Fine.
cons
light
chain throwable
self-damage
short techs
poor range
pros
uber fast
powerful
a few chain throws+tech chase
2 projectiles
up-B is flexible for recovery and approach
great recovery and anto edge gaurd
good edge gaurd
vey large sheild
good juggle
many grab set-ups
very hard to hit/ combo in SOME cases
can't be pillared/waveshined even on a wall
can't be camped easily-fast,small,can run under missles, duck/jump lasers
immue to all but one ice climber chain throw (jigglpuff have 2 handoff and jab reset)
really good with mindgames with short walk, taunt,couch,hard to predict, etc
stage glitchs help mindgames/approach
hard to juggle for a long time-small,up-B around them and you juggle them,down-B
Amazing SHFFL
NO really weak stages that mess you up bad, unlike ice climbers, sheik,bowser, etc.
good with platforms on or off
no useless moves or near useless can someone say unlike kirby,ness,fox,falco,marth, and m2
best pummel in the game comes on frame 3 and holds them 2 frames longer than other people's 6 for pichu 4 for them
I am think I am forgeting alot of stuff
I hav an idea on how to let us pichu players deal with chain throws and techchaser a little better. if they miss the grab and see that you didn't tech it what do you think they will do? jad reset grab right? I heard if you di up a some % if won't work, your pichu your light so you should get out much earlyier by diing up and maybe you could even get a nair on her.
Don't try on j-puff it's not worth it plus the fact pichu is small stops them from trying different things