust me, i was just thinking about it one afternoon. And went home to see the results myself, the worst that can happen is that you'll fly off the stage, if they try to aim for you let go earlier to not get hit.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
uhm yea, so I tried doing this in some friendlies today and.... just like i said, its ********.

basically, you're going to get ***** if you try this against a real player.

and clubber, I don't know if you have any real spacey experience, but getting shined is a really bad thing... going off the stage isn't as bad because you can just like... make it back to the stage...
getting shined usually means you're going to die. fox has stupid shine combos and falco can shine you into the killzone on some stages so yea... not a good idea to do this.

Upsmash doesn't have enough hitstun for this to be a combo, so they'll pretty much always just smack you. Marth can dair or fair you (then he'll fsmash you.) falcon will just like... knee. or stomp.

keep in mind, the move is slow as hell... and people can react to it. anyone good is just going to wait for you to release it, then they'll punish you.
 

KingClubber

Smash Ace
Joined
Nov 15, 2010
Messages
969
Location
In a dark underground base in the middle of L.A
Something tells me you didn't do it the way i explained, but whatever. I'll just test it myself when ever i get another chance to get another game in. And it's not supposed to be a combo, it's supposed to be a landing chase, so that right there tells me you didn't do it right.

And I am a Spacie main, seeing how my true main is Falco, and before brawl was released having fault plenty of other spacies.
 
Top Bottom