SSBM/Pichu: Difference between revisions

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{{Infobox Character SSBM
|name=
|discord=
|vods=
|image=
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]]
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]]
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]]
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]]
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]]
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]]
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]]
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]]
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]]
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]]
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]]
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]]
}}
==Introduction==
==Introduction==
Melee's original handicap character, Pichu nonetheless miraculously escaped the game's absolute bottom rung and carved a niche for itself in the upper low tier. Pichu is a largely identical clone of Pikachu, with whom they share the basic outlines of their gameplan. Both are relatively linear speedster types perpetually forced forwards, towards the enemy, by their miniscule hitboxes and inability to control space. On almost every count that the two differ, though, Pichu draws the short stick; Pichu is smaller, slower, lighter, and, infamously, has to deal with a miserable self-harm mechanic that causes all Pichu's electric moves to deal chip damage to itself, even on whiff. While the impact of Pichu's self-harm is often probably overexaggerated - most of Pichu's best moves are non-electric - it's an unwelcome cherry atop a sundae of unwelcome ingredients. So is there any hope for this forgettable mouse?
Melee's original handicap character, Pichu nonetheless miraculously escaped the game's absolute bottom rung and carved a niche for itself in the upper low tier. Pichu is a largely identical clone of Pikachu, with whom they share the basic outlines of their gameplan. Both are relatively linear speedster types perpetually forced forwards, towards the enemy, by their miniscule hitboxes and inability to control space. On almost every count that the two differ, though, Pichu draws the short stick; Pichu is smaller, slower, lighter, and, infamously, has to deal with a miserable self-harm mechanic that causes all Pichu's electric moves to deal chip damage to itself, even on whiff. While the impact of Pichu's self-harm is often probably overexaggerated - most of Pichu's best moves are non-electric - it's an unwelcome cherry atop a sundae of unwelcome ingredients. So is there any hope for this forgettable mouse?
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}}
}}


=="A" Moves Analysis==
 
=="B" Moves List==
 
===Move Analysis===
== Ground Moves ==
==Combos==
 
==Frame Data==
== Aerial Moves ==
==Strategies==
 
===Overview===
== Special Moves ==
===Zoning===
 
===Character Specific===
== Grabs & Throws ==
===Additional Note===
 
==Match-ups==
== Universal Mechanics ==
===Serious Advantage Match-ups===
None
===Advantage Match-ups===
None
===Fair Match-ups===
Yoshi
===Disadvantage Match-ups===
Pikachu, DK, Zelda, Mew2, G&W
===Serious Disadvantage Match-ups===
Everyone else


{{Smash Melee}}
{{Smash Melee}}

Revision as of 09:15, 25 July 2022


Introduction

Although originally designed to be the worst character, like most of Melee's development, things didn't go as planned, with Pichu carving out a niche for itself in the upper echelon of the low tiers. Pichu is a clone of Pikachu, with whom they share the basic outlines of their gameplan. Both are relatively linear pixie types perpetually forced forwards, towards the enemy, by their minuscule hitboxes and inability to control space. Unfortunately, Pichu is almost strictly worse than Pikachu, with a slower dash speed, less versatile up air, and the lowest weight in the entire game. As low as 63%, Fox's up smash will kill Pichu off the top of Yoshi's Story, even with impeccable DI. Pichu's attacks also lack range, which means you'll get outspaced by most other attacks. Pichu's most notorious, although not necessarily most impactful, flaw is its self damage mechanic: every time Pichu puts out an electric move, even on whiff, it inflicts damage on itself. So is there any hope for this forgettable mouse?

Pichu has a lightning-fast dash, with incredibly fast and active hitboxes. Pichu nair comes out on frame 3, is active for 25 frames, and has the lowest landing lag of any aerial in the game. Although Pichu's comically low weight means it can't Crouch Cancel attacks for a long time, Pichu does have the lowest Impact Landing Lag in the game, and therefore can act out of Crouch Cancel 2 frames faster than any other character. Combining these strengths, Pichu's basic gameplan is to sheathe itself in SHFFLed hitboxes (usually nair) and rocket around the stage horizontally, like some kind of little cannonball. It doesn't matter how little range your moves have when you're on top of your opponent at all times. In a game like Melee, this can be a surprisingly versatile strategy. But without the moves to shift gears when the situation calls for it, Pichu's ability to compete rides or dies on the effectiveness of this one, repetitive approach, and very few characters don't have at least one good answer to Pichu's one good question.

Pichu is handicapped by a skeletal move pool, with many moves ranging from niche to borderline useless. Pichu, in contrast to Pikachu, has a weaker and slower up smash. Also, Pichu's up air lacks the tail flip and tail spike property of Pikachu's up air, leaving only the juggle hitbox. These weaknesses results in situations where Pichu struggles to find kills at a reasonable percent. Playing vs Pichu often ends up being a war of attrition, one where Pichu cannot afford to make any mistakes due to its incredibly low weight.

Ultimately, Pichu is a functional but meager character with a rushdown playstyle largely overshadowed by its far superior clone. With such direct competition, it's no surprise that Pichu sees some of the least tournament play of any character...but, then again, perhaps this makes it perfect for a certain type of player.


Strengths Weaknesses
  • The Speed of Lightning - A fast dash allows Pichu to shoot across the stage at lightspeed and drag its aerials with it. The tradeoff is that this locks Pichu into committal and highly predictable horizontal arcs whenever it leaves the ground.
  • Small Hurtboxes - Pichu is the smallest character in the game, which grants bonus evasiveness. When it jumps or lands, Pichu turns into a pancake, low profiling many attacks.
  • Spammable Aerials - Pichu's landing lag is generally even lower than Pikachu's, helping it minimize the downtime in between its good aerials.
  • Amazing Tech in Place - Although every other character's tech in place is invincible frames 1-20 of 26, Pichu and Pikachu have a tech in place that's invincible from frame 1-24 of 26.
  • Solid Throw Game - Pichu's up throw leads to a chaingrab on spacies and nair on most other characters. It can also down throw to set up tech chases.
  • Catastrophic Risk-Reward - One of the least impressive punish games in Melee attached to a character with the worst possible traits for fighting blow-by-blow. Pichu dies earlier than anything else and does pitiful damage per hit. The math is always against this character
  • Self-Damage - While it only applies to about half its moveset, Pichu does chip damage to itself just for using moves. Some of these, like its recovery, can't be avoided, and some, like pummel, would otherwise be very welcome but are made very unattractive
  • Low Range - Pichu's main neutral tool, nair, has a tail hitbox that rotates with Pichu. As a result, half of the time that the attack is active, the hitbox will be behind you with your front vulnerable to any kind of attack.
  • Poor Tech Rolls - Pichu has the shortest tech rolls in the game, resulting in situations where the opponent can either cover 3 out of 4 options with a single attack
  • Lowest Weight - Pichu is the lightest character in the game, even lighter than Jigglypuff. It dies off the top incredibly early, and doesn't have the ability to Crouch Cancel or ASDI Down attacks for as long as other characters. Also as a result of weight, Pichu suffers longer hitstun than any other character in the game.
[[File:|center|300x400px]]
Physics
Weight 0 (0th)
Fall Speed 0/Fast 0 (0th)
Gravity 0 (0th)
Ground Movement
Walk Speed 0 (0th)
Initial Dash Speed 0 (0rd)
Initial Dash Length 0f (0nd)
Run Speed 0 (0th)
Traction 0 (0st)
Jumping
Jumpsquat 0f (0st)
Jump Height Full 0/Short 0/Air 0 (0th/0th/0th)
Air Speed 0 (0th)
Air Acceleration 0 (0th)

Introduction

Melee's original handicap character, Pichu nonetheless miraculously escaped the game's absolute bottom rung and carved a niche for itself in the upper low tier. Pichu is a largely identical clone of Pikachu, with whom they share the basic outlines of their gameplan. Both are relatively linear speedster types perpetually forced forwards, towards the enemy, by their miniscule hitboxes and inability to control space. On almost every count that the two differ, though, Pichu draws the short stick; Pichu is smaller, slower, lighter, and, infamously, has to deal with a miserable self-harm mechanic that causes all Pichu's electric moves to deal chip damage to itself, even on whiff. While the impact of Pichu's self-harm is often probably overexaggerated - most of Pichu's best moves are non-electric - it's an unwelcome cherry atop a sundae of unwelcome ingredients. So is there any hope for this forgettable mouse?

Pichu has a lightning-fast run, with solid (albeit undersized) hitboxes that stay active on top of its body for a good while. Combining these strengths, Pichu's basic gameplan is to sheathe itself in SHFFLed hitboxes (usually nair) and rocket around the stage horizontally, like some kind of little cannonball. After all, if your hitboxes are small - make them move! As fast as possible, ideally. And if you can't dash dance and can't scramble, well, don't get caught in one place. In a game like Melee, this can be a surprisingly versatile strategy. But without the moves to shift gears when the situation calls for it, Pichu's ability to compete rides or dies on the effectiveness of this one, repetitive approach, and very few characters don't have at least one good answer to Pichu's one good question.

Pikachu was once sometimes jokingly referred to as a 'poor man's Fox'. If that's true, Pichu is a without a doubt a poor man's poor man's Fox; it inherits many of Pikachu's bad points, but unfortunately few of its strengths. Both are handicapped by skeletal movepools, with large portions of their respective movelists either purposeless or redundant. Both find themselves heavily biased towards certain corners of the basic RPS triangles underlying many interactions and are therefore forced to find ways to punch through options like shield or dashback with losing responses like overshoots and even longer overshoots. But where Pikachu has enviable raw kill options and an unparalleled ability to convert unexpected situations into dangerous offstage scoops, Pichu's simplified up air rips out the soul of Pikachu's edgeguarding game and consigns Pichu to a sad (and often monotonous) life of slowly racking up dollar store damage off stray hits. Pichu's anemic punish game thus becomes a war of attrition - but one where Pichu dies before literally everyone else and is constantly hurting itself.

Ultimately, Pichu is a functional but meager character with a one-note playstyle largely overshadowed by its far superior clone. With such direct competition, it's no surprise that Pichu sees some of the least tournament play of any character...but, then again, perhaps this makes it perfect for a certain type of player.


Strengths Weaknesses
  • The Speed of Lightning - A fast run allows Pichu to shoot across the stage at lightspeed and drag its aerials with it. The tradeoff is that this locks Pichu into committal and highly predictable horizontal arcs whenever it leaves the ground
  • Spammable Aerials - Pichu's landing lag is generally even lower than Pikachu's, helping it minimize the downtime inbetween its good aerials
  • Alright Throw Game - While heavily gated by the tiniest grab imaginable, Pichu does have a chaingrab on spacies and even a theoretical reaction tech chase on some characters
  • Catastrophic Risk-Reward - One of the least impressive punish games in Melee attached to a character with the worst possible traits for fighting blow-by-blow. Pichu dies earlier than anything else and does pitiful damage per hit. The math is always against this character
  • Self-Damaging - While it only applies to about half its moveset, Pichu does chip damage to itself just for using moves. Some of these, like its recovery, can't be avoided, and some, like pummel, would otherwise be very welcome but are made very unattractive
  • Linearity - Pichu's extreme polarization makes it difficult to change gears without dipping into some genuinely terrible tools. The result is often that Pichu is better off just brute forcing situations with losing options then it is trying to actually make use of its dysfunctional winning options. Pichu finds itself in many RPS interactions unable to throw anything but rock. Moreover, Pichu's space control is so abysmally poor that it's often essentially forced into first tempo, even when winning
  • Strange Defense - Pichu suffers from short tech rolls and takes unusually high hitstun. This leads to some unique vulnerabilities, although these are somewhat offset by a large shield, a great OoS nair, and Pichu's tiny frame
  • Terrible CC - Pichu has the single shortest CC/ASDI down window in the game, often breakable in a single move


Ground Moves

Aerial Moves

Special Moves

Grabs & Throws

Universal Mechanics

Game Navigation

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