Trophy Description
Recognized the world over, Pikachu is an Electric-type Pokémon that stores energy in its cheeks for use in battle. In Smash Bros., Pikachu is a well-rounded fighter with speedy, powerful electric attacks. Quick Attack can be used twice in a row if two directions are input, one after another.
Statistics
Maximum Number of Jumps: 2
Can Wall Jump: Yes
Can Wall Cling: No
Can Crawl: Yes
Alternate Colors
Smash Attacks
SIDE SMASH DAMAGE 12~18%
Pikachu leans forward, releasing electricity from its cheeks.
DOWN SMASH DAMAGE 2~3% MAX DAMAGE 13% : 6 Hits
Pikachu spins on the ground, hitting opponents with its tail and electricity.
UP SMASH DAMAGE 7~14%
Pikachu uses its tail in this jumping flipkick attack.
Basic Attacks
Standing Attack DAMAGE 1~1.4% MAX DAMAGE 7.8% : 6 Hits
Pikachu looks down and rapidly rams its head into the opponent.
Side Tilt DAMAGE 8~10%
Pikachu stands on its hands and kicks out with its legs. This can be aimed up or down.
Up Tilt DAMAGE 5%
Pikachu’s whips its tail over its body to hit the ground in front of it.
Down Tilt DAMAGE 6%
Trip the opponent using Pikachu’s tail.
Dash Attack DAMAGE 6~10%
Pikachu pounces at your opponent and attacks with a headbutt.
Edge Attack
Pikachu flips itself back on-stage, attacking with its tail.
Air Attacks
Neutral Air Attack DAMAGE 5.5~8.5%
Pikachu spins forward in the air, using its tail to attack while spinning.
Up Air Attack DAMAGE 4~5%
Pikachu flips in the air to strike upward with its tail.
Down Air Attack DAMAGE 4~12% MAX DAMAGE 16% : 2 Hits
Pikachu spirals down toward the ground with electricity shooting out of its cheeks. This hits once in the air for 12% and can deal an additional 4% with a shockwave upon landing.
Forward Air Attack DAMAGE 1.7~3% MAX DAMAGE 9.8% : 5 Hits
Pikachu spirals forward with electricity shooting out of its cheeks. This attack can hit multiple times.
Back Air Attack DAMAGE 0.8~4% MAX DAMAGE 12.6% : 9 Hits
Pikachu spins multiple times in reverse to strike opponents with its tail. This attack can hit multiple times.
Special Attacks
Thunder Jolt (Neutral Special) DAMAGE 3~6%
Shoot off a bouncing ball of electricity. This follows the contour of a stage, even over edges.
Thunder Wave DAMAGE 1~3%
This ball of electricity is slightly weaker but stuns your opponents, leaving them open to followup. The higher an opponent’s DAMAGE, the longer the duration of the stun.
Thunder Shock DAMAGE 3~10%
Fires a ball of electricity that goes straight forward and does not bounce. After some time or if it hits something, it gives off a strong jolt of electricity. While Pikachu is moving, it’s weaker than normal, but the discharge does much more DAMAGE. Note the distance traveled by the ball of electricity is shorter than normal.
Skull Bash (Side Special) DAMAGE 6.2~21.4%
Pikachu blasts forward, spiraling headfirst. Charge this move longer to increase its range and DAMAGE. Perform this with a Smash input and it is partially charged.
Shocking Skull Bash DAMAGE 0.9~4.3% MAX DAMAGE 19.7% : 10 Hits
In this version, Pikachu is covered in electricity and hits the opponent multiple times before blasting them away. This travels slightly less distance and does slightly less DAMAGE. It makes up for this with its multiple hits and knockback potential.
Heavy Skull Bash DAMAGE 0.9~32.1%
This version hits a lot harder, dealing most of its DAMAGE closer to its startup. The farther it goes, the weaker it gets.
Quick Attack (Up Special) DAMAGE 2~3% MAX DAMAGE 5% : 2 Hits
This two-part attack allows Pikachu to dash attack in any two directions. After inputting the Up Special, immediately hit the control stick in the two directions you want Pikachu to travel. If the first one hits, you have to slightly delay your input for the second directional attack.
Meteor Quick Attack DAMAGE 2~3% MAX DAMAGE 6% : 2 Hits
Moves even faster and also gives a meteor effect on hit. The overall distance is shorter than usual, but both hits are equally damaging.
Quick Feet DAMAGE 5%
Travels much farther, but you can’t change direction. It deals more DAMAGE and the hitbox is slightly larger on this attack.
Thunder (Down Special) DAMAGE 6~15% MAX DAMAGE 23% : 2 Hits
Pikachu calls down a bolt of lightning that has a huge meteor effect when it hits near the cloud. Combo into this from your Up Throw. If the bolt hits you as well, Pikachu discharges additional DAMAGE while being temporarily invincible, and it does even more DAMAGE to your opponent. The lightning is initially pretty low in DAMAGE, but it quickly ramps up and stays at a fixed level during its descent.
Thunder Burst DAMAGE 2~15% MAX DAMAGE 19% : 3 Hits
LIghtning does not strike in this customization, but Pikachu releases electrical energy all around itself. This hits opponents multiple times before blasting them away. The more hits opponents take before the last attack, the farther they are blown away. Pikachu has no invincibility in this version.
Distant Thunder DAMAGE 5~13% MAX DAMAGE 11%, 13%
This lightning strike originates higher than usual and is very powerful. This version starts very strong then gradually decreases in strength. You can also use this to strike Pikachu to discharge additional DAMAGE, but this discharge is weaker than normal, and Pikachu is not invincible.
Final Smash
Volt Tackle
Pikachu transforms into a giant ball of electricity you can control around the stage, even through platforms. Bumping into opponents deals a little bit of DAMAGE but doesn’t cause much knockback. Hitting the Attack button makes the electricity ball pulse and discharge additional DAMAGE. Hitting an opponent with that pulse grants much more DAMAGE and knockback. Each time you use the pulse, though, there’s a short cool-down time where the ball becomes darker and smaller before you can use it again. During this time, the attack power is slightly less. When the ball regains its original size, the pulse is ready to be used again. This is great for stages with multiple platforms and multiple opponents. Use it to juggle opponents through the air to guide them off-stage!
Strategy
Pikachu is a quick, lightweight character that relies on its speed to rack up DAMAGE on opponents before going for KOs. Increasing its mobility options, Pikachu can also crawl and wall jump. In the air, mobility isn’t Pikachu’s strong point, but Thunder helps with its tall vertical hitbox. Pikachu can also surprise opponents from a distance with Skull Bash and Quick Attack. Pikachu’s main weaknesses are its light weight, short range, and aerial attacks. Use your Thunder Jolt to harass opponents, and keep the pressure on with your speed, throws, and multi-hitting aerials like Forward and Back Air. Note that Back Air and Down Air have an extra hit upon landing, so practice using these from the right height to maximize DAMAGE. Because your aerials have short range, consider fighting from higher platforms.
Pikachu’s main projectile attack is Thunder Jolt. This ball of electricity is affected by gravity, so if you throw it from the air, it continues downward at an angle. Once it connects with the stage, it continues to bounce along the ground and over the edges of the stage. This makes it particularly useful for edge-guarding on certain stages. To attack opponents from great distance, charge up Skull Bash to blast Pikachu toward them. This move doesn’t leave you in a fall state, so you can use it to edge-guard while still having your Quick Attack available to recover. Quick Attack is very versatile—you can use it in two directions. You can use it to quickly run away from an opponent or you can use it to attack opponents. If platforms are nearby, Quick Attack gives you even more options. Generally, though, this is your best recovery option. Thunder comes down at the location where Pikachu calls it, and it has a meteor effect when it hits near the cloud. If you use it while moving forward, it actually arrives behind you, which can be useful when opponents are chasing you. If the bolt hits Pikachu, it deals even more DAMAGE to anyone around. In free-for-all modes, use Thunder and Thunder Jolt as much as possible, but watch out for opponents who have a reflect ability!
For KOs, Pikachu’s best options are Side Smash, Up Smash, and Neutral Air. Down Smash can be useful to rack up DAMAGE and refresh other attacks while having decent vertical knockback. Because Pikachu isn’t the strongest in this area, edge-guarding can help you get KOs earlier. Use Skull Bash to connect with opponents off-stage. Other good off-stage options are Thunder, Down Air, and Forward Air. If you’re on the stage defending, use Side Tilt and Down Tilt to prevent opponents from grabbing onto the edge.
Recovery
Pikachu has some of the best recovery tools in the game. Horizontally, you have Skull Bash, which can be charged to take Pikachu even farther horizontally. While this is a great recovery tool, it pales in comparison to Pikachu’s other recovery tool, Quick Attack. This attack lets you quickly dash in two separate directions for recovery! Practice the timing to get both dashes in. Because Skull Bash doesn’t leave you in a fall state, you can easily combine these two Specials to travel fully under Final Destination and back up! Just jump off, charge Skull Bash, use your double jump, then Quick Attack back to the opposite ledge.