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You're not funny, quit itI beat Detta with SH Tjolt like 20 mins ago that means it's good right?
Then I'm wondering where it all went wrong.You're not funny, quit it
I've been studying Pika day by day for near 3 years, so I'm pretty far ahead tyvm
yo imma let you finish, butYou're all fat
Imma beat you all up when I get online
Be ready~ < 3 < 3 < 3
gotchaThe thing that makes Ground Jolt better is that we have a higher degree of stage control, plus if it is set out from a FH, we can move around as it is out, meaning if it hits the opponent, we can combo from it with ease
Loser~Sorry I've just been practicing my SH jolt followups. I've found I can get a guaranteed follow up into anything if the jolt breaks their shield!
SON OF A *****This conversation needs to die. Angiance I know you spent a lot of time in the pika social thread but studying him hasn't given you correct knowledge. Kaylo, myself, leaf, esam, and anyone notable from
Our community will tell you that you shouldn't do half of what you said, and we have tourney placings to back it up. Please stop with these ill founded claims, they are erroneous.
Neither have I because I haven't played league really in monthsHow has this thread essentially become a flame war lol. Also diggin the rengy-po avy steam. Feel like I haven't played against one in
A while
You keep all 3 in mind so that you have more to choose from, doofusSH jolt: use when you want to give your opponent a free powershield punish on reaction.
the animation has the exact same duration, except when you FH you have control over your movement for the whole thing. in any situation where you could punish a FH jolt, you will be able to punish SH jolt easier because instead of being in the air retreating, pikachu will be on the ground stuck in the end of the animation. There's no advantages to SH jolting instead of FH jolting unless something is in the air above you, in which case you shouldn't be jolting at all.Well, you BOTH still fail to realize that Pikachu IS STUCK IN THE GODDAMN AIR LONGER, that CAN be punished, all you gotta do is READ IT, which isn't that hard when you're USING THE SAME GOD DAMN VARIATION OVER AND OVER
Please Pikas, don't listen to these clowns, keep all 3 in mind, and mix it up
It's not opinion, it's factpls get game before you become so opinionated.
Thunderjolt by itself doesn't cover you ever, it takes like 20 frames to come out, has a distinctive audio cue, and is an EASY powershield. Any safety generated from jolting has to stem from the distance you can create between you and your opponent. SH jolting will always leave you in a more vulnerable position since you'll end up closer and on the ground. with FH jolt you'll be farther away and only immediately punishable by aerials. Of course FH jolt is quite punishable as well, but in any situation where you can punish FH jolt, you can punish a SH jolt even harder assuming you can powershield telegraphed projectiles. Tjolt is bad at close range, imagine that.It's not opinion, it's fact
You fail to aacknowledge the fact that from a SH the airjolt will touch ground faster than it would from a FH, so we'll be covered by it.
Having to wait longer for the jolt to hit the ground should only matter if the opponent is close enough to run underneath a retreating FH Jolt, and at that distance, you'll probably get punished even harder for SHing it for reasons I already mentioned. trying to approach with a SH jolt is even worse because you won't be able to keep up with the jolt to follow up properly because you'll be stuck sitting on the stage at the end of your animation, and if you do it at close enough range you'll likely get punished on hit.FH Jolt is as good, but it has flaws too...I mean, you have to wait longer for the ground jolt to come out, and that's the only good part of T-Jolt IS the ground jolt; Air Jolt isn't that great
if you're at that sort of range and try to SH jolt, they don't even need to powershield the jolt to punish you, some characters at low% can probably punish on hit. You'd also have to react insanely fast and have a meaty Fair to do what you'd describe, it would be much more realistic to just run underneath and then punish the ending frames of the move, but even then at that point Pika could move himself in the air to possibly avoid the punish. if you SH jolt you can do nothing and are stuck on the ground.The fact that practically ANY CHARACTER can simply run up and FH an aerial to eat THROUGH the Air Jolt AND hit Pika as he's >>>>> FLOATING IN THE AIR<<<<< is a pretty noticeable flaw, but on the other hand, if the Air Jolt actually makes it to the ground we gain fairly powerful stage control
guess that means SH warlock punch is a viable mixup? the whole point was that jolt is powershieldable on reaction, doing it out of a short hop limits the distance you can retreat it and makes you all the more punishable. If you do jolts at close range you're unsafe either way, and god help you if you try to approach after a SH jolt.You say SH Jolt can be shielded and punished, but technically anything can be shielded and punished if it's read, so that point is insufficient
to avoid being punished, you need to keep jolting in general in mind along with pikachu's other options. assuming your opponent knows how to shield you're always going to be worse off SH jolting, and even if they don't know how to shield your gains from SH jolt will be situational and minimal. Sometimes certain options just outclass others, Lucario's Dthrow is pretty good and true combos into his fair, but I've not used it a single time in a serious match because his Uthrow combos into his Fair, Nair and Uair and does more damage. It's not the best design but it is what it is.To avoid being read and punished, they NEED TO ALL BE KEPT IN MIND for variability
But if you wish to use only one variation and get consistently punished then...I dunno what to tell ya
=^w^=^ ~ ^
Every other Pikachu player: SH Jolt is badINCORRECT
And I'm ending this discussion with this...
Use all 3; stay unpredictable.
Peace < 3 < 3 < 3