JayWon
Smash Journeyman
Hi, I'm new. Just joined. (Edit: Sorry, please bear with me. this guide is sloppy and all over the place, working on it)
____________________________________________________________________________
GRAB RELEASE KILL SETUP (VIDEO NOW AVAILABLE BELOW!)
After 100+ percentage I grab and pummel as much as possible til they mash and break free. The opponent will break free at a perfect distance for a Fsmash. You can also Ftilt (more knockback/damage) or Dtilt (faster/more range) but this isn't going to kill. There's a good chance the opponent will still be mashing buttons/expecting a throw and not be ready to react when they are released.
However, when the meta develops, after the grab release, it'll really become a reactive rock-paper-scissor scenario because they can either shield, roll towards you, or roll backwards. If they are able to react and roll towards you, you can time a USmash (more kill potential) or DSmash (longer hitbox safer-ish but long ending lag). If they roll away you can uncharge/charge-timed skull bash (surprising, knockback really depends on the amount of charge, but not the best), or quick attack into them (constant pressure) with more tilts or possible USmash, or try short hop forward aerial (kinda too far away though to do effectively), or most effectively you can dash attack.
After the opponent kinda gets the feel of what to expect after a grab, you can surprise mix it up and do the classical Uthrow into Thunder (not guarantee they can DI and spam air dodges).
Please continue to the video down below.
________________________________________________________________________________________
This video is against real people and starts off "entertaining" and has examples of utilizing Thunder, and the GRAB RELEASE KILL SET UP I mentioned above as well. (Examples shown throughout video and a concentrated section towards the last quarter of video).
For Glory Pikachu video compilation
Pikachu's grab game is honestly amazing.
and he pummels ridiculously fast!
Here are my suggestions for throws:
0- 40%: I recommend Down throws, it's much easier to connect aerial combos after. Make sure to pummel 1-2 times. Forward Throw is great as well followed by a dash attack at low percentage, you can also follow up with a Foxtrot Forward Smash.
40-100%: If you want to maintain pressure and rack up more damage throw the opponent towards the middle of the stage with either a Back or Forward throw (whichever direction that will throw them inward). Make sure to pummel 3-4 times. Analyze where the opponent will land and Quick Attack towards them. Depending on the spacing and where you landed after the quick attack and where he landed, use whatever attack is appropriate.
Alternatively, If you Forward throw the opponent towards the middle of the stage, you can start charging your skull bash immediately and you're goal is to release skull bash and hit the opponent right before they hit the ground (short hop distance) before they can shield.
If you happen to grab them near the edge, throw them out and get ready to gimp and edgeguard. If you grab them RIGHT at the edge, pummel til release and follow with a B-air to gimp.
100-130%: There are a lot of options now. Abuse it. Around this percentage, the Up throw will launch the opponent high enough where Thunder spikes down. If you're fighting against Bowser, DK, King Dedede, I don't think they can DI out of it. When playing with a new opponent for the first time and/or after the first Up throw. immediately Thunder, there's a good chance it'll surprise them and they will not be ready to DI. The next Up throws, be patient, wait a split second, walk and follow where they DI and Thunder.
As I explained in detail above, you also have a great option for a GRAB RELEASE KILL SET UP. Pummel as much as possible til they break free. Immediately Fsmash. Sm4sh is at the early stage of life and honestly everyone online I played were all caught by surprise and were not ready for it. But after the game develops and people get better, like I said earlier in my post, it will probably become a reactive rock, paper, scissor scenario (please read post above).
~130+%: Make sure you Jump before you thunder. I'm not quite sure but it seems like the opponent has a hard time DIing left/right at very high percentage? Just Jump and thunder and they'll die. You can also do the pummel til release and Fsmash.
Most importantly of all. Always switch it up. After discovering the GRAB RELEASE KILL SET UP into FSmash, and training my opponent to react to that, I noticed many now forget to DI when I Up Throw into Thunder. They just have more things to worry about and it's really impairing they're reaction times. Also in the video if you notice (against greninja) I change up the pummel rates and it's just kinda dead silent sometimes. I feel like it creates a lot of tension and stresses the opponent out if everything is always different.
________________________________________________________________________
SIDE NOTE:
-Oh, if you didn't notice/know (~20 seconds in against Shiek video above) there is an example where you can time your neutral B and dash inside it. Time it so pikachu runs ahead of the thunder jolt, the opponent cannot shield grab you. Honestly, running with a thunderjolt is a very strong approach option.
-I would like to mention Skull Bash is not just for mobility. Think of Skull Bash as a long range F-Smash (which you can even do in the air! Great against floating Peach). Remember all the times you whiffed a F-Smash because it was out of range? Skull bash would have hit. A charged Skull bash can destroy Wario's Bike.
*QUICK TIP* I also like to mention, just how important it is to master Quick Attack. Before you decide to implement a Quick Attack, ALWAYS pinpoint and look at the exact location you want to land. This will help tremendously.
________________________________________________________________________________________
Pikachu Beginner Combos against Computers:
This video contains basic combo ideas and gimp examples using Level 9 CPUs.
Fastfalling to a Nair sweetspot can be effective and work at very low percentage, but be careful, Pikachu's Nair does not have that much of a strong priority. This video is for pikachu players who are new! Hope this video gives you some general potential impressions to start your Pikachu journey.
____________________________________________________________________________
GRAB RELEASE KILL SETUP (VIDEO NOW AVAILABLE BELOW!)
After 100+ percentage I grab and pummel as much as possible til they mash and break free. The opponent will break free at a perfect distance for a Fsmash. You can also Ftilt (more knockback/damage) or Dtilt (faster/more range) but this isn't going to kill. There's a good chance the opponent will still be mashing buttons/expecting a throw and not be ready to react when they are released.
However, when the meta develops, after the grab release, it'll really become a reactive rock-paper-scissor scenario because they can either shield, roll towards you, or roll backwards. If they are able to react and roll towards you, you can time a USmash (more kill potential) or DSmash (longer hitbox safer-ish but long ending lag). If they roll away you can uncharge/charge-timed skull bash (surprising, knockback really depends on the amount of charge, but not the best), or quick attack into them (constant pressure) with more tilts or possible USmash, or try short hop forward aerial (kinda too far away though to do effectively), or most effectively you can dash attack.
After the opponent kinda gets the feel of what to expect after a grab, you can surprise mix it up and do the classical Uthrow into Thunder (not guarantee they can DI and spam air dodges).
Please continue to the video down below.
________________________________________________________________________________________
This video is against real people and starts off "entertaining" and has examples of utilizing Thunder, and the GRAB RELEASE KILL SET UP I mentioned above as well. (Examples shown throughout video and a concentrated section towards the last quarter of video).
For Glory Pikachu video compilation
Pikachu's grab game is honestly amazing.
and he pummels ridiculously fast!
Here are my suggestions for throws:
0- 40%: I recommend Down throws, it's much easier to connect aerial combos after. Make sure to pummel 1-2 times. Forward Throw is great as well followed by a dash attack at low percentage, you can also follow up with a Foxtrot Forward Smash.
40-100%: If you want to maintain pressure and rack up more damage throw the opponent towards the middle of the stage with either a Back or Forward throw (whichever direction that will throw them inward). Make sure to pummel 3-4 times. Analyze where the opponent will land and Quick Attack towards them. Depending on the spacing and where you landed after the quick attack and where he landed, use whatever attack is appropriate.
Alternatively, If you Forward throw the opponent towards the middle of the stage, you can start charging your skull bash immediately and you're goal is to release skull bash and hit the opponent right before they hit the ground (short hop distance) before they can shield.
If you happen to grab them near the edge, throw them out and get ready to gimp and edgeguard. If you grab them RIGHT at the edge, pummel til release and follow with a B-air to gimp.
100-130%: There are a lot of options now. Abuse it. Around this percentage, the Up throw will launch the opponent high enough where Thunder spikes down. If you're fighting against Bowser, DK, King Dedede, I don't think they can DI out of it. When playing with a new opponent for the first time and/or after the first Up throw. immediately Thunder, there's a good chance it'll surprise them and they will not be ready to DI. The next Up throws, be patient, wait a split second, walk and follow where they DI and Thunder.
As I explained in detail above, you also have a great option for a GRAB RELEASE KILL SET UP. Pummel as much as possible til they break free. Immediately Fsmash. Sm4sh is at the early stage of life and honestly everyone online I played were all caught by surprise and were not ready for it. But after the game develops and people get better, like I said earlier in my post, it will probably become a reactive rock, paper, scissor scenario (please read post above).
~130+%: Make sure you Jump before you thunder. I'm not quite sure but it seems like the opponent has a hard time DIing left/right at very high percentage? Just Jump and thunder and they'll die. You can also do the pummel til release and Fsmash.
Most importantly of all. Always switch it up. After discovering the GRAB RELEASE KILL SET UP into FSmash, and training my opponent to react to that, I noticed many now forget to DI when I Up Throw into Thunder. They just have more things to worry about and it's really impairing they're reaction times. Also in the video if you notice (against greninja) I change up the pummel rates and it's just kinda dead silent sometimes. I feel like it creates a lot of tension and stresses the opponent out if everything is always different.
________________________________________________________________________
SIDE NOTE:
-Oh, if you didn't notice/know (~20 seconds in against Shiek video above) there is an example where you can time your neutral B and dash inside it. Time it so pikachu runs ahead of the thunder jolt, the opponent cannot shield grab you. Honestly, running with a thunderjolt is a very strong approach option.
-I would like to mention Skull Bash is not just for mobility. Think of Skull Bash as a long range F-Smash (which you can even do in the air! Great against floating Peach). Remember all the times you whiffed a F-Smash because it was out of range? Skull bash would have hit. A charged Skull bash can destroy Wario's Bike.
*QUICK TIP* I also like to mention, just how important it is to master Quick Attack. Before you decide to implement a Quick Attack, ALWAYS pinpoint and look at the exact location you want to land. This will help tremendously.
________________________________________________________________________________________
Pikachu Beginner Combos against Computers:
Fastfalling to a Nair sweetspot can be effective and work at very low percentage, but be careful, Pikachu's Nair does not have that much of a strong priority. This video is for pikachu players who are new! Hope this video gives you some general potential impressions to start your Pikachu journey.
Last edited: